Custom Element's Jutsu Submission

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-Broly-

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?? | ¿¿
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: Using Yumeton chakra, the user will be able to create objects, tools, sentient beings and other creations composed of the Crystalline Sand. These can be created directly from the user's body, from already existing Yumeton or created through converting a source of earth into the properties of Yumeton to be used as he wishes. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These affects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death. These affects take affect according to rank and and amount of Yumeton ingested through the means mentioned beforehand; A C-rank creation being able to at most cause intense hallucinations or distortion in senses, A-ranks being able to cause unconsciousness and S-ranks able to cause death.
Note: S-rank variants can only be used 2x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn



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Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description: Using his Chakra, the user creates a single crystal of Yumeton in their mouth. The crystal will immediately be absorbed into the user's body, putting him under the affects of the psychoactive side-effects near instantly. The user's heart would start to beat at rapid rates as he begins to feel/see a white spirit wrap its limbs around the user's limbs as if to control them. On the other hand he starts to hallucinate that the opponent is some feeble shell of themselves, thus giving the user the thought of being leagues stronger than the scrawny opponent. The simple state of "mind over matter" kicks in and due to the user believing he's much stronger than the opponent physically, he actually begins to push his body past its limits to reach this gap in physical strength. In turn this gives the user a slight boost in his physical movements (1.5×) and stronger damage from his physical attacks such as taijutsu, Kenjutsu and Bukijutsu (+20). Of course, being under the affects of such a strong psychoactive substance, it would come with a few drawbacks.


Note: Only usable 2x with a 2 turn cool down
Note: Due to the user pushing his body past its limits, he'd be limited to A-rank and lower tai during the cool down


?? | ¿¿
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: Similar to the Sand body technique used by few, the user manipulates his Yumeton chakra in order to gain a full body manipulation and conversion of the element. With the use of a full body surge of pure Yumeton chakra, one is capable of converting their body partially or fully into the element, giving them full control of said part of the body in the same fashion that one would control average sand. They'd still visually look no different, until physically struck by something or if they so choose to manipulate their body to become the sand like composition. When hit by something, according to strength and weaknesses of Yumeton, they'd be capable of avoiding damage all together; Completely reforming their body at will whenever it is compromised by enough force. For example, an earth golem punching the right side of their body off; It'll be like punching through sand, and that side of the body would reform. While in this form the user can extend Yumeton from the body in the form of spikes, streams and waves up to short range, or manipulate their limbs to create makeshift weapons and such by converting the limbs into compressed Yumeton. Of course, while being in the form of complete Yumeton, the user's body would also gain the affects of the element upon coming into contact with people. Specifically, if someone was to ingest the element in ways explained in the submission, they'd Succumb to the psychoactive side-effects that comes with it. These affects include Intense visual hallucinations, Altered concept of time, Overwhelming fear, Lung irritation, Increased body temperatures, Distortion of senses (color, sound and vision), and even unconsciousness. The severity of the effects depends on the amount of the element ingested orally, through smell, or even prolonged contact.
Note: Only usable 2x and lasts 3 turns per usage
Note: The user's elemental usage is limited to the elements that make up Yumeton while in this state.
Note: Being in contact with the user in this state for one whole turn will cause unconsciousness to the opponent.


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Type: Attack / Supplementary
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-5 per turn)
Damage: 80
Description: This is a technique used purely to cast the hallucinogen and psychoactive effects of Yumeton onto one or numerous opponents within the vicinity. Using Yumeton chakra within an earth source, the user creates millions of tiny pieces of Yumeton in a minute Crystalline form. The crystals would rise into the air, but instead of forming together to compact and make a sand like form or solid, they stay separated. This causes a visual look that is similar to a white haze of sorts, almost like a white variant of the hidden mist of a fog per se. Once the Yumeton has risen, the user has to give a small output of chakra to constantly manipulate the element to not come too close to himself, forming a 1m radius "bubble" around himself for protection purpose, keeping himself out of harms way when it comes to contacting the element directly. With the fog present, anyone around that touches or breathes within the fog would be effected by the hallucinogen/psychoactive substance, causing a wide range of affects the longer they stay within.
1st turn - During the initial turn of being within the fog, the effects wouldn't be too severe, yet they would indeed still take a toll on people as a whole. They would begin feeling an overwhelming fear come over them along with an increased heart rate which would cause their breathing to quicken into hyperventilating. This overwhelming fear and increased heart rate would in fact alter their thought process, effectively bringing down their tracking speed by 2 ranks. I.e. an official sage would have the tracking of a Kage rank member. Etc.
2nd turn - During the second turn of being exposed to the substance, the opponent would have their concept of time altered within their mind. This would cause them to see techniques used by the user released/casted a couple of second later than usual and would even mistime their own techniques to a certain degree.
[3rd turn/I] - At this point, the target would have near severe effects happening to them, this time in the form of intense visual hallucinations around them. These hallucinations would overlap and mix with reality to the point that they wouldn't be able to perceive what is real and what is fake. This is coupled with a distortion of their senses, having sound, color and vision highly distorted. They'd have a hard time distinguishing basic color schemes, different sounds and their perception of the world altogether would be thrown off to the point that their already lowered perception would effectively be halved.
4th turn - Now the severity of the substance would reach a peak. Being exposed to Yumeton directly for such a prolonged time would have a dangerous effect. The opponent would be blanking in and out of consciousness at this point, having their last glimpses of life being but a blur. By the end of the turn, they would be overdosed by the element; Causing a painless death. With all the hallucinations, Altered perceptions and distorted senses, they'd feel no pain, but immense fear as they take their last breathes.

Note:
Note:
Note:

‡ All Declined ‡ Don't post incomplete submissions.
 
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Littlefinger.

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Bleach


(Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: In order to utilize this jutsu a user can either form three hand seals whilst being connected to the ground or slam their hand on it. This, thus allows them to infuse majority of the field with bleach chakra which then erupts from multiple locations as the pale yellow substance. These eruptions occur at most three meters away from each other, but are scattered across the field as geysers composed of bleach. These pressurized geysers burst forth with such force that they reach up to Long range into the air. Of course, each time this is used, at least one geyser will erupt under the target. However, this depends on the target's size. A summon as large as Gamabunta will certainly have more than one geyser erupting under him due to the area he encompasses. The aim of Poseidon's Rampage is to hit target(s) with pressurized blasts of bleach that pack enough force to break through rocks; while also exposing them to the harmful effects of bleach. In order to avoid being caught in their own attack, the user must remain at least Mid-Range away; however if desired the user can use this jutsu Short-Long covering the entire battlefield; as long as they are prepared to deal with the risk of being exposed to bleach. The eruption of these bleach geysers cuts off aerial movement as target(s) will find themselves blocked in by a swarm of geysers from all angles. Once all the geysers have erupted, which takes one turn, the large amount of bleach which has been sent into the air rushes down, soaking everything within its vicinity with bleach. Essentially the entire field from Mid-Long range will be soaked with bleach leaving behind its potent odor. Inhalation of this odor has detrimental effects on one's health; and prolong inhalation may be life-threatening. This specific odor stays in place even after this jutsu has ended, leaving the opponent(s) with the task of dealing with the harmful effects of inhaling bleach.

• Can only be used thrice per battle, with two turns between each usage.
• No Bleach, Water and Lightning jutsus above A-rank the following turn.
• Odor stays around for four turns.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

Declined - You have an S rank jutsu with limitless gysers of bleach, all over the field. With no limit all the gysers may as well be considered E rank due to the power of the jutsu being spread so thinly, plus i wont allow it to happen all over the field. The ground will shake to give away it happening and you can limit it to 3 to be made at any point. As for the effects halving their speed is too much also. And these effects apply to you also, so would you really want a jutsu on this scale knowing that you have to defend yourself from your own jutsu?

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are three main ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. Secondly, it can be used to transform parts of or the entire body of the user into Bleach in a manner similar to the Water Replacement jutsu. The third usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. In order to ensure that they are not harmed by the effects of their own technique the user first encases their entire body in layer of special chakra.

For the second usage, it involves focussing Bleach chakra either throughout one's body or into a specific part of it. As this is done, the user transforms it into Bleach, allowing them to phase through most physical attacks. The interesting part of the second usage is that since Bleach has corrosive properties, whenever a substance or opponent touches the user in this state they will be faced with the corrosive effects of Bleach. However, the user can only keep their full body or partial body transformed for one turn after which they automatically revert to their normal body. A one turn interval is required between usages.

With the third usage, the user, by simply making physical contact, can infuse a substance with Bleach. By simply touching a kunai for instance, the user can make the weapon laden with Bleach, thus enhancing its lethality when used.

• Can only be used four times per battle.

