Custom Element's Jutsu Submission

Status
Not open for further replies.

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards


(Gōkeiton: Shīnusu Nandoku) – Mawscape Release: Cygnus Obfuscation
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra to applied technique)
Damage: N/A
Description: A supplementary infusion-based technique designed to add a level of deception to the user’s Earth-based techniques (KG/CE included). This technique causes a thin layer of Mawscape to be formed around the applied technique, whether it is produced from the ground or the user’s body. This causes the affected technique to appear pitch black and thus take the same physical appearance as Mawscape Release. This technique does not enhance the durability of affected techniques, it simply causes the technique to absorb all visible light as well as produce burns on contact with matter. As an infusion-based technique this can be used in the same timeframe as the applied technique.

‡ Approved ‡

(Gōkeiton/Fūinjutsu: Sorahokō) – Mawscape Release/Sealing Technique: Voidwalker
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: This technique is considered the sibling technique of Sagittarius’s Expanse and allows the user to create familiars composed entirely of Mawscape. The familiars created, like the constructs through Sagittarius’s Expanse, are limited simply by the user’s imagination in form and shape. The size of the created familiars is limited to roughly the size equivalent to that of a fully grown dragon. Familiars created exhibit the characteristics of their chosen form; for example a dragon is fully capable of flight, while a humanoid is capable of running. Familiars possess sentience above that of the Stone Golem, allowing the user to operate independently of the familiar’s sustainment. Because the familiars are composed purely of Mawscape people will be unable to perceive depth or dimensionality, making the familiars appear entirely void-like. Voidwalkers possess a unique addition of Fūinjutsu which amplifies and enhances the ability to absorb light and fire with incredible potency, effectively sealing opposing light/radiation/fire-based techniques within them. When the aforementioned techniques are sealed this causes the Voidwalker to gain explosive-like qualities. As such, at the user’s discretion, the Voidwalker is capable of detonation after absorption, much like the Sealing Trap Explosion and Three Directions Seal. The explosion produced spans a mid-range radius from the familiar’s location. Voidwalker can be used twice per battle and the user must wait two turns before using it again. After this technique expires the user is unable to use Mawscape Release and Fūinjutsu techniques above A-Rank for a single turn. Voidwalker can produce multiple familiars, effectively splitting their rank as well as their size within reason.

‡ Approved ‡ Made edits.

Updating these two

(Gōkeiton: Shīnusu Nandoku) – Mawscape Release: Cygnus Obfuscation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra to applied technique)
Damage: N/A
Description: A supplementary infusion-based technique designed to add a level of deception and versatility to the user’s Earth-based techniques (KG/CE included). This technique causes a layer of Mawscape to be formed around the applied technique, whether it is produced from the ground or the user’s body. This causes the affected technique to appear pitch black and thus take the same physical appearance as Mawscape Release. This technique does not enhance the durability of affected techniques, it simply causes the technique to absorb all visible light as well as produce burns on contact with matter. Due to Mawscape’s emissivity Cygnus Obfuscation causes supplementary techniques which this is applied to inherit damage equivalent to the rank of the technique affected. As an infusion-based technique this can be used in the same timeframe as the applied technique. Cygnus Obfuscation can be used four times per battle and cannot be used in consecutive turns.

‡ Declined ‡ Keep the original.

Completely revised.

(Gōkeiton: Sorahokō) – Mawscape Release: Voidwalker
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique is considered the sibling technique of Sagittarius’s Expanse and allows the user to create familiars composed entirely of Mawscape. The familiars created, like the constructs through Expanse, are limited simply by the chakra input and the user’s imagination; this allows for a wide range of familiars in both size and shape limited to a maximum height of twenty meters. Familiars created exhibit the characteristics of their chosen form; for example a dragon is fully capable of flight, while a humanoid is capable of running. Familiars possess sentience above that of the Stone Golem, allowing the familiar to operate independent of the user’s concentration passively siphoning chakra from the creator. These familiars possess a set of basic abilities. As creations composed of Mawscape observers will be unable to perceive depth or dimensionality, making the familiars appear entirely void-like. Additionally, familiars created possess, as previously mentioned, a higher form of sentience, allowing them to utilize Mawscape Release techniques up to and including their created rank. Techniques which require hand seals can be replicated through hands created on the familiar’s form. Created familiars, regardless of application used, can remain on the field for four turns. S-Rank applications can be used twice per battle and requires a two turn cooldown after use. The user can only utilize one application of Voidwalker at a time. Multiple familiars can be created following normal splitting rules. No S-Rank or above Mawscape on the turn the familiar expires when the S-Rank version is used.

‡ Approved ‡

(Shiraton/Fūinjutsu: Mikadzuki Tenpuku) – Mystic Fire Release/Sealing Technique: Crescent Subversion
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique employs a pulse of harmless Mystic Fire chakra from the user’s position effectively saturating the entire battlefield with the user’s chakra. Because of Mystic Fire’s unique relationship with Fūinjutsu, this technique is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu, including barrier Fūinjutsu, of equivalent rank. Seals, body seals, and barriers which come in contact with this potent Mystic Fire chakra become disrupted, effectively rendering them useless temporarily. Because of Mystic Fire’s absolute neutrality this technique can only disrupt seals of equivalent rank; because of its harmless nature body seals on the opponent will be disrupted but the opponent themselves will not. Techniques which are disrupted by Crescent Subversion will remain disrupted for three turns, during which they will be rendered inactive and useless. As a product of the user's chakra, Crescent Subversion will discriminate between the user's own seals, barriers, etc between foreign targets, thus preventing the user's own techniques from being sabotaged. This technique can be used three times per battle and cannot be used in consecutive turns. Once used the user is unable to utilize Mystic Fire Release above S-Rank in the following turn.

‡ Declined ‡ This would potentially affect multiple seals of equivalent rank, when logically, this would only be capable of disrupting one of those seals and not all of them. I also don't see the fuuinjutsu component to this and I'm not sure if I should allow the instant of chakra, even if non-offensive, but I'll decide that in my next check.


As discussed. Rebalanced and reworded. Nothing bolded because it is basically completely revised.

(Shiraton: Mokusei no Yūrei) – Mystic Fire Release: Ghost of Jupiter
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with and disrupted remain useless for three turns, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra, occurring instantly. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.

Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals will become disrupted. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it temporarily useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it temporarily useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.

Protoplanetary Nebulae (Genshi Wakuseijōseiun): The Protoplanetary Nebulae is, rather than a third separate application, a reversal of the Planetary Nebulae application. This applies the adage of “the best defense is a good offense” and allows the Ghost of Jupiter to be utilized in conjunction with the user’s own seals. Instead of disrupting the user’s own applied technique this will act to protect it from other seals and disruptive barriers which seek to disable, tamper, or harm the user’s own seals. As a byproduct of this application the applied seal will also gain fortification equivalent to the seal’s rank making it harder to physically destroy with elemental ninjutsu. This alternative application can be applied within the same timeframe as the seal created and applied.

‡ Declined ‡ The third application is illogical. Also, there's no reason for this to occur instantly or passively. It can manifest at the site of the seal(s) you're targeting as per your CE description but tagging on "instantly" for the sake of it won't be allowed.

New submission:

(Shiraton: Kami no Me) – Mystic Fire Release: Eyes of God
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. S-Rank applications require the user weave a single hand seal.

Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. When in this physical form their bodies become far more volatile; matter or opposing forces which they strike or are struck against will cause them to explode inflicting significant damage five meters around the created familiar. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.

‡ Approved ‡
 
Last edited by a moderator:

Joker

Active member
Supreme
Joined
Jun 25, 2013
Messages
29,426
Kin
213💸
Kumi
2,291💴
Trait Points
0⚔️
Awards
(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will open a portal that covers and from that breach in the sky would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being resent within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance).

Note: The "blizzard" lasts for four turns, and requires a three turn cooldown in between usages

Declined - sorry, but due to recent discussions, we wont be approving more portal jutsu. You will have to find another method the achieve this effect.
(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also two additional usages of this technique that can be applied to the weaknesses of pantheonic dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending in to the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to B-Rank earth and water and C-Rank wood, when used in this version the dust will continue to fall for an extra two turns reverse the original release, this is due to an increase in the materials available for the dust and will also boost its rank up to B-Rank.

Note: The "blizzard" lasts for four turns, and requires a three turn cooldown in between usages

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique will begin with the user forming two handseals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone more than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the dust will rise up dragging any of the unusable gel deposits from prior pantheonic usages up with it. The solid dust will form something akin to a mold used for forging weapons that behaves as a chest cavity for the Cerberus of Pantheonic Dust that follows the chest forming. The hound itself stands at thirty meters in height and once formed is self sustaining. It's chest cavity will be filled with the formerly mentioned gel it drew up from the earth which will be shaped in to senbon in the chest cavity. The Cerberus is capable of performing free form attacks that reach up to ten meters using its limbs but is also capable of firing these gel senbon from its chest using solid Pantheonic Dust from its body as a propellant. These needle barrages are capable of causing A-Rank damage following Pantheonic Dust's strengths and weaknesses. However the creature can be created with no prior source being able to use only the freeform strikes which are capable of causing B-Rank damage.

Note: Can only be used once. If formed with the gel core it can use the needles three times before depleting it's reserves, each usage costs a move slot. If destroyed the user may reform using a move slot in his turn.

Both Auto Declined. Resub when unbanned.
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
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 cutting and 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 and organs e.g; poisons, infection, pain, 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 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 (includes solid elements), 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. No S-Rank or above Harmattan on the turn of deactivation and the turn after.

Pending - NK can check this.


‡ Declined ‡ No to the "no water can exist within short-range of the user". You can remove all of the air moisture within short-range, thus prevent the materialization of water techniques in that area but you cannot simply neutralize ALL water techniques as a mere byproduct of this technique. My other issue is this basically makes you immune to every type of element barring Fire (and maybe Wind-based ones). You effectively eliminate one of your CEs weaknesses (Earth), which isn't going to fly either. Overall just tone this down.
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 cutting and 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 and organs e.g; poisons, infection, pain, 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 won't be able to materialise short range from him due to all moisture in the air being removed within a short range vicinity. 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 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 wind or any element strong to harmattan able to cancel out his form, he would return back to his physical form. Should he be hit by something stronger (includes solid elements), he would return to his physical form and receive the remaining 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. No S-Rank or above Harmattan on the turn of deactivation and the turn after.