Declined - turning your body to bleach like that would be more harmful to you than anything, which ever part of your body you turn to bleach would then release fumes that would poison you breathing them in. If that's what you want, fine by me, but you should really think about what you're submitting. You mention special chakra? Ok the layer of bleach you create wont harm you but the fumes are out of your control. And how cam you "phase" when you are a dense liquid. This almost seems like you looked at one of my noldor cj and figured you'd make a rip of it for bleach lol xd

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
Type: Supplementary
Rank: A/S
Range: Mid (Long for S-rank)
Chakra: 30/40
Damage: 60/80
Description: The user starts off either by slamming their hand on the ground or by forming a row of three hand seals, before infusing the surrounding land/terrain with Bleach chakra. This chakra which is immediately transformed into Bleach causes the earth itself to become moist and squishy in a manner vaguely comparable to the Swamp of the Underworld technique. However, since Bleach is strong against Earth and its variants, this earthen swamp is laden with Bleach and is much more lethal due to its corrosive effects. Similar to the earth, all existing and preexisting techniques on the ground of elements weak to Bleach will suffer the same corrosion. As a result, these existing techniques lose two ranks in strength, while any other techniques emanating from the ground which are generically weak to Bleach will fail.

• A-rank usage lasts four turns and can only be used thrice per battle with a one turn interval between usages. No other Bleach techniques above S-rank while this is active.
• S-rank usage lasts three turns and can only be used twice per battle with a two turns interval between usages. No other Bleach techniques above A-rank while this is active.

Declined - OP. No converting earth to bleach. You can release waves and shit to create a layer of bleach but you use lightning to turn water to bleach through science and shit, nothing in your element about converting earth.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-F
Range: Short-Long
Chakra: 10-50
Damage: 20-90 (-20 to user for F-rank usage)
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. While F, S, and A-ranks require 3, 2 and 1 hand seals respectively, B-ranks and below require none. With the use of KO, Bleach can be produced in whatever shape, size or form; ranging from bubbles to tidal waves and from spikes to gigantic pillars. It all depends on the creativity of the user.

• F-rank can only be used once per battle. No Bleach, Water, and Lightning techniques above B-rank in the next turn.
• S-rank can only be used twice. No Bleach techniques above A-rank in the next turn.
• A-rank can only be used four times. No Bleach techniques above S-rank in the next turn.

Declined - Remove mention of F rank uses. Just randomly making any shape or form of F rank bleach, nah fam. Give limits to what you can make, where they are formed from, size limits. As it stands right now this can be so easily abused. I'd just say i perform 3 handseals and create and F rank orb of bleach around my target to kill them.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.
 
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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.
Removed the highlighted portion, so there's no need for bold.

(Kaskōriton: Subete no Hyō, Kita no ō)- Burning Ice Release: All Hail, the King of the North
Type: Offensive
Rank: A
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). 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.

Approved - just remember if you use it over the entire field, the total power is A rank, so if the barrage is used the power is divided between them all
 
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Punk Hazard

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(Shinpiton: Ikari no Michi) Corium Release: Fury Road
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: N/A
Description: The user will weave four handseals and slam their palms onto the ground, releasing an immense amount of chakra below the surface. This technique acts similarly to a more powerful version of the Dog Biting Crimson Lotus technique; like its parent technique the user will transform the ground below the surface into copious amounts of Corium, causing the surface of the ground to heat up slightly. However, rather than transforming the ground uniformly into pure Corium a few meters below the surface like the parent technique, Fury Road creates large pools of Corium beneath the ground's surface throughout the battlefield. Upon creation, these pools of Corium will rapidly rotate around itself, essentially forming powerful whirlpools of Corium. The immense amount of heat generated by the Corium, as well as the powerful movement, causes the ground around the Corium pools to become scorched and burned, generating an immense amount of dust and ash. This dust and ash is then kicked up into the air due to the rapid, spiral-like movement of the Corium pools, similar to ash and dust being thrown into the air as magma moves upwards during an eruption. The ash and dust generated by the Corium pools then blanket the terrain above the surface of the ground, creating what appears to be a large dust-storm that encircles all around the user. This spiraling blanket of dust and ash from the scorched ground obscures vision on the same level as the thick fog found in Kirigakure and carries with it the traces of radiation found within Corium due to being created from the radioactive material, making it highly dangerous for those that are caught inside. Due to the dust and ash being a byproduct of the Corium scorching the ground, the user will be unable to manipulate it, being caught and suffering from the same vision obstruction as anyone else caught inside.

Note: Can only be used once per battle
Note: Lasts for four turns
Note: No Corium techniques can be used while this technique is active
Note: No techniques of the elements that constitute Corium above A-rank while active

Declined - visually i think this is a brilliant idea, i like it, but few things need fixing, these pools/pool needs a range of like maximum radius. Four turns is too much. Also there needs to actually be a physical drawback on you due to it being F rank, like losing speed ranks and such.
 
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Shady Doctor

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( Suteijian Suiton: Sutikusu no sensō ) Ξ Stygian Water: Cursed Oaths
Rank: D - S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: One of the basic techniques of Stygian Water, the user uses his Stygian Water chakra to create or manipulate existing Stygian Water to form tools and weaponry from the element for whatever purposes he needs. These objects can range from a small water blast to shields, swords, even oceanic sized creations. The user is able to essentially create whatever his mind can imagine, as long as it's within 5 meters away from any enemy ninja. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming ocean sized pools of Stygian Water in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns.

Declined - A rank and above would require handseals. Ocean sized constructs for a basic application is too much in my opinion. Say how you make them, from your body? Spit them out? The ground? Can it be made by adding your fire chakra to normal water to convert it? Drawbacks for S rank variant? And limit on A rank? Details man!

( Suteijian Suiton: Sutikusu kawa no senrei ) Ξ Stygian Water: Baptism of The River Styx
Rank: A
Type: Supplementary | Offensive | Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: N/A ( + 10 to Stygian Water and +20 to Taijutsu )
Description: After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud around the user though this is not all; in addition to this, the user's body itself becomes liquid, mirroring the Hozuki Hydrification jutsu and it's properties/traits. Due to this, the user's Taijutsu likewise becomes more deadly, allowing it to gain effects of Stygian Water on contact, causing corrosive and acidic like burns in addition to normal damage. The user is also able to use his newfound aquatic body as a source of Stygian Water, creating up to A rank structures from any point. This isn't limited to simple bursts either; They'd be able to use the watery based body to extend and stretch limbs (up to mid range) for blunt impact attacks. Their body when extending can also be expanded to make their limbs much larger to combat bigger being/other attacks effectively. Being made of a water-like composition, he becomes able to take hits from solid structures and reform accordingly without taking damage, though the water would corrode the solids as if the body was A rank Stygian water, according to strengths and weaknesses. A drawback of using this ability is the user being limited to using no other elements bar Stygian Water and the elements it is made of whilst maintaining this form.

Note: Can be used 4 times, each use lasting 5 turns. After usage, the user cannot use for 3 turns.
Note: Water structures created are of A rank power.

Declined - reduce the usage, 3 times, 4 turns. 2 turns between uses. Making bursts should cost a jutsu, once per turn.

( Suteijian Suiton: Ikari no Yomi ) Ξ Stygian Water: Ferry to the Underworld
Rank: B - A
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 - 30 ( +10 to Water jutsu )
Damage Points: N/A ( +20 to Water techniques )
Description: Designed as a way to increase the user's ability to utilize Stygian Water, the user infuses his Suiton jutsu with Stygian Water chakra. What this does is create a thick layer of Stygian Water around normal Suiton jutsu, increasing the chakra and overall power of the jutsu in the process. This usage lasts up to 4 turns and causes any Suiton jutsu used during that time to be coated with the layer of Stygian Water. In an alternative form, the user is able to directly infuse chakra into water sources themselves. What this does is convert normal sources of water into Stygian Water itself, creating a source for further manipulation. Similarly to Mei and her immunity to her acidic elements, the user is unaffected by the acidic nature of Stygian Water, though not to being physically hit with it.
Note: B rank usage occurs during the same timeframe as original Suiton jutsu it's used alongside and can only be used once every 5 turns and up to 5 times in all.
Note: A rank usage can be done once every 2 turns up to 4 times in all.

Declined - I don't see it gaining the boost, as it's only converting water to a heat based water, i feel it would gain the effects of the corrosive nature of your element which in itself would be the boost in power, as it is a conversion technique more than a boosting technique. And once again reduce the useage. Make it one rank, have it as an activation jutsu, that you use in line with another jutsu or on a source. Only usable 4 times, 2 times between uses.


( Suteijian Suiton: Ēruptó no kyōkai) Ξ Stygian Water: The Eruption of the Underworld
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user starts by channeling Stygian Water underground in a specific area, up to a mid range radius. As he does this, Stygian Water is also created in a mist like creation, comparable to the Hidden Mist jutsu. While this mist carries properties of Stygian Water, the mist itself isn't as corrosive as the normal element. Instead, it only causes a mild irritation as if the mist was hot. Detecting chakra that touches the mist, the user is able to track any opponent above ground within the Stygian Water mist. Acting as a honing device, the user causes a massive geyser of Stygian Water to erupt under foreign chakra sources, causing extreme burns and damage to foes as it knocks them high into the air. This geyser is also able to "bend", it's water chasing the foreign chakra as if it were sentient.
Note: Can only be used 4 times in all, each use lasting two turns.
Note: After using, the user cannot use any Stygian Water jutsu that same turn.

Pending - question, if you make this at mid range from you, the radius is mid range, so would it reach long range? O_< And can't allow the chakra sensing, it's not really part of your element. You could really use lower the rank of this, make it last longer and make some better combinations to be honest, the thing with higher ranks is the drawbacks and it's not always better.

( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Created as a way to deter opponents, the user creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him.
Note: Lasts 4 turns each use, reducing enemy jutsu during that time.
Note: Because of it's natural properties, this rain would increase the heat of water jutsu created from pools of water already formed prior to this usage, meaning if a pool of water existed prior to this, it's heat will be naturally raised though not the damage output.

Pending - i need to discuss this with NK, basically in the rp i know we have steel release, but not 100% of what kind of steel it is and how corrosive it is. So that combined with your c.e wording:

"Earth and Some other matter based attacks: Due to it's corrosive nature, Stygian Water is able to corrode and burn through some solid based elements with ease, burning through them to give the liquid a temporarily "chunkier" form, similar to lava as it burns and breaks the item down fully in a relatively quick process. This works on most solid structures, unless they have some sort of high resistance to the corrosive properties. "

It's just a grey area of weather i allow that kind of wording and all. Now the jutsu itself, remember ti would hurt you too, needs handseals, drawback.


( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist similar to Styigan Water: Eruption of the Underworld. What this mist does, much like the parent technique, is track foreign chakra that enters it's depths. Once it is detected, Stygian Water rushes the target to combat and eat away at whatever enters it's realm. It can also be used as a way to cause direct harm
Note: This jutsu lasts 3 turns.
Note: After using, the user cannot use S rank or higher Stygian Water jutsu next turn.

Declined - 1. i don't see tracking as part of your element. 2. you should mention this doesn't hurt you. 3. limit on how much this can be used?


Sorry - mass declines, but really you need to tone down how much you can use it all, keeping it in line with the rank and even some drawbacks. This is mainly where you've gone wrong with minor things here and there. Make everything clear for c.e cj as it's one of the areas in the rp that is the easiest to be abused, so i'm quite picky ^_^
 
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Littlefinger.

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Bleach


(Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: In order to utilize this jutsu a user can either form three hand seals whilst being connected to the ground or slam their hand on it. This, thus allows them to infuse majority of the field with bleach chakra which then erupts from multiple locations as the pale yellow substance. These eruptions occur at most three meters away from each other, but are scattered across the field as geysers composed of bleach. These pressurized geysers burst forth with such force that they reach up to Long range into the air. Of course, each time this is used, at least one geyser will erupt under the target. However, this depends on the target's size. A summon as large as Gamabunta will certainly have more than one geyser erupting under him due to the area he encompasses. The aim of Poseidon's Rampage is to hit target(s) with pressurized blasts of bleach that pack enough force to break through rocks; while also exposing them to the harmful effects of bleach. In order to avoid being caught in their own attack, the user must remain at least Mid-Range away; however if desired the user can use this jutsu Short-Long covering the entire battlefield; as long as they are prepared to deal with the risk of being exposed to bleach. The eruption of these bleach geysers cuts off aerial movement as target(s) will find themselves blocked in by a swarm of geysers from all angles. Once all the geysers have erupted, which takes one turn, the large amount of bleach which has been sent into the air rushes down, soaking everything within its vicinity with bleach. Essentially the entire field from Mid-Long range will be soaked with bleach leaving behind its potent odor. Inhalation of this odor has detrimental effects on one's health; and prolong inhalation may be life-threatening. This specific odor stays in place even after this jutsu has ended, leaving the opponent(s) with the task of dealing with the harmful effects of inhaling bleach.

• Can only be used thrice per battle, with two turns between each usage.
• No Bleach, Water and Lightning jutsus above A-rank the following turn.
• Odor stays around for four turns.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

Declined - You have an S rank jutsu with limitless gysers of bleach, all over the field. With no limit all the gysers may as well be considered E rank due to the power of the jutsu being spread so thinly, plus i wont allow it to happen all over the field. The ground will shake to give away it happening and you can limit it to 3 to be made at any point. As for the effects halving their speed is too much also. And these effects apply to you also, so would you really want a jutsu on this scale knowing that you have to defend yourself from your own jutsu?

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are three main ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. Secondly, it can be used to transform parts of or the entire body of the user into Bleach in a manner similar to the Water Replacement jutsu. The third usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. In order to ensure that they are not harmed by the effects of their own technique the user first encases their entire body in layer of special chakra.

For the second usage, it involves focussing Bleach chakra either throughout one's body or into a specific part of it. As this is done, the user transforms it into Bleach, allowing them to phase through most physical attacks. The interesting part of the second usage is that since Bleach has corrosive properties, whenever a substance or opponent touches the user in this state they will be faced with the corrosive effects of Bleach. However, the user can only keep their full body or partial body transformed for one turn after which they automatically revert to their normal body. A one turn interval is required between usages.

With the third usage, the user, by simply making physical contact, can infuse a substance with Bleach. By simply touching a kunai for instance, the user can make the weapon laden with Bleach, thus enhancing its lethality when used.

• Can only be used four times per battle.

Declined - turning your body to bleach like that would be more harmful to you than anything, which ever part of your body you turn to bleach would then release fumes that would poison you breathing them in. If that's what you want, fine by me, but you should really think about what you're submitting. You mention special chakra? Ok the layer of bleach you create wont harm you but the fumes are out of your control. And how cam you "phase" when you are a dense liquid. This almost seems like you looked at one of my noldor cj and figured you'd make a rip of it for bleach lol xd

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
Type: Supplementary
Rank: A/S
Range: Mid (Long for S-rank)
Chakra: 30/40
Damage: 60/80
Description: The user starts off either by slamming their hand on the ground or by forming a row of three hand seals, before infusing the surrounding land/terrain with Bleach chakra. This chakra which is immediately transformed into Bleach causes the earth itself to become moist and squishy in a manner vaguely comparable to the Swamp of the Underworld technique. However, since Bleach is strong against Earth and its variants, this earthen swamp is laden with Bleach and is much more lethal due to its corrosive effects. Similar to the earth, all existing and preexisting techniques on the ground of elements weak to Bleach will suffer the same corrosion. As a result, these existing techniques lose two ranks in strength, while any other techniques emanating from the ground which are generically weak to Bleach will fail.

• A-rank usage lasts four turns and can only be used thrice per battle with a one turn interval between usages. No other Bleach techniques above S-rank while this is active.
• S-rank usage lasts three turns and can only be used twice per battle with a two turns interval between usages. No other Bleach techniques above A-rank while this is active.

Declined - OP. No converting earth to bleach. You can release waves and shit to create a layer of bleach but you use lightning to turn water to bleach through science and shit, nothing in your element about converting earth.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-F
Range: Short-Long
Chakra: 10-50
Damage: 20-90 (-20 to user for F-rank usage)
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. While F, S, and A-ranks require 3, 2 and 1 hand seals respectively, B-ranks and below require none. With the use of KO, Bleach can be produced in whatever shape, size or form; ranging from bubbles to tidal waves and from spikes to gigantic pillars. It all depends on the creativity of the user.

• F-rank can only be used once per battle. No Bleach, Water, and Lightning techniques above B-rank in the next turn.
• S-rank can only be used twice. No Bleach techniques above A-rank in the next turn.
• A-rank can only be used four times. No Bleach techniques above S-rank in the next turn.

Declined - Remove mention of F rank uses. Just randomly making any shape or form of F rank bleach, nah fam. Give limits to what you can make, where they are formed from, size limits. As it stands right now this can be so easily abused. I'd just say i perform 3 handseals and create and F rank orb of bleach around my target to kill them.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is halved and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.
Bleach


(Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: In order to utilize this jutsu a user can either form three hand seals whilst being connected to the ground or slam their hand on it. This, thus allows them to infuse bleach chakra in a specific location which then erupts as three geysers of the pale yellow substance. These three geyser eruptions occur within short range of the target, and cause the ground to vibrate violently as they do, throwing anyone within short range of them off balance. These pressurized geysers burst forth with such force that they reach up to Long range into the air, attacking aerial targets as well. The aim of Poseidon's Rampage is to hit target(s) with pressurized blasts of bleach that pack enough force to break through rocks; while also exposing them to the harmful effects of bleach. Once all the geysers have erupted—which takes one turn—the large amount of bleach which has been sent into the air rushes down, soaking everything within 5 metres of the geysers (short range) with bleach, substantially leaving behind its potent odor. Inhalation of this odor has detrimental effects on one's health; and prolonged inhalation may be life-threatening. This specific odor stays in place even after this jutsu has ended, leaving the opponent(s) with the task of dealing with the harmful effects of inhaling bleach.

• Can only be used thrice per battle, with two turns between each usage.
• No Bleach, Water and Lightning jutsus above A-rank the following turn.
• Odor stays around for two turns.
• No jutsu above A rank in the following turn.