‡ Approved ‡
 
Last edited by a moderator:

Omega

Active member
Legendary
Joined
Apr 24, 2013
Messages
10,018
Kin
49💸
Kumi
16💴
Trait Points
0⚔️
Awards
(Ozuzon: Ozon Sougou)|Ozone Release: Basic Technique
Rank:C-S
Range:Short-Mid
Type:Attack
Chakra:15-40
Damage:30-80
Description: This is a basic technique in which the user will release basic blast or streams of Ozone to attack the enemy. This can be done via the limbs, or the mouth of the user. Needless to say, inhaling the Ozone will result in, respiratory failure.

Restrictions/Notes:
Can be used 5 times per battle
Can only be taught by Omega

Declined - link to your element when submitting. And you can make this alot better to be honest. Have a look through the thread of what other members have done for the basic release
Element:

(Ozuzon: Ozon Sougou)|Ozone Release: Basic Technique
Rank:C-S
Range:Short-Mid
Type:Attack
Chakra:15-40
Damage:30-80
Description: This is a basic technique of the Ozone release in which the user will manipulate the ozone element in a variety of ways that would classify under basic usage. The user is capable of emitting blasts, waves, or gas clouds via limb movement or from the mouth; moreover, the user can "manifest" gas clouds anywhere up to mid range to cause the opponent to succumb to the harmful effects of ozone. Exposure to Ozone can cause respiratory failure, eye irritation, and can possibly mask smell due to its potent odor. These damaging effects vary depending on how strong the user wishes to make the attack. It is also worthy to note that the user must be careful not to manipulate ozone in such a way that they inhale it; only those with abilities (such as smoke users) to remain unhindered by harmful gas effects can avoid damage.

C rank-The enemy will experience difficulty breathing and some minor eye irritation. This might resemble the effects of exhaustion and cause sluggish movements. Prolonged exposure will result in fainting. (3 turns)

B rank-The enemy will experience a greater degree of discomfort with mild irritation to the eyes, mild chest pain. Breathing will become very difficult, and the enemy will faint after prolonged exposure. (2 turns)

A rank-The enemy will not be able to breathe properly, and will begin to experience cardio respiratory failure. (Sever chest pain). The enemy will become light headed. The enemy will die after prolonged exposure 1 turn.

S rank-Breathing becomes impossible, followed quickly by temporary blindness and heart/lung failure. The enemy will die/faint if left under the effects of an S rank version of this technique. The enemy must escape technique by the end of their turn.


Restrictions/Notes:
Can be used 5 times per battle
Can only be taught by Omega

‡ Declined ‡ Woah, this is a bit much. First of all, some of these effects are too powerful (particularly the A and S Rank versions). This is especially true when we consider your element can be manifested in the air, anywhere within mid-range. Due to how easily you can expose an opponent to Ozone, you'll need to have tamer effects. I mean, one turn of exposure causes immediate death? Pretty sure that's stronger than most poisons, which are far more difficult to land. Also, clarifying in the effects of Ozone in every CEJ submission might become tiresome. I suggest doing what other users have done for their CEs (Corium, Ichor, Panthalassic Water) and make one CEJ outlining all of the effects of Ozone exposure for the different ranks.

(Ozuzon: Akumu Suihou)|Ozone Release: Nightmare Bubble
Rank:A
Range:Short-Long
Type:Attack
Chakra:30
Damage:60
Description: The user will manipulate the air around the enemy to form a light blue Ozone "bubble", or sphere, that entraps enemy. When forming, the ozone gas will suddenly rush from the bottom of the enemy and quickly form a large sphere with a sinister grimace. The bubble then contains the enemy until they die from organ failure. Needless to say, breathing in any amount of the concentrated gas will begin to incapacitate the enemy. In addition to its basic effects, the gas bubble is extremely flammable, and will ignite if fire based elements make contact with it. To make this technique even more deadly, the technique is given sentience much like the stone golem, or the water beast. If an enemy tries to escape the bubble, it will move along with the enemies attempting to escape its area of effect almost like a homing device, to keep the enemy at its center. The bubbles are fairly fast, able to keep up with 3rd gated speeds. For anything faster than that, the bubbles will chase the enemy until they are destroyed by the enemy, or until the user dies.

Restrictions/Notes:
Can only be used 3 times
Can only be taught by Omega
The user can target up to 2 enemies, although strength will be divided.

‡ Declined ‡ The bolded is a no. This needs a turn limit and you need to clarify the effects the opponent would experience on inhaling it. As it is, there's no defined duration and so this can't actually kill or harm the opponent.

(Ozuzon: Zen-Yabun Tekidan)|Ozone Release: Goodnight Grenade
Rank:S
Range:Short-Long
Type:Attack
Chakra:40
Damage:80
Description: The user will raise his hand outward as he creates numerous small light blue particles of highly concentrated Ozone within a given range around the target The particles are highly compressed and fairly hard to see without doujutsu or sensing; however, they contain a pungent odor that allows them to be detected. The user will clench his fist causing the built pressure to be released into an almost instant manifestation of Ozone gas clouds whose formation resembles that of an explosion. The radius of this explosion is 5 meters, and if the user gets caught in the explosion, he will succumb to the effects of inhaling ozone.

Restrictions/Notes:
Can only be used twice
Can only be taught by Omega

‡ Declined ‡ Range is wrong, this needs restrictions fitting an S-Rank and again, the effects of inhaling ozone need to be defined for this to have any effect.
 
Last edited by a moderator:

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️









Yumeton: Trū Cúlar | Dream Sand: True Colors
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 5 points due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are above B ranks due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear small sounds, wouldn't be able to see further than mid range or make out colors.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into unconsciousness. After 2 more turns of exposure, they'd die a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, they removing themselves from exposure would have the effects not further worsen.

‡ Declined ‡ I started to edit this but these are honestly just too wild. You need to be more reasonable with this.

Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
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 and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. 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 effects 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.

Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max

‡ Approved ‡ You can't create anything sentient with this.


Yumeton: Sutābōi | Dream Sand: Starboy
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× speed) 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: Lasts four turns, only usable 2x with a 3 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 and moving 1.5x slower

‡ Approved ‡ Added a duration limit.

Yumeton: Pātī monsutā | Dream Sand: Party Monster
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.

‡ Declined ‡ Just a rip of Sand body.


Yumeton: Trū Cúlar | Dream Sand: True Colors
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.

‡ Approved ‡







( Suteijian Suiton: Sutikusu dibain purotekushon ) Ξ Stygian Water: Styx Divine Protection
]Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)
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 of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.

Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Depiction of Armor:
You must be registered for see images

Declined - without y/y you would be only able to use stygian water and the elements that make it up while this is active. Releasing S rank attacks is gonna need a drawback and lit and overall this needs a limit/drawback to suit how long it lasts etc.
( Suteijian Suiton: Sutikusu dibain purotekushon ) Ξ Stygian Water: Styx Divine Protection
]Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)
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 of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.

Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Note: Can't use any elements besides Stygian water and the ones that combine to make it while this is active
Note: The protrusions to attack can only be used 3 times overall.
Depiction of Armor:
You must be registered for see images

‡ Approved ‡ Cool technique, nice work.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
Permission to submit Bleach Customs:
(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 focuses 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 may also be affected by the Bleach fumes.

With the second usage, the user, by simply making physical contact, can swiftly coat a substance with Bleach. Unlike in the first usage, this is purely offensive, as the Bleach coating will immediately start corroding whatever it covers. It is used mostly on enemy weapons. This version cannot be used on the enemy themselves. By simply touching an enemy's kunai or weapon for instance, the user can coat it with Bleach, thus corroding it. Another example is the Bleach user touching a tree and coating it; the Bleach will cause the tree to erode and wither.

• Activation of the first usage lasts two turns.
• No other Bleach techniques above A-rank while this is active.
• Only one usage can be active at any given time.
• Can only be used three times per battle with a two turn interval between uses.

Approved - Made edits




New sub:

(Aegaeon no baburu ) Bleach Release: Bubble of Aegaeon
Type: Supplementary/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: The user starts off, by performing a single handseal focusing their bleach chakra throughout their entire body they will release a full body surge of bleach from their body. In a matter of moments bleach will begin to seep through their pores as it continues to expand and grow in size. Eventually, the bleach will peel off of the user’s body in order to reveal a bubble of sorts consisting entirely of bleach. The bubble spans up to Short-range, and the inside of the bubble is completely devoid of bleach and is where the user will safely be kept. Of course, as the bleach expands off of their body the user will suffer major burns from the bleach due to its corrosive properties, and will be at risk of the odor if they cannot prevent themselves from inhaling it. The main purpose of the bubble is to serve as a protective barrier, protecting the user from the dangers of outside ailments. Upon expanding up to five meters the bleach bubble eats away and corrodes any nearby grass and earth; which causes for any jutsu that originates from the ground short-range underneath the user to be weakened by two ranks. Also, this bubble is thick enough to easily eat away at basic kunai and shuriken in a matter of seconds upon being in contact with the bubble. Due to the large quantity of bleach present on the field it causes for a potent odor of bleach to be produced which spans up to Mid-range away from the bubble’s coordinates. Inside, the barrier is also filled with heavy toxic fumes, this allows for any wind jutsu that would happen to originate inside of the bubble to be weakened by two ranks due to bleach being heavier than wind. Lastly, if wanted the user can snap their fingers causing for the bubble to explode outwards sending shuriken sized bleach constructs into a frenzy in an omni-directional manner spanning up to mid range.

Note: Can only be used once
Note: Bubble can last at most two turns. While active, the user is restricted to bleach jutsu and elements that make up bleach.
Note: If wanted the user can cause the bubble to explode in the same time frame upon its creation, doing so will take up a second of the users three moves per turn
Note: The user isn't able to mold chakra above A rank next two turns after usage.
Note: No bleach jutsu for two turns.
Note: Due to the severe damage to the users skin from using this technique, user will be in agony and lose 3 ranks to their base speed and be unable to perform genjutsu above B rank due to then inability to focus.

Approved - made edits

(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. It is able to submerge itself underground quite easily due to how the earth is weakened and corroded upon contact with bleach, so it can easily force itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Each dragon is around the size of the Earth and Stone dragon, and when they expand they become bloated to the point that they become up to five meters in width. Both dragons explode into a fury of Bleach constructs that come in the form/size of ordinary shuriken; which are sent out in a sporadic, omnidirectional manner covering everything within 10 meters, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.
Notes:
• Each dragon is A-rank in strength.
• No Bleach, Water and Lightning jutsus above A-rank in the following turn.
• No jutsu above A rank in the following turn.
While active the user cannot use other jutsu.
• Can only be used twice per battle, with two turns between each usage.