Approved made edits. This is just for the jutsu. Please contact me about the effects you've made below as they are not included.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are two ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. The second usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. If the user is holding a weapon, this Bleach coating/armour will envelope it as well In order to ensure that they and their weapons are not harmed by the effects of their own technique the user first encases their entire body (and weapon) in layer of special chakra. The user can be affected by the Bleach fumes unless they take a necessary precaution or are somehow immune to toxic gases (e.g. a smoke user, a puppet)

With the second usage, the user, by simply making physical contact, can infuse a substance with Bleach. By simply touching a kunai for instance, the user can make the weapon laden with Bleach, thus corroding it with Bleach.

• Can only be used four times per battle.

Declined - the red. And second use, infusing bleach into a solid is weird, you can cover something in bleach, but yeah.. and no drawback for an A rank?

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
Type: Supplementary
Rank: A/S
Range: Mid (Long for S-rank)
Chakra: 30/40
Damage: 60/80
Description: The user starts off either by slamming their hand on the ground or by forming a row of three hand seals, before infusing the surrounding land/terrain with Bleach chakra. This chakra which is immediately transformed into Bleach begins to corrode/erode/eat away at the earth; thereby causing the ground itself to become moist and squishy in a manner vaguely comparable to the Swamp of the Underworld technique. Since Bleach is strong against Earth and its variants, this earthen swamp is laden with Bleach and is much more lethal due to its corrosive effects. Similar to the earth, all existing and preexisting techniques on the ground of elements weak to Bleach will suffer the same corrosion. As a result, these existing techniques lose two ranks in strength, while any other techniques emanating from the ground which are generically weak to Bleach will fail. With Holy Sanctum, the user does not convert the Earth to Bleach as this is beyond the capabilities of the element; rather, they dissolve Earth using Bleach. Earth suffers a weakness to Bleach; and just like metals, corrodes/dissolves on contact to bleach.

• A-rank usage lasts four turns and can only be used thrice per battle with a one turn interval between usages. No other Bleach techniques above S-rank while this is active.
• S-rank usage lasts three turns and can only be used twice per battle with a two turns interval between usages. No other Bleach techniques above A-rank while this is active.

Declined p pick a single rank. There is no difference between how it works for the ranks so i don't see why you need two ranks for it?
Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. When produced from the user's body, no hand seals are required. When summoned from the surrounding terrain, S-ranks would require two hand seals and can reach up to Mid-range; while A-ranks would require one hand seal and can reach up to Long range. B-ranks and below would require no hand seals and can reach up to Long range as well. With the use of KO, Bleach can be produced in various shapes, sizes and forms, all depending on the creativity of the user. These constructs may range from bubbles to tidal waves and from spikes to gigantic pillars. The smallest bleach construct used with KO can be as small as Aburame bugs, and the largest, as large as the enormous rock formations of the Mountain Smash Technique.

• S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the next turn.
• A-rank can only be used four times per battle. No Bleach techniques above S-rank in the next turn.

Declined - size/scale should correspond to the ranks. Bug size is too small. As you can't see some bugs. All A rank and above uses would require a handseal even from your body. And what about the effects on you if you create a construct in short range from you? SHould say when you spit it out it doesn't burn your mouth, i just know someone will try and use that against you

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.
 
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Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout the body and/or surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode, through the use of a handseal.
Note:
- S-rank versions can be used 3 times per match.
- A-rank and above of this technique requires a handseal
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Gunpowder techniques the following turn.

Approved - made edits


Kayakuton: Furagumentēshon kōzan | Gunpowder: Fragmentation Mine
Type: Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The Fragmentation Mine Technique is a very unique technique where the user will channel his gunpowder chakra through the earth, creating a field, which has the enemy as the epicenter, where the entire ground beneath the surface turns into a unique mine made of gunpowder, however this does not change or make the ground shift or shake in anyway, where any sort of change in pressure on the ground will cause an explode. This meaning if the person moves as much as lifting a foot, or shifting his weight and balance, it would detonate as it would change the pressure. As such this area which covers a field of up to mid-range from the enemy will make an explosion of fragments. The explosion itself is an upwards explosion that happens immediately as the pressure changes, creating a massive upwards explosion of earth and rock fragments combined with forceful shockwave from the explosion itself, tearing through bones, flesh, metals and everything due to the explosion and the small shockwave caused by the initial blast. This technique can be used as one large Fragmentation Mine (S-rank version), or as three separate Fragmentation Mines which are spread out anywhere on the field of the users choosing (A-rank, with each of the three fields gathering up to A-rank). When it is the A-rank version of the technique the three different mines covers a short range around them on the field each.
Note:
- The S-rank version of the technique can be performed twice per match
- Must have a one turn cooldown between each use, when using the S-rank version
- The A-rank version may be performed three times per match
- The user can cause the Fragmentation Mine(s) to explode with a single handseal and a move cost

Declined - it's a good idea but gunpowder requires the spark, the flame of sorts to ignite and i feel you need to go into detail of how them moving causes this spark, maybe say friction or something.

Kayakuton: Bankā basutā | Gunpowder: Bunker Buster
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-30 to the user)
Description: The Bunker Buster technique requires the user to perform a hand seal. Afterwards a small highly condensed pillar of Gunpowder will come through a small portal 30 meters above the ground and come pummeling down towards the ground. The pillar measures 50 centimeters in width and 2 meters in length. The only thing that controls the falling pillar is the pull of gravity and highly condensed mass which makes it very heavy. The pillar comes down with enough power to splinter trees; shatter rocks and leave a 30 meter wide and deep crater within the ground. Once the pillar hits the ground the gunpowder pillar explodes violently with a massive force of a shockwave and sends boulders and rocks flying in all directions up to long range from the impact area. Anything within the 30 meter crater will be completely obliterated by the sheer force of the impact, while the shockwave is enough to splinter trees and shatter rocks within mid-range of the crater itself. However if the pillar is struck or hits something in the air it will explode upon impact with that, applying its full force and power upon that object or person, still creating a massive shockwave powerful enough to devastate anything within mid-range of its explosion range.
Note:
- Can only be used once
- No Gunpowder techniques of A-rank and above for two turns
- Due to exhaustion and the sheer impact force of his own technique, the user loses a rank to his speed for 3 turns
- No Fire or Earth techniques above A-rank the following turn
- The user can spend a move cost to create a spark which causes the pillar to explode prematurely, allowing the pillar to apply its full explosive force in mid-air and allowing the shockwave to take full effect within mid-range of its vicinity.
- Visual representation of an impact from a bunker buster and how fast it happens:

Approved - nice technique
resubmitting:

Kayakuton: Furagumentēshon kōzan | Gunpowder: Fragmentation Mine
Type: Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The Fragmentation Mine Technique is a very unique technique where the user will channel his gunpowder chakra through the earth performing one handseal, creating a field, which has the enemy as the epicenter, where the entire ground beneath the surface turns into a unique mine made of gunpowder, however this does not change or make the ground shift or shake in anyway, meaning there would be no feeling of change on the surface, where any sort of change in pressure on the ground will cause an explode. This meaning if the person moves as much as lifting a foot, or shifting his weight and balance, it would detonate as it would change the pressure as well as create friction beneath the surface, causing the sparks that would ignite and cause the explosion. As such this area which covers a field of up to mid-range from the enemy will make an explosion of fragments. The explosion itself is an upwards explosion that happens immediately as the pressure changes, creating a massive upwards explosion of earth and rock fragments combined with forceful shockwave from the explosion itself, tearing through bones, flesh, metals and everything due to the explosion and the small shockwave caused by the initial blast. This technique can be used as one large Fragmentation Mine (S-rank version), or as three separate Fragmentation Mines which are spread out anywhere on the field of the users choosing (A-rank, with each of the three fields gathering up to A-rank). When it is the A-rank version of the technique the three different mines covers a short range around them on the field each. The sheer force of the explosion would be able to rip through A/S-rank metals respectfully to the rank used of this technique.
Note:
- The S-rank version of the technique can be performed twice per match
- Must have a 2 turn cooldown between each use, when using the S-rank version
- The A-rank version may be performed three times per match
- The user can cause the Fragmentation Mine(s) to explode with a single handseal and a move cost
- No jutsu above A rank in the following turn if the S rank variant is used

Approved - made edits
 
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BusinessManTeno

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Updates to alot of CEJ (Took out the igniting count as a move bit from all of them)

Re-submitting. Changes made are in bold.
Phosphorus release: Land of Hades (Rinton: Rando Yomi)
Type: Supplementary/Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs a set of 3 hand seals and slams his hand on the ground and spreads his Phosphorus chakra into the ground turning the regular earth into phosphorus up to a maximum of 8 meters radius around the target. As the ground turns to phosphorus the user will then use an explosive tags or fire jutsus or channel his fire chakra over the created phosphorus to ignite it.
When the opponents comes directly in contact with the ignited phosphorus covered ground, they'll suffer severe third degree burns.
Further the combustion releases a large amount of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the opponent's eyes it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes intense burning pain inside the chest and results in difficulty in breathing leaving the opponents unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
Note(s):
  • Can transform any patch of natural earth into phosphorus within the range with the exception of patches being used or used by other techniques.
  • Can be used 3 times per battle with at least one turn apart.
  • The user can't perform any other S rank phosphorus jutsus in the same turn and the next turn.
  • Channeling fire chakra to ignite counts as a move.
________________________________________________
 Approved 