New sub:

(Afurodīte no yutakana kaori) Bleach Release/Sealing Arts: Aphrodite’s Bountiful Fragrance
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: NA (60)
Description: To initiate this technique, the user performs three hand seals causing three dragons composed entirely of bleach to manifest themselves directly in front of the user. The very moment the dragons manifest themselves, the user places three sealing tags onto them. Once the sealing tags are in place, each dragons will be propelled froth in a certain direction: the dragon on the left will move in an arc to the left, the one on the right will move in an arc to the right, and the middle one will move in a linear manner straight ahead. Each dragon is around five meters in length, and the moment they reach the ten meter mark that is when the sealing tags activate due to the distance between the user and the seal. Once activated the seal begins to glow a bright light as it begins to heat the bleach constructs to extreme temperatures. Right before the dragons can reach their target they will evaporate causing the area pass the ten meter mark to be filled with the toxic fumes of bleach. Not only those this cause for any opponents in the area to be affected by the smoke, but it will also reduce the enemy’s wind techniques by two ranks, due to wind’s natural born weakness to bleach and because the smoke and fumes make it harder for it to move thereby slowing down its momentum due to how bleach is heavier than wind.

Note: Can only be used thrice with a two turn cool down.
Note: Smoke lasts three turns.
Note: No bleach techniques above A-rank while this is active.

Declined - wouldn't the sealing tags just be corroded? xd
(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. It is able to submerge itself underground quite easily due to how the earth is weakened and corroded upon contact with bleach, so it can easily force itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Each dragon is around the size of the Earth and Stone dragon, and when they expand they become bloated to the point that they become up to five meters in width. Both dragons explode into a fury of Bleach constructs that come in the form/size of ordinary shuriken; which are sent out in a sporadic, omnidirectional manner covering everything within 10 meters, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.

Note: Each dragon is A-rank in strength.
Note: No Bleach, Water and Lightning jutsus above A-rank in the following turn.
Note: No jutsu above A rank in the following turn.
Note: While active the user cannot use other jutsu.
Note: Can only be used twice per battle, with two turns between each usage.

‡ Approved ‡

(Afurodīte no yutakana kaori) ◈ Bleach Release/Sealing Arts: Aphrodite’s Bountiful Fragrance
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: NA (60)
Description: To initiate this technique, the user performs three hand seals causing three dragons composed entirely of bleach to manifest themselves directly in front of the user. The very moment the dragons manifest themselves, the user places three sealing tags onto them. Like in other bleach techniques where the user does not wish to have bleach affect their own utilities, the user first coats each tag in a layer of chakra in order to prevent actual physical harm to the seals. Once the sealing tags are in place, each dragons will be propelled froth in a certain direction: the dragon on the left will move in an arc to the left, the one on the right will move in an arc to the right, and the middle one will move in a linear manner straight ahead. Each dragon is around five meters in length, and the moment they reach the ten meter mark that is when the sealing tags activate due to the distance between the user and the seal. Once activated the seal begins to glow a bright light as it begins to heat the bleach constructs to extreme temperatures. Right before the dragons can reach their target they will evaporate causing the area past the ten meter mark to be filled with the toxic fumes of bleach.

Note: Can only be used thrice with a two turn cool down.
Note: Smoke lasts three turns.
Note: No bleach techniques above A-rank while this is active.

‡ Declined ‡ On request.

(Burīchi rirīsu/ shīru ātsu: Hāmitto no irei) ◈ Bleach Release/Sealing Arts: Solace of The Hermit
Type: Supplementary
Rank: A
Range: NA
Chakra: 30
Damage: NA (+20 or +1 rank)
Description: This technique involves increasing the actual components of bleach techniques and in the process creating a more powerful and potent attack. Since bleach is renown to have corrosive properties due to its pH level of 12.6, this technique was created in order to increase its acidic properties. To start off, the user will coat a sealing tag in a layer of chakra before placing it on a bleach jutsu which can be done with direct contact or steamed towards the technique. Applying the tag can be done in the same time frame of the Jutsu, but will take up one of the user's moves per turn. Once the attack has been launched towards the target the seal will activate and it begins to seal off/reduce a portion of the Bleach techniques pH causing the substance to become more acidic while in the process increasing its strength; which can be translated as +1 rank for up to S-rank and +20 for above S-rank. This entire technique revolves around the fact that any substance with a pH of below 7 is an acid, which will be the case after the seal absorbs the pH of the technique it is contact with. Any substance with a pH of lower than 7 become more acidic, so essentially if bleach a substance that possesses a pH of 12.6 it capable of being corrosive then if it's pH level were to be lowered it would become more dangerous to utilize. Of course upon shifting Bleach’s pH level it will change the substance and the user will be unable to the manipulate the bleach anymore quite similarly to when bleach is converted to a gas. It is crucial that when utilizing this technique that the bleach affected already has a fixed direction or is already heading in a certain direction with momentum/force behind it.

Note: Can only be used four times with a turn cool down between usages.

‡ Declined ‡ This is illogical. DNR.

(Hyōhaku-zai rirīsu: Naga no tokutoku) ◈ Bleach Release: Venomous Poison of Naga
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user starts off by performing a single hand seal, and begins to focus their bleach chakra around the target. In a matter of moments small bleach constructs shaped after snakes will appear in a ring formation around the target. These snakes are around ten inches long and are all placed at least five meters away from the target. With haste, as soon as the snakes are manifested they will expel a small beam of concentrated bleach towards a target. This stream of bleach is capable of being adjusted as the user chooses simply meaning the angle of trajectory can be shifted if wanted. At maximum, the beams of bleach are able to reach up to Mid-range. Let it be noted, that this is not the actual assault of the technique, but instead serves as a distraction for when the user causes two snakes to emerge underneath the opponent and while still semi-submerged will release a stream of bleach towards the opponent. If desired the user can choose to emerge the snakes at the same time as the snakes positioned in a ring formation Release the concentrated beam of bleach, in order to cover up the sound and emergence of the snakes.

Note: Can only be used four times with a turn cool down between usages.
Note: No other Bleach techniques above A-rank while this is active/next turn.

‡ Declined ‡ You need to specify how the Bleach is created away from your body (i.e. converting air moisture into bleach). Also, this is badly worded and needs to be made clearer.
 
Last edited by a moderator:

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
9,001
Kin
1,105💸
Kumi
32,712💴
Trait Points
0⚔️
( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ♒ Trilobite

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.
Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

Approved - made edits
Updating:

( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ♒ Trilobite

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.
Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above S rank, and no PW techniques above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

‡ Approved ‡

( Oujuusuiton: Seiryu ) Panthalassic Water Release: Maastrichtian ♒ Plesiosauria

Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Plesiosauria pertains to the creation of the mythical Seiryu, a dragon-like creature that strongly resembles a Plesiosaurus, made from glowing aqua panthalassic water and natural lightning. To do so, the user will charge the particles of water in the atmosphere with PW chakra, increasing the temperature through the water's self-radiolysis, in a combination not unlike the Fire and Lightning combo that set's up for the Kirin, another of the mythical beings. This creates great storm clouds where the mythical plesiosaurus glows through, as if swims in the heavens. Unlike Kirin, Seiryu is not an offensive technique, and focuses on PW's radioactive chakra severing relationship. When Seiryu is in place, a mist will quickly descend upon the ground, similar to Water Release: Polination in terms of effects. Additionally, whenever chakra is focused within the mist, a burst of lightning, at Kirin's speed, will shoot from Seiryu and damagelessly zap the user, neutralizing the technique before it's release and spreading the chakra that would otherwise produce the effect through the air. This neutralization is beyond Elemental interaction, because it deals with pain and concentration to prevent the release of the jutsu, and not to counter it, and thus it can also be used to counter chakra-mediated alternate energies, such as Bijuu chakra and Senjutsu Chakra, for example. This zapping method prevents the user himself from also using chakra, to an extent. The user may perform Supplementary and Defensive techniques as long as they don't deal damage to the opponent, or aren't directed to the opponent, and at the cost of 25% more chakra. The only method of dealing damage to the opponent is through chakraless Taijutsu and Bukijutsu techniques, and likewise for the opponent to deal damage to the user.

Note: This technique lasts up to 5 turns.
Note: Can only be used 2 times per event, one time per battle.
Note: The user is unable to perform techniques above S rank, and no PW techniques above A rank throughout the duration of this technique, and one turn after it ends.
Note: An offensive technique that aims towards the ground, like heating it up to form lava bellow the opponent, and atempts to deal damage indirectly can't be used either. The opponent can't occur in damage due to a technique used within this mist.
Note: The mist does not deal damage through neither Radioactive Sickness or Corrosion Burning.

‡ Declined ‡ I'm not allowing something like this.

Polination Reference:

( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ♒ Ammonite

Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing air and radioactivity in the shape of an ammonite's shell. This ball of displaced air shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

There are two variants to this technique, Size and Multicity. Starting with the smallest canon, D rank, the user is capable of shooting one football-sized ammonite. The highest ranked, S rank, allows the user to shoot one giant mamoth-sized ammonite, or multiple ammonites of smaller sizes, down to 16 D-rank ammonites. Once the user selects the size of the chamber, it can't change, though the user can create thicker and denser balls in order to create pin-point damage equivalent to the initial rank, such as D rank sized and S rank powered ammonites, thus launching less ammonites with greater power.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: S ranks can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn. A ranks can only be used 4 times per battle, and the user is unable to perform techniques above S rank in the next turn. B ranks can only be used once every 2 turns.

‡ Declined ‡ Again, something like this doesn't warrant being a multi-ranked technique. Also, your techniques have a tendency to exceed the limitations of the element. Some of your CEJ don't deal with the element itself, like this for example. A ball of 'glowing air and radioactivity' doesn't really fall under the abilities of your element. It also clashes with Radiation Release.

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ♒ Tectonics

Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis.
They will thus react to 3 things:

1. Chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source.
2. Strong vibrations or physical impacts onto the ground, such as techniques directed to the ground or strong taijutsu (Anything higher than B rank ).
3. Remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius.

Note: The net itself can be spread over an area mid-range around the user, or up to long range in a radius of short-range.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 30 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 5 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and does not follow elemental S&W, as it corrodes the raw unmolded chakra before it is converted into a technique. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

‡ Declined ‡ This will need to follow elemental S/W. The duration for this is too long. Remove the second of the three triggers and incorporate them into your description in a better way, listing bullet points in a technique isn't ideal. It must also cost a move to trigger the geysers remotely unless done in the same turn. Word the bolded better and clarify the height of the geysers/lower the height they reach.
 
Last edited by a moderator:

BlacKing

Active member
Legendary
Joined
Aug 18, 2010
Messages
17,255
Kin
284💸
Kumi
1,737💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsus

Garandou hanatsu: Makkuro [void release: pitch black]
Type: Supplement
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: +20 all void techniques (-20 for the user per turn active)
Description: The user gathers the energy from the surrounding area to create a huge void area around the user and the target(s). the void area is pitch black and impossible to see without the Darkness Seal. The area is cold and very misty. The target will find it hard to keep balance in the void area because it will feel like there is no floor or roof. Any light jutsu used in the void area will be absorbed.
Note: The jutsu will take one turn to gather all the energy and to create the dome/area
Note: The jutsu will last 5 turns)
Note: After this jutsu dissipates, the user cannot use any void jutsus for 3 turns
Note: Can be used twice per battle


Declined - i know you're trying to make old cjs fit with current standards, but with this, you should reduce it's rank to A rank, otherwise you would need more drawbacks on this and couldn't allow it to be F rank. I suggest, A rank, 4 turns, two turns between uses, no void for two turns after. And give it at max of mid range radius.

Also what is the Darkness seal?
Darkness Seal - A Fuuinjutsu Seal that had been passed down from Hellsbadass, to Andy, to Goro Kaguya and now to SiWang himself, this seal gives his eyes a silvery glow. As a result of this silvery glow, SiWang has superb vision in the dark. He can see in absolute darkness with ease, this allows him to use Void Element with great mastery. It was something given as a requirement for the Element. It is located within the approved submission I linked. I got permission from Lord of Kaos to add it to my bios as well. Anyone without the seal cannot see Void Release. It is 'invisible' unless they are able to sense chakra or see chakra.


Garandou hanatsu: Makkuro [void release: pitch black]
Type: Supplemental
Rank: A
Range: Mid
Chakra Cost: 40
Damage Points: +20 all void techniques (-20 for the user per turn active)
Description: The user gathers the energy from the surrounding area to create a huge void area around the user and the target(s). the void area is pitch black and impossible to see without the Darkness Seal. The area is cold and very misty. The target will find it hard to keep balance in the void area because it will feel like there is no floor or roof. Any light jutsu used in the void area will be absorbed.
Note: The jutsu will last 4 turns
Note: After this jutsu dissipates, the user cannot use any void jutsus for 2 turns
Note: The user must wait 2 turns to use void techniques while the dome is active
Note: Can be used twice per battle.



Garandou hanatsu: Garandou Rasengan [void release: void rasengan]
Type:attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: The user gathers Void Chakra in their hand to create a rasengan which is pitch black and twice the size of an average rasengan. The void rasengan has the same features of a normal rasengan instead there will not be a destructive impact.
The void rasengan will go through the opponents body causing a huge blast of cold energy will explode throughout the opponent's body ands send him/her crashing a couple of feet away. The opponent will have to be treated immeditately or they will not be able to preform any jutsu. The user suffers pain energy flow to the arm and will not be able to mold chakra in that arm for two turns
Note: Can only absorb 3 S ranked light based jutsu
Note: Can only absorb 2 Forbidden ranked light based jutsu
Note: Can only be used Once per battle
Note: Cannot use void jutsu for 3 turns


Declined - no jutsu at all after being hit is too much. Make it only A ranks and below they can use and say they can't use light based elements to fit with void. Useable once, no void jutsu for two turns after, after using this you can't use jutsu above A rank for two turns.

Garandou hanatsu: Garandou Rasengan [void release: void rasengan]
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
escription: The user gathers Void Chakra in their hand to create a rasengan which is pitch black and twice the size of an average rasengan. The void rasengan has the same features of a normal rasengan instead there will not be a destructive impact. The void rasengan will go through the opponents body causing a huge blast of cold energy will explode throughout the opponent's body ands send him/her crashing a couple of feet away. The opponent will have to be treated immeditately or they will not be able to preform any light based jutsu and any non light based jutsu such as earth will be reduced to A Ranks and below.
Note: Can only absorb 3 S ranked light based jutsu
Note: Can only absorb 2 Forbidden ranked light based jutsu
Note: Can only be used once per battle
Note: No void techniques can be used for 2 turns after this technique is used.
Note: User cannot use S Ranked and above for two turns after performing this technique
Note: Opponent can only use A Ranks and below Non-light elements if hit with this technique.
Note: Opponent cannot use any Light based elements if hit with this technique



Void Release: Black Sword of the Void Warrior - 黒の刀 戦士
Type: Attack
Range: Self
Rank: B
Chakra: 20
Damage: 40
Description: The user gathers void chakra into their hand and forms one 2 meter long and one foot wide black sword appears in the user's hand. When this sword is swung against a light based jutsu it cleaves the jutsu in half while absorbing some of the light that it passes through it.
Note: Can only be used 4x battle.
Note: Sword lasts until the sword is destroyed by an opponent or dispersed by the user.


Declined - needs a turn limit by todays standards. And give it a bt of detail of how it actually absorbs all light and can pass through solids.

Void Release: Black Sword of the Void Warrior - 黒の刀 戦士
Type: Attack
Range: Self
Rank: B
Chakra: 20
Damage: 40
Description: The user gathers void chakra into their hand and forms one 2 meter long and one foot wide black sword appears in the user's hand. When this sword is swung against a light based jutsu it cleaves the jutsu in half while absorbing some of the light that it passes through it. Void is able to do this as it is made up of complete nothingness, merely disrupting the chakra/energy/light sources. As a result of being hit with this technique, all light based jutsu performed by the opponent loses one rank in damage and chakra despite the opponent needing to exert the same amout of chakra outwards. All light based jutsu also lose range from Long to Mid and Mid to Short.
Note: Can only be used 4x battle.
Note: Sword lasts until the sword is destroyed by an opponent or dispersed by the user.

‡ All Pending ‡ Will check these in a bit. Just need to familiarize myself with Void Release first.
 
Last edited by a moderator:

Negative Knight

Active member
Legendary
Joined
Jun 8, 2012
Messages
17,240
Kin
806💸
Kumi
5,938💴
Trait Points
0⚔️
Awards
New Cycle: 05/05/2017 - 19/05/2017

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly. You may submit up to 4 jutsu per cycle.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely two weeks from the given timestamp. Sorry for the delay
 

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards



This is my second CW.

(Senzō Kigen) – The First Blade
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The First Blade is a long tripled-edged dagger with a triangle shaped cross-section. The hilt of the blade is composed of a pure silver-colored metal while the blade itself is composed of Mawscape, a metallic substance capable of absorbing all light and radiation giving it an appearance of pure darkness. When the blade was forged it was infused with Mystic Fire chakra granting it properties of Shiraton. The blade is paired with the Mark of Cain; created through Fūinjutsu the Mark acts as the vessel for the First Blade, based on the Lightning Blade Creation technique. The Mark of Cain is located on the user’s upper forearm. The Mark of Cain is bound to the user entirely; this prevents it from being removed in any way from the user’s body. The Mark of Cain constitutes the first basic ability of the First Blade; by default the First Blade in a sealed state within the Mark. Through a mental command the user can passively unseal the First Blade from the Mark allowing it to appear in a light black mist in their hand. Likewise the Mark of Cain can passively seal the First Blade, enabling one to recall the Blade in order to protect it or return it to its sealed state regardless of location. The second basic ability is endowed by its composition as a weapon of Mawscape. It passively absorbs all light and radiation, including the natural light of the surroundings in even the darkest locations. It then seals this light and radaiation within it. The energy increases the temperature of the blade increasing its cutting potential; although remaining inert to the user. The sealed light and radiation empowers the user’s Mystic Fire and Fūinjutsu by unsealing the energy into the user’s techniques. Mystic Fire’s sealed heat energy increases. The user’s Fūinjutsu techniques are also passively infused with this energy and Mystic Fire chakra; this empowers them and passively changes their coloration to fit Mystic Fire Release. This increased potency translates to an increase of one rank in strength, or twenty damage, up to and including A-Rank. S-Rank and above techniques gain an increase of twenty additional damage. This is not without restriction; Fūinjutsu which restrict an opponent’s ability to use a certain rank and/or type of techniques are not empowered by this passive skill.

Angelic Smiting (Tenshi Utsu): Angelic Smiting is the first active ability and is used in two distinct applications. Both revolve around the First Blade’s ability to absorb light and use the luminescent energy to power the blade. The first application, largely cosmetic, is performed when the user nonlethally cuts or slices their target. When slicing through flesh the First Blade releases painful, but nonlethal, bright white Mystic Fire. This Mystic Fire momentarily fills the wound which the blade creates and burns it from within. This first application is typically used as a means of torture to inflict significant pain in small and insignificant wounds created by the blade. The second application, following the same principle, is used when performing deep piercing blows against the target. Once struck the First Blade releases a pulse of bright white Mystic Fire and immolates a target from within, a devastating and lethal blow. Because of the intensity of the pulse the targets’ eyes will rupture and burn with the flames. Both applications can only be applied to living targets. The first application is passive and largely cosmetic. The second application is considered an A-Rank pulse of Mystic Fire.

Luminescence Absorption (Hakkō Kyūshū): Luminescence Absorption is the second active ability of the First Blade; it is based on the blade’s ability to consume light and radiation and seal it within. This ability constitutes an empowered variant of the aforementioned skill and opens a figurative ‘gate’ within the First Blade allowing for a greater rate of absorption. This absorption allows the user to seal energy-based techniques respecting Mawscape’s strengths and weaknesses. This technique is capable of absorbing and sealing S-Rank energy-based elements that Mawscape is strong to and A-Ranks for neutrals. Visually the energy will be funneled into the top and sides of the blade as it is sealed. This counts as an A-Rank technique. Chakra absorbed from these techniques is sealed within the blade and then granted to the user’s reserves. Luminescence Absorption can be used once every four turns.

Whispers in the Dark (Sasayaki Kurayami): This is the third active ability of the First Blade. This is based on the Multiple Infinite Embraces and uses its ability to manifest itself on its target to exert influence. Using the Embraces’s ability to exert pressure to restrict movement, Whispers uses pressure to restrict movement while also pushing targets. Whispers, unlike the Embraces’s, create flat barriers which are composed of Mystic Fire chakra allowing for a wide range of coloration. These can exert pressure in a near infinite number of ways depending on their positioning and angle. One can create a barrier in front of a target and push them in the opposite direction or against another surface, like a wall. Or one can create a barrier above a target and push them toward the ground, appearing as if the target is bowing. Barriers can be used to throw matter-based targets, including techniques, off course. Should an opponent charge at the user they can be thrown off to the side by a barrier created adjacent to them. Whispers are not absolute; while it restrains free movement and pushes targets it can be resisted and broken. The strength is directly related to its created rank, between C and S-Rank. The pressure can be resisted through physical enhanced strength or the barriers can be shattered with equal or higher ranked Ninjutsu. C-Rank barriers can exert minimal pressure; being used to pin targets against a surface or having them bow. B-Rank barriers exert moderate strength pushing targets linearly by five meters in the opposite direction. A-Rank barriers exert potent strength throwing targets in a linear direction by ten meters. S-Rank barriers exert extreme pressure and can launch targets up to twenty meters from its position. The pressure does not hold any potential damage alone; thus even when pinned by the S-Rank barrier it does not break bones or crush targets to death. The barriers, sustained by the user passively, allow the user to perform other tasks simultaneously but only one can be active at any given time. These barriers can be dispelled at the user’s volition. C and B-Rank applications can be used an infinite number of times but require a three turn cooldown between applications. A-Rank applications can be used thrice per battle with a two turn application between usages. S-Rank applications can be used twice per battle with a four turn application between usages. The barriers are created through hand gestures or swings of the First Blade. The barriers are created through hand gestures or swings of the First Blade.