New jutsus.
Phosphorus release: Kamikaze beasts (Rinton: Kamikaze kemono)
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user takes 2 explosive tags, one in each hand and places them on the ground and creates two monsters made of phosphorus out of earth while simultaneously inserting the explosive tags into the monsters. The monsters are created in the short range of user and can reach up to long range.
The monsters are shaped like Chinese stone lions about 1 meter in length and height and proceeds running towards the target with the speed of ninja hounds and they can jump up to 3 meters into air or on the ground.
Once near the target, the user will perform a confrontation seal and ignites the explosive tag which was embedded within the monsters making them explode creating a crater of 3 meters each (each produces B-Rank damage).
Note(s):
  • Can only be used 2 times per battle and the monsters can stay for 3 turns.
  • The beasts' movements can be controlled by the user to avoid or jump small obstacles/pits within logic and reasoning.
  • Performing confrontation hand seal to ignite the explosive tags counts as a move
________________________________________________
 Approved 
Phosphorus release: Land of Hades (Rinton: Rando Yomi)
Type: Supplementary/Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs a set of 3 hand seals and slams his hand on the ground and spreads his Phosphorus chakra into the ground turning the regular earth into phosphorus up to a maximum of 8 meters radius around the target. As the ground turns to phosphorus the user will then use an explosive tags or fire jutsus or channel his fire chakra over the created phosphorus to ignite it.
When the opponents comes directly in contact with the ignited phosphorus covered ground, they'll suffer severe third degree burns.
Further the combustion releases a large amount of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the opponent's eyes it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes intense burning pain inside the chest and results in difficulty in breathing leaving the opponents unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
Note(s):
  • Can transform any patch of natural earth into phosphorus within the range with the exception of patches being used or used by other techniques.
  • Can be used 3 times per battle with at least one turn apart.
  • The user can't perform any other S rank phosphorus jutsus in the same turn and the next turn.
Phosphorus release: Kamikaze beasts (Rinton: Kamikaze kemono)
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user takes 2 explosive tags, one in each hand and places them on the ground and creates two monsters made of phosphorus out of earth while simultaneously inserting the explosive tags into the monsters. The monsters are created in the short range of user and can reach up to long range.
The monsters are shaped like Chinese stone lions about 1 meter in length and height and proceeds running towards the target with the speed of ninja hounds and they can jump up to 3 meters into air or on the ground.
Once near the target, the user will perform a confrontation seal and ignites the explosive tag which was embedded within the monsters making them explode creating a crater of 3 meters each (each produces B-Rank damage).
Note(s):
  • Can only be used 2 times per battle and the monsters can stay for 3 turns.
  • The beasts' movements can be controlled by the user to avoid or jump small obstacles/pits within logic and reasoning.
Both declined - sorry but because you are doing another effect to your jutsu, it will cost a move. Its the same as with my caramel, i can make liquid caramel, but to make it hard costs a jutsu. Same as with igniting them

Re-submitting. Changes made are in bold.



Phosphorus Release: Craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall or weapons. The user can also spit or shoot balls or spikes of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal and the ignition counts as a move.
Note(s): Can only be used 5 times per battle.

________________________________________________
 Approved 
In terms of scale though, never forget this is an A-Rank technique. ok?


Phosphorus release: Hell's inferno (Rinton: Jigoku no inferuno)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user places his hands on the ground and creates a compete dome of phosphorus around the opponent and the circular ground area over which the dome is created also turns into phosphorus to few centimeters. Once the dome is erected, the user can ignite it with explosive tag or fire jutsu which produces a massive explosion causing severe third degree burns along with the release of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
Note(s): Can only be used 3 times per battle.

________________________________________________
 Approved 



Phosphorus release: Wall Extermination (Rinton: kabe bokumetsu)
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs 2 hand seals and creates a circular wall made of phosphorus to erupt out of earth around the opponent trapping him within. The circular wall is 3 meters tall and 1.5 feet thick and can span up to short range all around the opponent.
Once created, the user can channel his fire chakra to ignite the wall from inside out which then violently erupts with the opponent inside, causing massive burn damage to him. Alternatively the user can use an explosive tag or fire jutsu to ignite it.
Note(s):
  • Can only be used twice per battle.
  • Must wait 2 turns before using again.
  • The user can't use any other A rank or above phosphorus in the same turn.
  • Channeling fire chakra to ignite the wall counts as a move.
________________________________________________
 Approved 
Although this is basically the same as your B-Rank technique you submitted above except this one is a wall, opened on top, and the other a dome-like prison.
Phosphorus Release: Craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall, weapons etc. The user can also spit or shoot balls or spikes or any object (within reason)of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal. S rank usage of this technique can not exceed that of 10 meters high and 10 meters wide
Note(s): A and S rank can only be used 3 times with a 1 turn cool down between usages

Declined - S rank needs a drawback atleast. A rank and above needs a handseal. Detonating costs a jutsu.

Merging the other two since they are literally the same thing.
(Rinton:Honba Makai) Phosphorus Style: Home Of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will start out by slamming their hands on the ground causing the earth beneath the opponent to transform into red phosphorus causing a large dome to erect from around the opponent that reaches 7 meters wide and 5 meters wide. The User is able to leave the dome open (Open lid dome) Or completely encase the opponent in the dome. (No opening at the top Once the dome is erected, the user can ignite it with explosive tags, fire jutsus, or infusing it with fire chakra which produces a massive explosion causing severe third degree burns along with the release of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.

Note: The opponent once inhale will faint from the chemicals entering their body (Unless they get the chemicals out of their body
Note: Can only use 3 times per battle
Note: No S rank Phosphorus or above technique in the same turn as this

Approved - nice

Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their phosphorus chakra into the ground and creates very fine granules of phosphorus over the ground surface (up to mid range around the opponent) out of existing earth particles.
Once created, the user stomps their feet on the ground which causes the fine phosphorus powder to quickly rise above the ground forming a transparent, yet visible, cloud of phosphorus dust around the opponent.
This will cause small phosphorus particles to linger in the air and be deposited on the opponent's clothing and over his body surfaces like skin, eyes, nose, etc.
Once the phosphorus particles are shot up in the air forming dust cloud around the opponents, the user can perform the confrontation hand seal channeling fire into one of the phosphorus particles that is closest to him from his place and can ignite it creating a fire spark which will ignite the particles next to it thus growing larger in near instant time producing a violent cascading explosion. This is similar to the domino affect. Due to one of them got ignited, the rest did as well. The explosion reaches up to extent of the phosphorus dust.
Notes:
  • Can only be used twice per battle at least 2 turns apart. Igniting the cloud counts as a move.
  • The user can't use any S rank and above Phosphorus jutsu in the same turn.

 Approved  Edited. Removed the invisible part. That was too oped.​
Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their phosphorus chakra into the ground and creates very fine granules of waxy whitephosphorus over the ground surface (up to mid range around the opponent) out of existing earth particles.
Once created, the user stomps their feet on the ground which causes the fine phosphorus powder to quickly rise above the ground forming a transparent, yet visible, cloud of phosphorus dust around the opponent.
This will cause small phosphorus particles to linger in the air and be deposited on the opponent's clothing and over his body surfaces like skin, eyes, nose, etc.
Once the phosphorus particles are shot up in the air forming dust cloud around the opponents, the user can perform the confrontation hand seal channeling fire into one of the phosphorus particles that is closest to him from his place and can ignite it creating a fire spark which will ignite the particles next to it thus growing larger in near instant time producing a violent cascading explosion. This is similar to the domino affect. Due to one of them got ignited, the rest did as well. The explosion reaches up to extent of the phosphorus dust.
Notes:
  • Can only be used twice per battle
  • This technique last for 2 turns before the phosphorus powder fades
  • Jutsu officially ends after 2 turns
  • The user can't use any S rank and above Phosphorus jutsu in the same turn.
Approved

New Submissions

(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This is one of the stronger techniques of the phosphorus style. The user will do 3 handseals while slapping their hands together. Very similar to how (Doton: Nentsuchi Otoshi) and (Doton: Otoshibuta) are initiated. A portal will open up in the sky above the clouds releasing a huge waxy white Phosphorus boulder 10 meters wide to come crashing down onto the location of the opponent. The user will then ignite the Phosphorus boulder with fire chakra, causing it to resemble a real comet, or an earth boulder that was caught on fire. This takes one whole turn to fully crash down onto the opponent. Once the phosphorus comet crash down onto the surface of its destination, it will create an impact so powerful that a crater 20 meters deep would be created. The best part about this technique is that, once the comet crashes down, It will begin emitting chemical smoke that envelopes the battle field up to long range causing somewhat of a smoke screen and irritation to the opponents eyes. This jutsu is considered forbidden due to the overwhelming amount of chakra used to create such a large technique.
Note: This technique can only be used once
Note: This technique takes two turns for it to strike due to the distance
Note: The user only need to post this to initiate the technique while the next turn all it does is effect time frame but doesnt cost a move slot
Note: Due to the huge strain of such a large technique. The user is not able to mold phosphorus chakra for 3 turns after use
Note: The user isnt able to mold chakra above S rank for 2 turns after use

Declined - i like it, but why on all your other jutsu does your element blow up with fire but this is coated with fire without exploding? Dat name though...