‡ Approved ‡ Made edits. Note that this counts as CW slot, a CEJ slot of Mystic Fire and a CEJ slot of Mawscape.

(Shiraton: Mokusei no Yūrei) – Mystic Fire Release: Ghost of Jupiter
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with and disrupted remain useless for three turns, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra, occurring instantly. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.

Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals will become disrupted. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it temporarily useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it temporarily useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.

Protoplanetary Nebulae (Genshi Wakuseijōseiun): The Protoplanetary Nebulae is, rather than a third separate application, a reversal of the Planetary Nebulae application. This applies the adage of “the best defense is a good offense” and allows the Ghost of Jupiter to be utilized in conjunction with the user’s own seals. Instead of disrupting the user’s own applied technique this will act to protect it from other seals and disruptive barriers which seek to disable, tamper, or harm the user’s own seals. As a byproduct of this application the applied seal will also gain fortification equivalent to the seal’s rank making it harder to physically destroy with elemental ninjutsu. This alternative application can be applied within the same timeframe as the seal created and applied.

‡ Declined ‡ The third application is illogical. Also, there's no reason for this to occur instantly or passively. It can manifest at the site of the seal(s) you're targeting as per your CE description but tagging on "instantly" for the sake of it won't be allowed.
Removed the instant reference and third application.

(Shiraton: Mokusei no Yūrei) – Mystic Fire Release: Ghost of Jupiter
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with are left useless, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.

Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals are destroyed. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.

‡ Approved ‡

(Shiraton/Fūinjutsu: Jikai Kairo) – Mystic Fire Release/Sealing Technique: Cygnus Loop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.

‡ Approved ‡

(Shiraton/Fūinjutsu: Shigaisen Kagayaki) – Mystic Fire Release/Sealing Technique: Ultraviolet Radiance
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique stems from the Cygnus seal and is based on Primordial Creation. Ultraviolet Radiance utilizes chakra stored within the Cygnus seal in order to produce creations of Mystic Fire Release, much like those created in Primordial Creation. Should the Cygnus seal be void of chakra it can be directly drawn from the user’s own reserve. However, because of the Cygnus seal’s unique composition these flames are notably different from the typical flames created in Primordial Creation. They are granted remarkable chakra draining and sealing qualities. The flames can be produced from the user’s body, through the ground, or even in the air. Should the flames be produced in the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. The flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Ultraviolet Radiance can be used to simply create streams, fireballs, blasts, and waves of flame. By default the flames adhere to the violet spectrum of visible light, but they can seal their light entirely allowing them to appear much like the black flames of Amaterasu. Because of their unique chakra draining and sealing qualities the flames are able to consume the chakra of opposing techniques and targets in order to supply the Cygnus seal. Ultraviolet Radiance’s draining capabilities reflect the rank it is granted; for example, should an A-Rank flame be produced it will be capable of draining 30 chakra. This occurs when striking a target directly. The chakra drained will be stored within the Cygnus seal. Alternatively, when clashing with opposing techniques the flames of Ultraviolet Radiance will act to seal the technique’s chakra within the Cygnus seal. For example, an A-Rank Radiance flame will be able to seal A-Rank and below techniques and be neutralized, respecting Absolute Neutrality. The remains of the chakra-void technique will be burned away by the Mystic Fire, leaving nothing behind in the case of a complete neutralization. The flames of Radiance can be weakened; should an A-Rank flame seal a B-Rank technique it will be weakened to B-Rank. While the flames possess ranked damage, the rules of sealing take precedence in technique clashes. Thus, the ranked damage simply is applied when striking an unranked target or opponent and inflicting the physical damage applied. Applications of Ultraviolet Radiance above C-Rank require a single handseal. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank.

‡ Approved ‡ Made edits.
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
resubmitting


(Erubiumuton: Kosho no Dalmascan) - Erbium Release: Dalmascan Artificer
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (+5 Whenever applied.)
Damage points: N/A
Description: Kosho no Dalmascan is a supplementary technique, which is to support overall Earth based Techniques along with Earth-related CEs and KG. Whenever used, the technique uses the nature of Erbium release, and utilizes erbium particles to embed themselves into the structures in creation. To activate the technique, it requires an additional hand seal in accompany with a technique. After so, this does but require a mental note on the user's side, in order to acquaint this with the technique it's used on, and within the same timeframe. It's instant and last the following three turns, which in the user is free to decide which constructs and are and are not enhanced by this technique - Of course within the boundaries of the technique itself. These particles are like embroided into the fabric upon creation, which is barely visible to the normal eye. It have a sole purpose, and while Erbium in itself isn't particularly a strong metal, it allows for great conduction of electricity and allows to absorb and imminently diffuse the electricity elsewhere. i.e should this be used with a technique such as an Earthen Dragon, or a Crystal Technique, essentially what it does, is that it allows electrical attacks to be absorbed and defused imminently up to (S-rank and below), and defused elsewhere equivalent to one rank below of the technique in question. However it does not make it strong against any other variables of Erbium's strengths. It can be used four times, and not consecutively. Erbium itself carries radioactive properties, and therefore should the target be cut, struck or intake shards of Erbium, the target will undergo its poisoning(1 turn), and be weakened to the point of heavy fatigue, resulting in one move less per turn, and decreasing their overall Tai(10) and Base speed(2).

Declined - it shouldn't really happen in the same timeframe as you'd have to gather the Erbium into the construct then form it in a way to create the conductivity. Not only this would it would be an activation technique within each jutsu you create not just always there lasting for 3 turns. Why can a B rank conduct an S rank?
Resub:

(Erubiumuton: Kosho no Dalmascan) - Erbium Release: Dalmascan Artificer
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Kosho no Dalmascan is a supplementary technique, which is to support overall Earth based Techniques along with Earth-related CEs and KG. Whenever used, the technique uses the nature of Erbium release, and utilizes erbium particles to embed themselves into the structures in creation. Activation of the technique consists of a following handseal in order to acquaint this with the technique it's used on, and within the same timeframe. These particles are like embroided into the fabric upon creation, which is barely visible to the normal eye. It have a sole purpose, and while Erbium in itself isn't particularly a strong metal, it allows for great conduction of electricity and allows to absorb and imminently diffuse the electricity elsewhere. i.e should this be used with a technique such as an Earthen Dragon, or a Crystal Technique, essentially what it does, is that it allows electrical attacks to be absorbed and defused imminently up to (S-rank and below), and defused elsewhere equivalent to one rank below of the technique in question. However it does not make it strong against any other variables of Erbium's strengths. It can be used four times, and not consecutively. Erbium itself carries radioactive properties, and therefore should the target be cut, struck or intake shards of Erbium, the target will undergo its poisoning(1 turn), and be weakened to the point of heavy fatigue, resulting in one move less per turn, and decreasing their overall Tai(10) and Base speed(2).

‡ Declined ‡ Your CE conducts electricity, it doesn't absorb it. This would also only affect unfocused lightning techniques like Nagashi.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Nepuchūn no gētokīpā) Bleach Release: ◈ Neptune’s Gate Keepers
Rank: S
Type: Offensive/Supplementary
Range: Short (On Creation) Mid-Long (On propulsion)
Chakra: 40
Damage: 80 (-20 to user)
Description: In order to initiate this technique, the user will first begin to flood their body with bleach chakra after forming three hand seals. In a matter of moments the user's body will begin to undergo a full body surge as a large quantity of bleach can be seen peeling off of their body. Due to Bleach being corrosive the user will take substantial damage (-20) if they are incapable of defending against corrosiveness of bleach. Once the surge of bleach has been completed, a wide array of fifteen inch long piranha shaped constructs of bleach will leap off of the user's body, avoiding any minor obstructions that could be in the way, and will then submerge themselves underground. Due to the large amount of piranhas submerged underground it causes for it to be near impossible to keep up with each individual one. The piranhas will cover a wide range, at least ten meters at most in width. All of the piranhas continue to make their way towards the target, but in doing so they cause the ground above to become withered away the closer that they arrive which could be a give away to their position. It is because bleach has corrosive abilities that all creations currently on the field that have a weakness to bleach will suffer a deduction of one rank and this will also apply to any earth based jutsus used after this technique meaning that any earth based jutsu will suffer a deduction in rank due to how detrimental bleach can be on the land. This will apply for at most two turns after the Jutsu has ended. Once the piranhas have reached at least five meters from the target, the user will be able to manipulate the bleach constructs however they desire. When at least five meters away it is possible for the user to cause the piranhas to leap out of the ground at an alarming rate ready to pounce on the target aiming to hit them with the full force of bleach’s corrosiveness. At most the user can cause all of the bleach constructs to emerge from the ground in order to deal the full S-rank damage to the enemy. Let it be known, that it is possible for the user to emerge the bleach constructs when directly underneath or behind the opponent. Also, the user has control over each individual construct simply meaning they can arrange them to emerge in any fashion such as in any omnidirectional manner around the target.

Note: Can only be used twice with a two turn cooldown between uses.
Note: No S-Rank or above Bleach on the turn it ends and the turn after.

‡ Declined ‡ The creation of piranha and the way in which they're used resembles an existing technique too closely (Pirahna Frenzy). Also, the coloured is illogical and worded in both a confusing and verbose way. You could have written the same sentence in a line or two, without constantly repeating yourself.

(Behemoto no kyūseishu) Bleach Release/Sealing Arts: ◈ Savagery of the Behemoth
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra: 40 (-10 per turn)
Damage: NA
Description: By first flooding their body with bleach chakra the user causes a full body surge of bleach to occur on their body. Upon being released a large quantity of bleach can be seen forming around the user's body. Similar to the earth armor Jutsu, the bleach will constructed into that of a five meter tall humanoid sea demon. Once fully emerged the user immediately coats a Sealing tag in a layer of chakra and places it somewhere within the beast. Appearance wise, the creation has four large pincer like hands and possesses four distinct tentacles sprouting from its back. The seal that was previously placed on the beast is based on an attribute Fūinjutsu that involves sealing and resealing things. When desired the user can choose to passively activate an ability of the seal that involves sealing chakra. Each time the user utilizes a bleach Jutsu the user can choose to activate the seal causing a portion of the bleach chakra in the technique to be sealed inside of the seal, and exactly the Jutsu is weakened by one rank. Later on, the user can choose to activate the seal once again whenever they are utilizing a bleach Jutsu, the sealed chakra from before will be implemented into the current technique being used, boosting its strength by +20.

Whilst, this technique it in place, the behemoth, due to its body being entirely composed of bleach causes for the land in a five meter radius to be corroded by bleaching causing any Jutsu with a weakness to bleach to be reduced in damage by one rank. More importantly, by spending a move the user can manipulate the abundance of tentacles its body is composed of and submerge them underground. In a matter of moments they can cause for the land passed the five meter mark to be filled with tentacles of bleach. All of the constructs are scattered across the field from (Mid-Long) range, but all will be placed at least five meters from the target. Immediately once emerged the user manipulates the tentacles to expand in size until they all burst into a fury of shuriken sized constructs of bleach and is equivalent to an S-rank Jutsu. Additionally, instead of utilizing the tentacles in this manner the user can choose to manipulate up to four that are placed around the construct allowing them to attack enemies up to Mid-range away and capable of doing at max S-rank damage.

Note: Can only be used 2 times, lasting 4 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Bleach during that period.
Note: Can't use any elements besides Bleach and the ones that combine to make it while this is active

‡ Declined ‡ The Fuuinjutsu component has been tried in the past (by Zaphkiel if I remember right).

(Kemono no kaori) Bleach Release: ◈ Aroma of The Beast
Rank: B
Type: Supplementary
Range: Short
Chakra: 20
Damage: NA
Description: The user starts off, by gathering their bleach chakra through their body, and then begin to release the bundled up chakra as droplets of bleach that will begin to drench their clothes in bleach. Of course if the user is incapable of enduring the harmful effects of bleach then they will also be at risk of being poisoned. The main purpose of this technique will be to drench the user's clothing in bleach causing for a potent odor to radiate off of it. To be more precise this aroma spreads up to five meters in all directions causing anyone within the vicinity to be affected by the harmful fumes of bleach. Even though this technique is detrimental to humans its main objective was built in order to deal with organisms such as Inuzuka and Aburame. Since bleach has a foul smell that is not only unalluring to humans, but to any living organism, it puts all organism at risk of being harmed. Simply put, any Inuzuka or Aburame that enters within range of the technique will be overwhelmed by the odor floating around causing any techniques from those creatures to be reduced by one rank.

Note: Can only be used four times with a turn cooldown between uses.
Note: Last four turns at most

‡ Declined ‡ I can see why this would negatively effect Inuzukas but why would it harm Aburames? Also, this won't carry the effects of Lemul (the CJ which outlines the effects of exposure to Bleach). The effects listed in the Bleach CE submission are too varied and so you'll need to elaborate on what this technique does specifically. One more thing. I gave you permission to submit on Littlefinger's behalf but this technique seems like it would only be useful for you. You'd be immune to these effects with your Sasori bio but I can't see him having a way to use this safely.

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, 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 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.
-Updating
-Added bold.
-Edited Notes

(Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
Type: Offensive/Supplementary
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 the geysers have been formed around the target, the user will then use advanced chakra manipulation in order to cause all three of the geysers to morph into a wide array of marine based animals. All three geysers will disperse into animals such as sharks, mermaids, whales, and other ocean related animals. Once the geysers have morphed, the user will then take control over all of the creations and can manipulate them to swarm in on the target from a wide array of angles. Once the bleach constructs finally strike the ground it will soak everything within 5 metres of the strike (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.

Note: Can only be used twice per battle, with two turns between each usage.
Note: No Bleach, Lightning or Water jutsus above A-rank the following turn.
Note: Odor stays around for two turns.

‡ Approved ‡ Made edits.
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, travelling across the terrain would prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).

Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.

Declined - if they were to use earth that would over power the arctic earth release chakra they would over power it. Especially where it's weak to earth, or like lightning jutsu that shoot up from the ground. O_< Apart from that it's fine

Basically everything was changed, didn't bother to bold.

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed, cause the structure to be filled with either Wind or Water. By tilting the ratio of Water to Wind to Earth in any order, the user can make his Arctic Earth structures become filled with either of its component fluids. Then, with a gesture of the hand or body the user will command the uniquely morphed structure to 'swell' by steadily increasing the content of whatever fluid it was filled with. This will in turn lead the Arctic Earth structure to explode voilently (think pressurized air rushing into a balloon), spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m.

Note(s):
- Can only be done four times (4x) on preexisting Arctic Earth structures and three times (3x) on techniques being performed.
- Requires a turn cool down between uses.

Declined - this would require Y/Y to add another element into it like that. Same as my carbon is made up of fire/earth to form it, i could just add a core of fire into the center of it. You could however cause any of your jutsu to just shatter into shards like glass to go in any and all directions. Wouldn't be explosive but it would be handy.

(Hokkyoku Āsurirīsu: Omo no Freljord)- Arctic Earth: Lord of The Freljord
Type: Supplementary/Offensive/Defensive
Rank: N/A (Dependent)
Range: Short-Mid
Chakra cost: 20
Damage: N/A (Dependent)
Description: Omo no Frejlord is a technique dedicated to using the remains of Arctic Earth techniques once they've been destroyed or reduced. With hand gestures the user will take control of any pieces/shards of Arctic Earth around him up to mid ranged and can send them flying at a target in an effort to dish out some last second damage before the structure is truly wasted. Something very important to note is that Omo no Frejlord's true rank and damage is equal to one less rank of the technique that it was taken from. For example, if an A ranked structure was reduced to pieces this technique will take control of those pieces and be treated as a B ranked technique, doing B ranked damage (40) to a target. in the same light, if the structure was B ranked this technique will become a C ranked and carry C ranked damage (30) to a target. However this move cannot be performed in rapid succession (i.e more than once in the same turn) and cannot be performed on pieces that have already been used prior. Omo no Frejlord can also be used defensively to form crude walls and shields with the same rank-dependent system previously mentioned. However, only one type of the technique can be used each turn, meaning one cannot use the shards offensively and defensively at the same time or even in the same turn.

Note(s):
- Can only be performed four times (2x) on S ranked Arctic Earth structures with a two turn cool down in between. Also, only three times (3x) on A ranked Artic Earth structures with a turn cool down in between. Usable a maximum of four times (4x) on B and C ranked Arctic Earth structures and unlimited for structures under C ranked.
- Once on cool down for any of its uses this technique cannot be performed on differently ranked structures until that cool down is finished.

Declined - make it so this can't be used if the original jutsu was completely destroyed. For example you're element is weak to lightning, if i wipe it out with chidori remei, there wont be anything left to control.

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed, cause the structure to be filled with either Wind or Water. By tilting the ratio of Water to Wind to Earth in any order, the user can make his Arctic Earth structures become filled with either of its component fluids. Then, with a gesture of the hand or body the user will command the uniquely morphed structure to 'swell' by steadily increasing the content of whatever fluid it was filled with. This will in turn lead the Arctic Earth structure to explode voilently (think pressurized air rushing into a balloon), spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m.

Note(s):
- Can only be done four times (4x) on preexisting Arctic Earth structures and three times (3x) on techniques being performed.
- Requires a turn cool down between uses.

Declined - this would require Y/Y to add another element into it like that. Same as my carbon is made up of fire/earth to form it, i could just add a core of fire into the center of it. You could however cause any of your jutsu to just shatter into shards like glass to go in any and all directions. Wouldn't be explosive but it would be handy.
Arctic Earth approval .

(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).

Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.

‡ Approved ‡

(Hokkyoku Āsurirīsu: Omo no Freljord)- Arctic Earth: Lord of The Freljord
Type: Supplementary/Offensive/Defensive
Rank: N/A (Dependent)
Range: Short-Mid
Chakra cost: 20
Damage: N/A (Dependent)
Description: Omo no Frejlord is a technique dedicated to using the remains of Arctic Earth techniques once they've been destroyed or reduced. With hand gestures the user will take control of any pieces/shards of Arctic Earth around him up to mid ranged and can send them flying at a target in an effort to dish out some last second damage before the structure is truly wasted. Something very important to note is that Omo no Frejlord's true rank and damage is equal to one less rank of the technique that it was taken from. For example, if an A ranked structure was reduced to pieces this technique will take control of those pieces and be treated as a B ranked technique, doing B ranked damage (40) to a target. in the same light, if the structure was B ranked this technique will become a C ranked and carry C ranked damage (30) to a target. However this move cannot be performed in rapid succession (i.e more than once in the same turn), cannot be performed on pieces that have already been used prior, or if the structure in question had been destroyed entirely prior. Omo no Frejlord can also be used defensively to form crude walls and shields with the same rank-dependent system previously mentioned. However, only one type of the technique can be used each turn, meaning one cannot use the shards offensively and defensively at the same time or even in the same turn.

Note(s):
- Can only be performed twice (2x) on S ranked Arctic Earth structures with a two turn cool down in between.

‡ Approved ‡

(Hokkyoku Āsurirīsu: Kōkina Kōtei)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.

Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn

‡ Approved ‡ Edited.

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting or subsequent Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed or mental command to ones already there, cause the structure to spontaneously explode. This will in turn lead the Arctic Earth structure to shatter voilently, spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m. Alternatively, the user can also have only a select area of his permafrost structure explode. For example, a Golem's arm can be used to explode but the rest of the golem remains intact and under the user's control.

Note(s):
- Can only be done three times on preexisting Arctic Earth structures and three times on techniques being performed.
- Requires a turn cool down between uses.

‡ Approved ‡
 
Last edited by a moderator:

Atrocitus

Active member
Elite
Joined
Aug 31, 2010
Messages
8,477
Kin
4💸
Kumi
3💴
Trait Points
0⚔️
Plasma Release approved

NK's permission for me to update as Kirabi/Eighth Sacrifice is inactive

Edits/Updates in Bold

Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: +15 to Fire Based Techs
Description: The user converts the many fire based techniques he already knows into the plasma element by infusing Raiton into the technique, by doing so the user may only use converted techniques up to A-Rank.
(usable once)
(last 3 turns)
Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
Rank: S
Type: Supplementary
Range: N/A
Chakra: 40
Damage: +20 to Fire Based Techs
Description: The user converts the many fire based techniques he already knows into the plasma element by infusing Raiton into the technique, by doing so the user may only use converted techniques up to S-Rank and one forbidden ranked technique but doing so causes this technique to end after using it in this way.