(Rinton: Onchou Bakuha Kouhi) Phosphorous Release: Grace Of The Exploding Queen
Type: Offensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is the sister technique of Grace Of The Exploding King but instead of using taijutsu, the user utilizes it through kenjutsu with several noticeable differences. The user will will channel chakra into any weapon (Preferbally a sword, but a scythe, dagger etc will work) Causing the weapon to take a waxy black silver-ish look infusing the weapon with phosphorus chakra. This gives the weapon the durability and strength of phosphorus thus able to break through regular ninja tools but will easily be destroyed by lightning (following the S/W of the element). The user will swing the weapon in the direction of the opponent in attempt to slash through the opponent. The unique thing about this is several things. The user can allow the phosphorus blade extend 3 meters long to give it a greater reach. The weapon (if the user chooses to channel fire chakra into it) can ignite, giving the sword sword a now burning element to the strike, thus giving the opponent 2nd degree burns upon contact. Or shall they decide not to ignite the sword, the sword strike (even if its the tip) once come in contact with the opponent will cause a phosphorus patch 12 inches wide and long to form where the sword struck. Allowing the user to ignite it with fire chakra, blowing off said body part.

Note: This jutsu can be chained with kenjutsu techniques, acting in 1 timeframe
Note: Can only use three times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: Cant use phosphorus techniques S rank or above for 2 turns after use

Approved.

(Respira) ☯ Breathe
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). This ring has 4 functions which grants the user different types of power.

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall boosting the phosphorus techniques released from the user by +15 by sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra . While this amplify the users phosphorus technique, It also gives the users earth and fire chakra a boost by +10
  • If the eye inside the ring turn white it allows the user to freeform send fire chakra into any phosphorus the ring can sense. Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive, allowing the user to ignite the phosphorus overall breaking down the jutsu. Or If the user send fire chakra into phosphorus into earth or water withotu chakra, it will create a small igniting explosion (big enough to blow off said limb (Can only send fire chakra into jutsus A rank and below)
  • If the eye inside the ring turns silver, it allows the user to use phosphorus jutsus. Or rather, it enables the ring to use phosphorus jutsus via having the user do one jutsu while thinking of another at the same time causing the ring to preform the act. This is useful as it allows the user to use two phosphorus techniques within one time frame. Though this can only be used a limited amount of times. The ring cant utilize S rank or above techniques the same time user does.
  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within 5 meters of the violent ignition.
Note: Each function of the sword can be used a max of 3 turns and cant use them back to back (This excludes the red eye
Note: Each function of the ring takes up a move slot but does not effect time frame

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Declined - all that boosting is way too much. The ring is a nice way to ignite existing phosphorus but how does it ignite, passively create a friction spark? Silver effect is a no, too much. And i love the last effect xd
 
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Korra.

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New Submission since cant edit my last submission >_<

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


 Approved  Edited. Don't go too overboard with stuff. The previous technique contained ample "DNR-level" exploits.
(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as long range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand which can cause third degree burns on contact and deep searing gash-like wounds along the part of the body struck. This technique is a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance through the use of augmented taijutsu however the Red Sand follows the strengths and weaknesses found in the element itself. This technique can happen in unison with taijutsu techniques happening in the same timeframe.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

Declined - read scorps last check, and you'll understand why xd
 
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(Raijingu Sanda: Housenka Yoroi) Raging Thunder: Phoenix Flower Armor
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user creates an immense buildup of Raging Thunder chakra within his hand that manifests itself like Chidori. The user then places his other hand on the top of it and pulls it back stretching the Raging Thunder chakra within his hand to reach from hand to hand, creating a barrier. The user uses this barrier as a defense to defend against all Earth, Lightning and Fire jutsus up to S-rank. It also blocks against Wind jutsus up to A-Rank. Doesn’t defend against Water above C-rank as it will only make the water more destructive and increase the power of the water up one rank (due to lightning + water is deadly)
*Useable twice a battle*
*After using the user cannot use any Raging Thunder jutsu for a turn and no lightning S-rank and above the next turn*

~Approved~
Combining the quoted CEJ into a general Raging Thunder CEJ that allows the same thing plus offensive usage.

1. ( Raijingu Sanda: Takama-ga-hara ) - Raging Thunder: Plain of High Heaven
Type: Offensive/Supplementary/Defensive
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: The user can create various constructs formed from Raging Thunder in one of two different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from the air itself, generated the necessary chakra to create the lightning either near the user (within short-range) or from the sky. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a wave of Lightning to pseudo solid pillars and weapons of lightning and even shields and barriers; the user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( requiring a handseal like the A rank version ), the notable difference in this is the speed and power/scale of this one. S-Rank usage can only be used four times per battle and no S-Rank or above Raging Thunder in the turn after it's used.

Approved

2. ( Raijingu Sanda: Ama no Ukihashi ) - Raging Thunder: Floating Bridge of Heaven
Type: Supplementary
Rank: D - Forbidden
Range: N/A
Chakra Cost: N/A ( -10 each use )
Damage Points: N/A
Description: A passive skill, the user applies Ama no Ukihashi when using a Lightning jutsu to change the destructiveness of the element, channeling large amounts of Katon and more Raiton chakra into the jutsu in order to effectively super heat the jutsu. This causes it to take on properties of Raging Thunder as it becomes converted into the element, super heating the air around the jutsu characteristically as well. Due to the large amount of concentration and chakra needed, the original Lightning jutsu utilized will require an additional 10 chakra to be spent whilst retaining it's power before this increase. This can be activated at the beginning of a fight or start of RP, lasting until deactivation.
Note: D to A rank can be used without restraint or hindrance besides the increased chakra cost. S rank and above usage can only be used four times in all.
Note: This jutsu is used passively, not taking a place in the user's 3 jutsu per turn after initial activation.

Approved

This next Raging Thunder custom is based on the within the CE that state that the user uses his chakra as a medium to channel positive lightning:

One can create positive lightning through the process of drawing out his/her lightning-natured chakra. After drawing it out, the user then adds a large amount of chakra to the flow of the lightning to increase the overall potency of it. One then adds fire-natured chakra to it to help it obtain a greater temperature, and positively charges the lightning like at the positively charged cloud tops which form the positive lightning. After applying the extra chakra to it, one then uses it as a medium for positive lightning to be channeled into.
3. ( Raijingu Sanda/Katon: Takemikazuchi ) - Raging Thunder/Fire Release: Build Honorable Thunder God
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 ( +20 to Raging Thunder jutsu and Kenjutsu )
Description: The user gathers Raging Thunder chakra into his sword and body, channeling pure positive lightning into the sword causing it to glow an unnaturally bright color, almost a pure white light with great heat being felt from it as he then pumps high amounts of Fire chakra into it, increasing the temperature even more. As this happens, the energy quickly emanates from the body, causing it to glow the same color. This heat is enough to evaporate low rank water jutsu in short range of it ( C and below ), though it doesn't harm the user. This intense natural positive lightning is used to heat and add damage to Raging Thunder jutsu utilized from the sword, allowing the user to augment the jutsu +20 damage. This is because this application allows the user to utilize Fire nature within the Raging Thunder jutsu, increasing the temperature considerably. Due to the nature of Raging Thunder jutsu, namely being that the user is only using his chakra to channel the positive lightning, it cannot be sealed by Fuuinjutsu nor absorbed; the chakra used to create it can be absorbed and sealed, but this will only revert the jutsu into a massless form of positive lightning, momentarily staying present before dispersing at the end of that turn.
Note: Each usage lasts 5 turns in all and can be used up to 4 times in all.
Note: Despite the high usage count/duration, when it is activated only Kenjutsu related techniques and Raging Thunder/Lightning elemental ninjutsu can be utilized; normal ninjutsu fields are still usable if it doesn't contain any other elemental ninjutsu.
Note: Jutsu containing Takemikazuchi naming require this to first be activated before their usage.

Approved
 
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(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 from 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
(Shuton Hijutsu: Tsumazuki Tamashī no Mezame) – Hidden Alcohol Release: Awakening of the Stumbling Soul
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (40 per-turn)
Damage: N/A (-60 to the user once the technique ends)
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.

Tosui – Tosui, or Euphoria, is the first level induced by this technique. This first 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. While in this state 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. 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 +10 damage increase to their taijutsu capabilities due to their alcohol induced euphoria.

Fukai – Fukai, or Dysphoria, is the second level induced by this technique. This second 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. While in this state 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 +20 damage increase to their taijutsu capabilities. While under the effects of Fukai for the turn, the state of intoxication to the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite.