Note: usable twice
Note: lasts 3 turns, with two turns cooldown after this ends.
Note: Cannot create/perform other plasma techs while this is active.

‡ Update Approved ‡

Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will create a single handseal and by either manipulating thier chakra creating a source, or manipulating a pre-existing plasma on the battlefield created through Plasma Release| Plasma Reservoir, the user can form a variety of tools out of Plasma to suit their needs, these include; kunai, swords, pillars, shields etc. The tools are super-heated and as such will be able to evaporate water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The tools if created directly through the user's chakra are made within short-range of the user with a mid range reach, however if the user manipulates a pre-exisiting source these tools may be created at least mid-range from the user. Since the user himself doesn't directly touch the tools, manipulating them through chakra alone they are unaffected by the heat of them. The tools size is never bigger than twice the users mass.
Note: Usable 4 times a match.
Note: Tools only last one turn after creation.
Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will create a single hand-seal and by either manipulating their chakra creating a source, or manipulating a pre-existing plasma on the battlefield created through Plasma Release| Plasma Reservoir, the user can form a variety of tools out of Plasma to suit their needs (up to seven), these include; kunai, swords, pillars, shields etc. The tools are super-heated and as such will be able to evaporate water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The tools if created directly through the user's chakra are made within short-range of the user with a mid range reach, however if the user manipulates a pre-existing source these tools may be created at least mid-range from the user. Since the user himself doesn't directly touch the tools, manipulating them through chakra alone they are unaffected by the heat of them. The tools size is never bigger than twice the users mass.

Note: Usable 4 times a match.
Note: Tools only last three turns after creation

‡ Update Approved ‡ Edited.

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

‡ Declined ‡ This is too undefined and I'm not sure I like that last note.

Purton| Hoshi Kuchiyose Kozumikku bodi Soushi - [ Plasma Release| Star Summoning Cosmic Body Creation]
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: This technique has the third most handseals required having 43 in total trailing only by one after Water Release: Water Dragon Missile and 12 behind Plasma Release: Solar Nightmare. The user creates an orb in their palm that resembles a star in its White Dwarf stage, surrounded by small but continuous bolts of lightning, allowing it to be used on its own as a melee-ranged weapon similar to the Rasengan or Chidori techniques. This small star is very hot causing the opponent to feel the heat waves before they are even in range of the technique and will burn through any Earth-Based Material that isn't indestructible, it makes contact with. But it's true power lies in the fact that the orb is able to expand in the users palm to that that rivals Sage Mode's Massive Rasengan, hence why the user must use so many seals to activate and control the technique.
[ Usable Once Times]
[User may not use any plasma techniques for two turns afterwards unless it's for Plasma Release: Solar Nightmare]
Removing reference to Solar Nightmare as it was declined when subbed and Kirabi just made a different technique.
Reducing the amount of ridiculous hand-seals.

Purton| Hoshi Kuchiyose Kozumikku bodi Soushi - [ Plasma Release| Star Summoning Cosmic Body Creation]
Rank: Forbidden
Type: Attack/Supplementary
Range: Short - Mid
Chakra: 50
Damage: 90 (-15 to the user due to burns)
Description: The user first performs five handseals and creates an orb in their palm that resembles a star in its White Dwarf stage, surrounded by small but continuous bolts of lightning, allowing it to be used on its own as a melee-ranged weapon similar to the Rasengan or Chidori techniques. This small star is very hot causing the opponent to feel the heat waves before they are even in range of the technique and will burn through any Earth-Based Material that isn't indestructible it makes contact with. But it's true power lies in the fact that the orb is able to expand in the users palm to that that rivals Sage Mode's Massive Rasengan.

Note: Usable twice per battle, with two turns in between uses.
Note: No other plasma or raiton techniques can be used for two turns


‡ Declined ‡ Forbidden ranks can only be used once and you need to quantity the effects of the damage you take. I think a restriction related to an inability to use that hand for X turns would be suited for something like this.
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️


(Kurofomuton: Vu~esuna no toku) | Chloroform Release: Virtue of Vesna
Type: Offensive/Defensive/Supplementary
Rank: B - S rank
Range: Short - Mid range
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will perform two handseals and manipulate their Chloroform based chakra, into an existing source of Chloroform or simply the air or ground. Through doing so, the user is able to form from the liquid form of Chloroform, creatures merely limited to the users' imagination. These creatures carry a form of sentience, where they are able to think and move on their own, while the user is open to use other techniques. They move at the speed of an Unofficial Sage. These creatures vary in size, from around 1 meter, to the largest being 15 meters in size and height. Their size is dependent on the rank of creature created via the technique, with S rank being the largest. The creatures maintain a quasi-solid form when created, with their exterior being solid-like and within them, the liquid Chloroform preside. This allows them to cause both blunt impact (directly proportional to the rank formed), and release at the cost of a move, a blast of Chloroform from their bodies through their mouths, or from a swipe of their limbs (un-ranked). As the creatures created can be formed based on imagination, the user is able to create both normal existing creatures as one as one's that fit the situation. The creatures are limited to their physical features (ones with wings are able to fly, and those with legs are able to run, etc). With the formation of a single hand seal, the user is able to expel the creature in the form of an explosion, unleashing outwards their liquid Chloroform towards an intended target or in a 360 degree explosion, drenching them in the sweet scented liquid.

Notes:

-S rank version can only be used three times.
-No Chloroform techniques above A rank when this technique is activated.

‡ Approved ‡ Removed some of the restrictions as two were contradictory. When it comes to multi-ranked CEJ, generally A-Ranks and below don't require usage restrictions.

(Kurofomuton: Nav no ninfu' ) | Chloroform Release: Nymphs of Nav'
Type: Supplementary
Rank: B rank
Range: Short range
Chakra: 40 (-10 per turn)
Damage: N/A (+20 to Chloroform techniques)
Description: A supplementary technique, linked to the users' Chloroform techniques. Once an existing source of Chloroform exists in the form of a technique, or a structure or sentient creature, the user is able to passively initiate a technique where the technique will leak from it, gaseous Chloroform which expels outwards at a steady pace, filling the area short range around them. The technique is done in the same time frame as the initial technique, The gaseous state is beyond the users' control, and is released in an omni-directional manner. The gaseous form of Chloroform comes forth in the form of a light brown color, sweetly scented and has the effects of Chloroform on the opponent upon direct inhalation or through open wounds on the opponent's body.

Notes:

-Can only be used 2 times.
-Remains active for 3 turns.
-Requires a turn break in between.

‡ Declined ‡ Something like this wouldn't boost the damage of techniques. Also, you have no control over the gaseous form and like your opponent, can only create it by manually evaporating it.
 
Last edited by a moderator:

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
9,001
Kin
1,105💸
Kumi
32,712💴
Trait Points
0⚔️
( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ♒ Ammonite

Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing air and radioactivity in the shape of an ammonite's shell. This ball of displaced air shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

There are two variants to this technique, Size and Multicity. Starting with the smallest canon, D rank, the user is capable of shooting one football-sized ammonite. The highest ranked, S rank, allows the user to shoot one giant mamoth-sized ammonite, or multiple ammonites of smaller sizes, down to 16 D-rank ammonites. Once the user selects the size of the chamber, it can't change, though the user can create thicker and denser balls in order to create pin-point damage equivalent to the initial rank, such as D rank sized and S rank powered ammonites, thus launching less ammonites with greater power.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: S ranks can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn. A ranks can only be used 4 times per battle, and the user is unable to perform techniques above S rank in the next turn. B ranks can only be used once every 2 turns.

‡ Declined ‡ Again, something like this doesn't warrant being a multi-ranked technique. Also, your techniques have a tendency to exceed the limitations of the element. Some of your CEJ don't deal with the element itself, like this for example. A ball of 'glowing air and radioactivity' doesn't really fall under the abilities of your element. It also clashes with Radiation Release.

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ♒ Tectonics

Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis.
They will thus react to 3 things:

1. Chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source.
2. Strong vibrations or physical impacts onto the ground, such as techniques directed to the ground or strong taijutsu (Anything higher than B rank ).
3. Remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius.

Note: The net itself can be spread over an area mid-range around the user, or up to long range in a radius of short-range.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 30 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 5 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and does not follow elemental S&W, as it corrodes the raw unmolded chakra before it is converted into a technique. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

‡ Declined ‡ This will need to follow elemental S/W. The duration for this is too long. Remove the second of the three triggers and incorporate them into your description in a better way, listing bullet points in a technique isn't ideal. It must also cost a move to trigger the geysers remotely unless done in the same turn. Word the bolded better and clarify the height of the geysers/lower the height they reach.

( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ♒ Ammonite

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing displaced air ( similar to the Leaf Dragon God ), and radioactive mist, in the shape of an ammonite's shell. This ball shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

This technique shoots a massive ball the size 5 meters in diameter. Alternatively, the user can shoot smaller balls, the size of fists, for more localized damage. This variant is considered a B rank, 20 chakra, 40 damage points, and can be used 6 times per battle, every 3 turns.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: Can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn.

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ♒ Tectonics

Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis. The geysers will react to chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source, or through a remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius ( This counts as a move, except if done in the same turn as the net is created ).

Note: The net itself can be spread over an area mid-range around the user, or spread around a remote point long range from the user, though will only be able to create a net spaning short-range around that point.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 20 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 4 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and follows the element's S&W, reacting to the Raw unmolded chakra in it's genesis, before the process of converting the nature of the chakra, unless reacting to a technique that molds chakra within the opponent's body or the air. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

Both Approved
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld

Approved - Ill pay you a visit with jiraiya, this is my kinda jutsu xd
General rewording and clean up of this technique. No major changes though.

(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
Type: Supplementary
Rank: N/A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which employs the use of prepared bottles of alcohol of varying size on their person. The bottles are roughly the half the size of a test tube but can vary to a certain extent; their convenient size allows the user to store a sizable number, much like the storage of kunai and shuriken. These bottles have numerous applications; they can be used for future Alcohol Release techniques, makeshift bombs in combinations with sources of heat, such as Fire Release and explosive tags, a disinfectant for wounds, or simple to drink or force feed others. The smaller bottles can be tied to kunai, shuriken, and other projectiles allowing them to be thrown at long distances and used in conjunction with explosive tags. Ingesting Alcohol of such high purity carries negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea and severe throat irritation. In the following turn the Alcohol will temporarily intoxicate the victim effectively hindering and stopping their ability to mold chakra for Forbidden ranked techniques; during this time the nausea and throat irritation persists. In the following turn the victim will be relieved of these symptoms and become able to mold chakra normally. The user must state in their biography that they carry these bottles.

(Shuton: Suiyo Saigai) – Alcohol Release: The Drunken Disaster
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns, and unable to use any alcohol techniques above A-rank the following turn. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.

Appoved
12th and final technique, a sister technique to the above.

(Shuton: Nazomeita Yopparai) – Alcohol Release: Enigmatic Drunkard

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique employs the creation of Alcohol based autonomous familiars through the use of two handseals. The familiars are created with a high purity of Alcohol and are limited simply by chakra input and the user’s own imagination; this allows for a wide range of familiars in both size and shape limited to a maximum height of twenty meters. Familiars exhibit the characteristics of their chosen form; for example a dragon is fully capable of flight, while a humanoid is capable of running. Familiars possess sentience above that of the Stone Golem, allowing the familiar to operate independent of the user’s concentration through a passive siphoning of chakra from the creator. The higher level of sentience allows the familiar to use Alcohol Release techniques up to and including their created rank in strength. Techniques which require hand seals can be replicated through hands created on the familiar’s form. Created familiars, regardless of application, can remain on the field for four turns. S-Rank applications can be used twice per battle and require a two turn cooldown after expiration. The user can only utilize one application of this technique at a time. Multiple familiars can be created following normal splitting rules. No S-Rank or above Alcohol Release on the turn the familiar expires when the S-Rank application is used. Direct ingestion of the familiar, through physical impact or otherwise, can cause intoxication. Intoxication effects are directly taken from Alcohol Release: Drunken Disaster.

‡ Both Approved ‡
 
Last edited by a moderator:

Omega

Active member
Legendary
Joined
Apr 24, 2013
Messages
10,018
Kin
49💸
Kumi
16💴
Trait Points
0⚔️
Awards
Element:

(Ozuzon: Ozon Sougou)|Ozone Release: Basic Technique
Rank:C-S
Range:Short-Mid
Type:Attack
Chakra:15-40
Damage:30-80
Description: This is a basic technique of the Ozone release in which the user will manipulate the ozone element in a variety of ways that would classify under basic usage. The user is capable of emitting blasts, waves, or gas clouds via limb movement or from the mouth; moreover, the user can "manifest" gas clouds anywhere up to mid range to cause the opponent to succumb to the harmful effects of ozone. Exposure to Ozone can cause respiratory failure, eye irritation, and can possibly mask smell due to its potent odor. These damaging effects vary depending on how strong the user wishes to make the attack. It is also worthy to note that the user must be careful not to manipulate ozone in such a way that they inhale it; only those with abilities (such as smoke users) to remain unhindered by harmful gas effects can avoid damage.

C rank-The enemy will experience difficulty breathing and some minor eye irritation. This might resemble the effects of exhaustion and cause sluggish movements. Prolonged exposure will result in fainting. (3 turns)

B rank-The enemy will experience a greater degree of discomfort with mild irritation to the eyes, mild chest pain. Breathing will become very difficult, and the enemy will faint after prolonged exposure. (2 turns)

A rank-The enemy will not be able to breathe properly, and will begin to experience cardio respiratory failure. (Sever chest pain). The enemy will become light headed. The enemy will die after prolonged exposure 1 turn.

S rank-Breathing becomes impossible, followed quickly by temporary blindness and heart/lung failure. The enemy will die/faint if left under the effects of an S rank version of this technique. The enemy must escape technique by the end of their turn.


Restrictions/Notes:
Can be used 5 times per battle
Can only be taught by Omega

‡ Declined ‡ Woah, this is a bit much. First of all, some of these effects are too powerful (particularly the A and S Rank versions). This is especially true when we consider your element can be manifested in the air, anywhere within mid-range. Due to how easily you can expose an opponent to Ozone, you'll need to have tamer effects. I mean, one turn of exposure causes immediate death? Pretty sure that's stronger than most poisons, which are far more difficult to land. Also, clarifying in the effects of Ozone in every CEJ submission might become tiresome. I suggest doing what other users have done for their CEs (Corium, Ichor, Panthalassic Water) and make one CEJ outlining all of the effects of Ozone exposure for the different ranks.

(Ozuzon: Akumu Suihou)|Ozone Release: Nightmare Bubble
Rank:A
Range:Short-Long
Type:Attack
Chakra:30
Damage:60
Description: The user will manipulate the air around the enemy to form a light blue Ozone "bubble", or sphere, that entraps enemy. When forming, the ozone gas will suddenly rush from the bottom of the enemy and quickly form a large sphere with a sinister grimace. The bubble then contains the enemy until they die from organ failure. Needless to say, breathing in any amount of the concentrated gas will begin to incapacitate the enemy. In addition to its basic effects, the gas bubble is extremely flammable, and will ignite if fire based elements make contact with it. To make this technique even more deadly, the technique is given sentience much like the stone golem, or the water beast. If an enemy tries to escape the bubble, it will move along with the enemies attempting to escape its area of effect almost like a homing device, to keep the enemy at its center. The bubbles are fairly fast, able to keep up with 3rd gated speeds. For anything faster than that, the bubbles will chase the enemy until they are destroyed by the enemy, or until the user dies.

Restrictions/Notes:
Can only be used 3 times
Can only be taught by Omega
The user can target up to 2 enemies, although strength will be divided.

‡ Declined ‡ The bolded is a no. This needs a turn limit and you need to clarify the effects the opponent would experience on inhaling it. As it is, there's no defined duration and so this can't actually kill or harm the opponent.

(Ozuzon: Zen-Yabun Tekidan)|Ozone Release: Goodnight Grenade
Rank:S
Range:Short-Long
Type:Attack
Chakra:40
Damage:80
Description: The user will raise his hand outward as he creates numerous small light blue particles of highly concentrated Ozone within a given range around the target The particles are highly compressed and fairly hard to see without doujutsu or sensing; however, they contain a pungent odor that allows them to be detected. The user will clench his fist causing the built pressure to be released into an almost instant manifestation of Ozone gas clouds whose formation resembles that of an explosion. The radius of this explosion is 5 meters, and if the user gets caught in the explosion, he will succumb to the effects of inhaling ozone.

Restrictions/Notes:
Can only be used twice
Can only be taught by Omega

‡ Declined ‡ Range is wrong, this needs restrictions fitting an S-Rank and again, the effects of inhaling ozone need to be defined for this to have any effect.

(Ozuzon: Ozon Sougou)|Ozone Release: Basic Technique
Type: Attack
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: 30-80
Description: This is a basic technique of the Ozone release in which the user will manipulate the ozone element in a variety of ways through the use of two handseals. The user is capable of emitting blasts, waves, or gas clouds via limb movement or from the mouth; moreover, the user can "manifest" gas clouds anywhere up to mid range to cause the opponent to succumb to the harmful effects of ozone. Exposure to Ozone can cause respiratory failure, eye irritation, and can possibly mask smell due to its potent odor. These damaging effects vary depending on how strong the user wishes to make the attack. It is also worthy to note that the user must be careful not to manipulate ozone in such a way that they inhale it; only those with abilities (such as smoke users) to remain unhindered by harmful gas effects can avoid damaging effects. The below effects will cease immediately once the user/opponent is no longer within the short-range of the gas or once it is countered/dispersed.

Effects of Ozone Levels:
C rank-The enemy will experience some slight eye irritation that will result in increased blinking or discomfort. Light coughing will occur when inhaled. Although this level of ozone is not particularly lethal and serves as more of a distraction, prolonged exposure will eventually lead to organ failure if left unhindered. After 6 turns the enemy will faint.

B rank-The enemy will experience a greater degree of discomfort with minor irritation to the eyes and rapid heart beating. Breathing will become slightly more difficult (heavier), and the enemy will faint after prolonged exposure. (5 turns)

A rank-The enemy will experience irregular breathing, and will feel minor chest pain. Mild eye irritation will occur causing eyes to water and the enemy will faint after exposure to this level of ozone after 4 turns. (Death is 5 turns)

S rank-Breathing becomes strenuous, but not impossible. The enemy will become light headed and their movements will become slightly sluggish as they feel effects that resemble those of mild exhaustion. Blurred vision will ensue due to the severe eye irritation while mild chest pain will occur due to the cardiopulmonary system failing. Heart and lung failure will be imminent if exposed to the ozone for too long and the enemy will eventually faint if left under the effects of an S rank version of this technique for 3 turns. If left exposed after the 3 turns, the enemy risks death (4 turns).

Restrictions/Notes:
Can only be used 5 times
Must be taught by Omega

‡ Approved ‡ Removed the Forbidden rank reference, you can state effects in those techniques directly and they'll be handled in a case-by-case manner. Template was completely wrong btw, it's Type then Rank then Range.

(Ozuzon: Akumu Suihou)|Ozone Release: Nightmare Bubble
Type:Attack
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: The user will manipulate the air around the enemy to form a light blue Ozone "bubble", or sphere, that entraps enemy (via two handseals). When forming, the ozone gas will suddenly rush from the bottom of the enemy and quickly form a large sphere with a sinister grimace. The bubble then contains the enemy for the remainder of the duration of the technique. Needless to say, breathing in any amount of the concentrated gas will begin to incapacitate the enemy. In addition to its basic effects, the gas bubble are extremely flammable, and will ignite if fire based elements make contact with it. To make this technique even more deadly, the technique is given sentience much like the stone golem, or the water beast. If an enemy tries to escape the bubble, it will move along with the enemies attempting to escape its area of effect almost like a homing device, to keep the enemy at its center.

Restrictions/Notes:
Can only be used 3 times
Lasts 4 turns and then dissipates.
Can only be taught by Omega
The user can target up to 2 enemies, although strength will be divided.

‡ Approved ‡

(Ozuzon: Zen-Yabun Tekidan)|Ozone Release: Goodnight Grenade
Rank:S
Range:Short-Mid
Type:Attack
Chakra:40
Damage:80
Description: The user will raise his hand outward as he creates numerous small light blue particles of highly concentrated Ozone within a given range around a target standing up to mid range from the user. The particles are highly compressed and fairly hard to see without doujutsu or sensing; however, they contain a pungent odor that allows them to be detected. The user will then clench his fist causing the built pressure to be released into an almost instant manifestation of Ozone gas clouds whose formation resembles that of an explosion. The radius of this explosion is 5 meters around the enemy (including above), and if the user gets caught in the explosion, he will succumb to the effects of inhaling ozone as well.

Restrictions/Notes:
Can only be used twice
No Ozone techs above A rank next turn
Can only be taught by Omega

‡ Declined ‡ Yeah...tone this down.
 
Last edited by a moderator:
Status
Not open for further replies.
Top