Teiden – Teiden, or Blackout, is the third and final level induced by this technique. This third 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. 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 +30 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.

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 once per battle. And, this technique only lasts for six turns, can be turned off at will. As two turns passes, the user advances further into one of the above states.
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.
Note: When this technique is ends, the user will become basically unconscious, they'll be unable to perform any techniques of any nature, above B-rank for four turns, and their speed will drop by three levels. Also to use techniques, the user must spend an additional +20 chakra points.

Declined - What happens if you end this early? Same effects as if you end it after the full 6?
 
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(Chiriton: Panteon no Ressā Kōchiku) - Pantheonic Dust Release: Lesser Constructs of The Pantheon
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the most fundamental technique of the Pantheonic Dust element, the core foundation for how it functions. By focusing considerable amounts of chakra, the user is capable of creating a limitless amount of constructs, the detail and complexity only limited by their imagination and the amount of chakra they put forth. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more. These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form. Pantheonic Dust itself can be made with three methods, the first is from the body. By surging chakra through their person, the user is fully capable of creating a plethora of tools from their limbs, mouth, and the like. The Earth, this is done by using their chakra to grind the Earth into fine grain minerals that can be controlled with chakra (this can also be done with any Earthen based structures as well), and finally, through pre-existing PD structures the user has created prior. The size and strength of these creations fully depends on the rank of the version used, D-Rank structures obviously cannot exceed the size of your average A-Rank and so on. The Dust's elemental S/Ws apply as well, should the Dust come in contact with water or any liquid, it'll take on it's properties while retaining it's original shape and size (if the liquid was hot, the Gel will now be corrosive to the touch, capable of burning the opponent if they come in contact with it. If the liquid was cold, the Gel becomes more solid in nature, the coldness increasing it's density into something akin to solid rock).

Note: S-Rank version can only be used once every three turns.

Declined - A rank and above will require a handseal. S rank can only be used three times. And mention it's basic shapes, it can't form animals and such. Apart from that, nice element. Pretty much an absorbant sand, i like it.
 
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(Souken Shintou: Shintou Kushi) Blitz Impact: Impact Spit
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user focuses his chakra into his throat creating raw blitz impact lightning. He then spits the small amount of lightning into the shape of a small needle at the target. At first glance it looks like a harmless fly of a lightning needle once this lightning needle makes contact it immediately explodes into a massive Blitz Impact bomb. This jutsu is extremely fast due to Blitz being faster than normal Lightning it can reach Long range in 5 seconds.

Declined - directly from your c.e " It can never be released from the body."

(Rajio Dosuu: Sendo Wa) Radio Frequency: Death Ring
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user does one handseal that sends out one burst of Low Radio Frequency which makes the opponents mind disoriented and causes blindness. This jutsu leaves a ringing sound within the target/targets making the battlefield extremely uncomfortable for the opponent slowing him down, reducing his movement and reaction speed by 3 levels. The targets vision is now blury and it is harder to move as they are disorientated. These effects last for one turn.
Note: This jutsu can only be used once every two turns.

Approved - made alot of edits

(Souken Shintou:Fuuinjutsu Shintou Han) Blitz Impact: Forbidden Impact Seal
Type: Defense/Supplimentary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 0 (25 to user)
Description: The user carriers within his tool pouch a tiny scroll that has previously been written on by the Blitz Impact creator. Once this scroll is taken out of the ninja pouch the user of this jutsu throws the scroll into any direction then by using the Dragon hand seal the scroll then transforms into a giant scroll that will hover into the air. The user then puts both hands out towards the scroll focusing a steady amount of blitz impact into the scroll. While in this stance the user himself by focusing such a large amount of Blitz chakra is paralyzed within this stance until the scroll is completely closed. While chrakra is being poured into this scroll the seals within the scroll start rotating in a circle firing Blitz Impact Lightning like a vacuum out into the direction of which the user chooses. The Impact lightning then seals any incoming attack within the short range of this scroll. This sealing technique can seal any S-rank or below technique of the Wind and Lightning Affinity. As for Fire, Earth, and Water can be sealed of 90 damage and lower due to Blitz Impact being stronger against these.
Note: The user can only use this Jutsu once.
Note: The users speed level drops -2
Note: User takes -25 Damage.
Note: Blitz Impact can only be used B-Rank or Lower for the next 2 turns.

Declined - @the red, is that meant to mean you can't move?

(Souken Shintou: Souken Dageki) Blitz Impact: Blitz Strike
Type: Attack
Rank: Short - Mid
Range: B
Chakra: 20
Damage: 40
Description: The user does the Boar handseal and immediately a large dark cloud hovers over the target holding a steady amount of Blitz Impact Chakra. Once the cloud is fully developed the user then uses the Dragon handseal shooting a steady amount of blitz impact lightning through this cloud completely paralyzing the target for one turn.

Declined - do you mean to say you release like a bolt from the cloud that strikes them? How long does this cloud remain active for?

(Souken Shintou: Souken Shintou Bushin) Blitz Impact: Blitz Impact Clone
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This jutsu is a more advanced version of Shadow clone Jutsu. This Shadow clone can do jutsu’s that the user knows. Upon the users will the clone can detonate into a wave of blitz impact chakra paralyzing and damaging anything within a short range radius of the clone. The max amount of clones that the user can make is two. If any contact is made to the Blitz Impact clone Blitz impact is transmitted causing paralysis for one turn.

Declined - "This element can be only be released through the sky. It can never be released from the body."

(Souken Shintou: Douteki Shintou) Blitz Impact: Dynamic Impact
Type: Attack/Supplimentary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user does a row of ten handseals and by focusing chakra within any part of their body they enhance their speed and strength of the ordinary limb. Speed is increased by two levels and strength of a normal hit is increased by 40. If contact is made to the opponent the area touched will be numb for one turn.

Declined - "This element can be only be released through the sky. It can never be released from the body."

(Souken Shintou: Te Raikou Tentei) Blitz Impact: Hand of The Lightning God
Type: Supplementary/Attack
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user simply touches the desired target and without a blink of an eye immediately after making contact the target is paralyzed. The user after making contact sends a burst of Blitz Impact chakra throughout the targets body. The Paralysis only last for 60 seconds.

Declined - "This element can be only be released through the sky. It can never be released from the body."

(Rajio Dosuu: Inu Keiteki) Radio Frequency: Dog Whistle
Type: Supplementary/Attack/Defense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user focuses his chakra into his throat and sends out a low or high frequency whistle causing one of the two effects below. High: Causes deafness for two turns and disrupts S rank fire and Lightning Attacks. Low: Causes blindness and distortion for two turns within movement of the opponent's body making the battle field extremely uncomfortable for the target, reducing their reaction times and speed by 2 levels for 2 turns as they struggle regain control over their body.

Note: Useable once every 2 turns, maximum of 3 uses.

Approved - made alot of edits. Also, as this is A rank, your element is strong to lightning and fire, so this would actually work with disrupting S rank fire and lightning techniques

(Rajio Dosuu: Oshi Kiai) Radio Frequency: Pressure High Scream
Type: Attack
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30
Description: The user releases a high scream by focusing chakra through the throat creating High Frequency. As soon as it is heard the target becomes deaf for one turn. High Frequency can also disrupt lightning and fire up to B-rank.
Note: Useable once every two turns

Approved - made edits


(Rajio Dosuu: Ro-Soken) Radio Frequency:Low Sonic Clap
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user simply claps their hands three times sending out multiple waves of Low frequency once heard the target becomes disoriented and blind. If this is done in short range this jutsu can send a target flying up to mid range.
Note: Can only be used twice.

Declined - sending them flying isn't within the limits of your c.e on how it works
 
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(Koruton: Toranporin) Cork Style: Trampoline
Type: Supplementary | Defensive
Rank: B-A
Range: Short
Chakra: 20/30
Damage: N/a
Description: This technique is a very multi-purpose technique. Being able to be used as both a shield, a platform, or even a trampoline. The user will channel chakra either through their torso, back, legs, or arm area, releasing a large block of cork that is as wide and tall as the user that stays within 5 inches of the user (Meaning it doesnt fall once released). Due to the property of cork being flexible while having a bouncing property, the user can cause the cork to compact while releasing, propelling the user in said direction of their choosing up to 5 meters. Example would be if the user was sinking, he can cause the cork to be release through their legs, while causing the cork to propel them out of the situation. Of course the defensive property would simply be releasing it from your body causing it to block said attack.
Note: Can use a max of 4 times
Note: Can only be used once per turn.

Approved - made edits. Feel this would be great against like a gates bio (if you didn't have gates)

(Koruton: Dansu to-remu tentei) Cork Style: Dance Of The Totem God
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: One of the signature techniques of the style, being unique in its usage. The user will start by clapping their hands together, creating 4 ten meter high and one meter thick totem poles that erupt in mid range all from the opponent in a square formation (Two would erupt from behind him mid range, and 2 beside me mid range on both the right and left side of me). Once this happen, the user will channel their chakra into one or two of the totem poles at once utilizing their purpose. By making hand gestures the user will shape the large totem pole into a huge cork serpent that quickly extends towards the enemy striking them be it through their sharp fangs, crashing into them, or even constricting them. The constricting is so powerful that it would crush the opponent within seconds if they dont quickly escape. The user can also use the snakes to defend themselves by causing the snacks to take the attack head on, or even have the snake aid the user however they see fit. Though all of these are done through hand gestures and would come off as if the user is dancing. The only downside about this is that, the user cant use any other jutsu while this is active. If so the snake will transform back into a totem in its initial location, and for the user to use the technique again it will cost a move slot.
Note: Can use twice
Note: This technique last a max of 3 turns
Note: Each Snake is A rank in strength and follows the s/w guide
Note: Utilizing two of them at once does not effect time frame
Note: The caster of this jutsu Cant use any other jutsu while this jutsu is being preformed

Declined - S rank power divided by 4 would mean each one is B rank in power. Not A.
 
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Kagutsuchi

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(Tangusten: Shaininge Bure-ka) Tungsten Style: Shine Breaker[/B]
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will start off by creating a small orb of tungsten that will float roughly 3 inches from his palm. Once this happen he will grab and crush it in his own hands into hundreds of smithereens to where it look like glitter. Even though they are small the strength of each spec of tungsten hold the power of a full size boulder made of tungsten. The user will then throw this in a direction, completely annihilating anything in its path. Example would be throwing this at an earth jutsu would completely destroy the earth, shattering it into pieces. Making this jutsu look very deceitful. The user can decide to throw it compact wise 20 inches in all directions. Or Wide spread 1 meter high and half a meter wide.
Note: The user can use this technique twice, two turns between uses
Note: The speed of this jutsu is as fast as a kunai being thrown
Note: Cant use tungsten for 1 turn after usage

Approved - made edits

(Tangusten: X Reido) Tungsten Style: X Zero
Type: Supplementary | Offensive
Rank: A-S
Range: Short-Mid
Chakra: 30-40 (-5 per turn)
Damage: 60-80
Description: This is one of the unique style techniques of the tungsten style, being able to be used similar to kenjutsu. The user will begin by channeling chakra into his hands, creating a miniature sword around their hands made of tungsten. The color would be waxy silverish black and extremely sharp. The user can do this on either hand or even both. The sword is 3times the size of the users hand thus dont reach very far but has an extended reach. If the user wishes to make the techniques stronger (S Rank) he will fuel more chakra into the technique, causing the tungsten sword to grow up to 5 meters long (Reaching short range) Or he can do this from jump. The time it takes the technique to extend is almost in the blink of an eye so the user can act fast and defend if need be. This technique is used for both offensive (cutting the opponent etc) or defensive (cutting through techniques. Must follow the s/w guide).

Note: This technique can be used an overall of 2 times
Note: Technique last 3 turns
Note: No tungsten while this technique is active
Note: Can end the jutsu whenever they feel like it
Note: Can combine kenjutsu techniques with while using 1 timeframe
Note: Extending or reducing the size counts as a jutsu
Note: Not tungsten jutsu above B rank for 2 turns after use if used for S rank

Declined - i started making edits but "a blink of an eye" i hate this wording, change that as it will be abused.
 
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Nagato..

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Rubiton: Kingusutatchi | Ruby Release: Kings Touch
Type: Supplementary/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A simple but yet formidable technique that was taught down to all the masters of Ruby Release that allows the user to act more aggressively on their concentration & manipulation of Ruby Release: creating, shaping, and encasing materials/ various objects or taking upon the properties of ruby itself. It gives the user more access to create more ruby on the battlefield for ruby techniques or opens the door for more flexibility in the types of defenses & weapons that can be made although they still abide by strengths and weaknesses of Ruby.

Note: Can be only used four times per battle.
Note: Creations of Ruby lasts 3 turns then crumbles back to the earth.

Approved - but if you really wanted you could make a basic ruby release jutsu, D-S rank, making basic shapes, weapons, spikes... just a penny for a thought.
 
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Priest

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Harmattan Release: Spiritual Song - Karakazeton: Reitekina Uta
Type: Supplementary/Offense
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus harmattan chakra thoughout his own body, turning his person to harmattan. However, he still retains his shape and form albeit his body becomes more like a white ghostly apparition with a level of abrasiveness formed from rapid turbulence of harmattan on a microscopic level all happening within the user's harmattan form. The turbulence gives the user's form a level of microscopic shredding properties that an object passing through it is reduced to bits. The user's eyes become totally white with no pupils and his hair would stand and flow upwards. In this form, the user would not be affected by things that normally affect the human anatomy nd organs e.g; poisons, infection, pain, fear etc. The user's weapon, seals, objects and clothing are also affected as they'll also be transformed alongside the user, though the user can return any of them to their previous tangible form at will. While the user is transformed, water jutsus won't be able to formed short range from him while also, miniscle forms of water(mist, rain, molecules) would seize to exist within the short range. This is due to the user's form exhuming harmattan spills and contaminating the immediate surrounding in the process just like " ". Though this is harmless to life on its own. Due to the user's form closely related to the surrounding air, he is able to move through sustainable flight or perhaps able to walk on the air as if he's walking on the ground as his weight would now be equivalent to that of air or slightly higher thus he only depends on the shredding properties of his form for attacks instead of raw physical force. The user would become intangible to physical objects or attacks as they would easily pass right through him. However, physical objects passing through his form would be affected by the shredding nature of the form. Should the user be hit by fire able to cancel out his form, he would return back to his physical form. Should he be hit by something stronger, he would return to his physical form and receive half the damage from the attack.
Last for 4 turns and its usable 2 times per battle with 2 turns rest. While active, the user can only use the harmattan element, elements that make it and other elements that is made up of the combination of elements that makes harmattan. The user is also able to use non elemental abilities.

Declined - remove the bolded, that's reserved for FRS
 
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Nathan

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(Shuton Hijutsu: Tsumazuki Tamashī no Mezame) – Hidden Alcohol Release: Awakening of the Stumbling Soul
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (40 per-turn)
Damage: N/A (-60 to the user once the technique ends)
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.

Tosui – Tosui, or Euphoria, is the first level induced by this technique. This first 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. While in this state 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. 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 +10 damage increase to their taijutsu capabilities due to their alcohol induced euphoria.

Fukai – Fukai, or Dysphoria, is the second level induced by this technique. This second 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. While in this state 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 +20 damage increase to their taijutsu capabilities. While under the effects of Fukai for the turn, the state of intoxication to the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite.

Teiden – Teiden, or Blackout, is the third and final level induced by this technique. This third 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. 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 +30 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.

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 once per battle. And, this technique only lasts for six turns, can be turned off at will. As two turns passes, the user advances further into one of the above states.
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.
Note: When this technique is ends, the user will become basically unconscious, they'll be unable to perform any techniques of any nature, above B-rank for four turns, and their speed will drop by three levels. Also to use techniques, the user must spend an additional +20 chakra points.

Declined - What happens if you end this early? Same effects as if you end it after the full 6?
(Shuton Hijutsu: Tsumazuki Tamashī no Mezame) – Hidden Alcohol Release: Awakening of the Stumbling Soul
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per-turn)
Damage: N/A (-60 to the user once the technique ends) (-30 to the user if the technique is ended prematurely)
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.

Tosui – Tosui, or Euphoria, is the first level induced by this technique. This first 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. While in this state 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. 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 +10 damage increase to their taijutsu capabilities due to their alcohol induced euphoria.

Fukai – Fukai, or Dysphoria, is the second level induced by this technique. This second 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. While in this state 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 +20 damage increase to their taijutsu capabilities. While under the effects of Fukai for the turn, the state of intoxication to the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite.

Teiden – Teiden, or Blackout, is the third and final level induced by this technique. This third 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. 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 +30 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.

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 once per battle. And, this technique only lasts for six turns, can be turned off at will. As two turns passes, the user advances further into one of the above states.
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.
Note: When this technique is ends After the full useage, the user will become basically unconscious, they'll be unable to perform any techniques of any nature, above B-rank for four turns, and their speed will drop by three levels. Also to use techniques, the user must spend an additional +20 chakra points.
Note: This technique can be ended prematurely and if so, they'll only receive half of the drawbacks, i.e unable to use B-ranks and above alcohol tehcniques for two turns if the first sage is used. If the second stage takes effect, the user will have a bad headache dropping their speed by two levels.

Approved - fixed
 
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Korra.

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(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as long range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand which can cause third degree burns on contact and deep searing gash-like wounds along the part of the body struck. This technique is a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance through the use of augmented taijutsu however the Red Sand follows the strengths and weaknesses found in the element itself. This technique can happen in unison with taijutsu techniques happening in the same timeframe.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

Declined - read scorps last check, and you'll understand why xd
Shorten the Range and Took out 3rd Degrees lol

(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as long range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This technique is a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance through the use of augmented taijutsu however the Red Sand follows the strengths and weaknesses found in the element itself. This technique can happen in unison with taijutsu techniques happening in the same timeframe.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

Declined - silly korra
 
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