Custom Element's Jutsu Submission

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ReXii

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(Karumera/Fuuinjutsu: Kurage no shisen) Caramel release/Sealing style: The Gaze Of Medusa
Rank: Forbidden
Type: Offense
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (If made liquid hot)
Description: This technique is considered the pinnacle of Caramel style techniques, a fusion of caramel and sealing style techniques. The user begins by forming four handseals and clapping his hands together, upon doing this caramel will begin to seep from the earth around the enemy slowly encasing him from the feet upwards in a layer of caramel, aimed to completely cover the opponents body. However this caramel has been specially created with sealing jutsu in mind. By taking control of the caramel after it has covered the opponent, the user is able to manually carve special symbols in to the caramel, causing it to completely prevent the opponent inside from using any chakra of any type. Once the caramel engulfs the opponents entire body and the seals are placed the opponent will likely suffocate inside the caramel becoming like a solid statue. The user can also make the Caramel become liquid hot causing incredible damage and incapacitating any covered area, if he see's the opponent attempting to escape.
Note: The opponent may still use chakra to attempt to escape the technique before being covered.
Note: During the first second the caramel prevents movement. By the third second handseals become impossible. So any techniques requiring more than three handseals are not usable as an escape method.
Note: While the jutsu is forbidden, the caramel itself is S ranked. The forbidden aspect pertains to this technique effectively sealing the users caramel usage for the remainder of the fight.


Permission to submit the remaining Caramel techniques given by Cali.


 Declined  I asked Caliburn. Pervy logged in not long ago. That doesn't constitute a state of inactivity which was what Caliburn was under the impression it was.


(Shimoton: Tsumetai Hanketsu) - Frost Release: Cold Judgment

Type: Offensive
Rank: Forbidden Rank
Range: Short
Chakra: 50
Damage: 90 (-20 to user)
Description: The user charges at the opponent and when he is ready to strike, the user creates massive freezing wind shrouds around his arms which are shaped like a lionhead, out of frost chakra. When the user strikes the intended area, the lion emerges out from his fist and bites into the area with its teeth, puncturing the opponent's skin and inducing cold within the body upon contact. The effect of localized frost bite is such that the technique, if used to target a vulnerable area can prove to be almost fatal.
Notes:
~Can only be used once per battle
~The jutsu will cost 20 damage towards the user hence its great chakra consumption and the effects of the jutsu causes pain on the user's arm.
~The user is limited to one handseal for the following turn because of the restrains the jutsu caused.
~No Frost techniques or techniques above S-Rank the same turn
~No Frost techniques above A rank the following turn


 Approved  Edited

(Shimoton: Mujihina fuyu) - Frost Release: Remorseless Winter
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 every turn)
Damage: 80
Description: This technique is a powerful frost technique, in which the user expels a continuous shroud of frost from his body, chilling the entire area around his short range with a localized blizzard almost. Should the user and opponent be fighting in short range the opponent will suffer an almost immediate burst of cold damage numbing his body, reducing his speed level by four and causing impaired handseal speed taking three times as long to form any handseals. The only way to remove the effect is to escape the frost or force the user to end it. However if hit by this technique the opponent will suffer continuing effects from the technique even after it appears to have ended. Suffering reduced handseal speed, numbness and reduced movement speed for a further two turns at roughly half the effectiveness of being inside the blizzard. On the opposite spectrum should the opponent not escape these effects increase each turn and after spending three turns inside the blizzard the opponent will be completely unable to move or form handseals suffering severe frostbite and being unable to think straight or act at all.
Note:Can only be used once per battle
Note: The user of this technique can not perform any elemental jutsu other than frost at all while this is active.
Note: The user of this technique may not perform any handseals while this technique is active but may still perform techniques that are not elemental and require no handseals.
Note: Genjutsu may still be used by the user, however the damage from the frost will instantly break a genjutsu. Rendering them useless.


 Declined  OPed. Too many effects stacked upon each other.
 
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Korra.

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Red Sand approved here

(Nirro Suna: Taishita Sanso Gesuidou) Red Sand Release: Great Oxygen Drain
Type: Attack
Rank: B rank
Range: Short - Long
Chakra cost: 20
Damage points: The user after performing a technique which creates a source of red sand around the opponent will make the Boar handseal and begin to use their katon chakra to freely heat the the desired amount and location of sand up to extreme temperatures (Must be 5 meters underneath or around the opponent). Heating anything requires oxygen for the source to create heat as oxygen is required for easing the process of combustion or heating. Since red sand is a mineral, keeping it heated will require a lot of oxygen. Example, If we have 22.4 liters of air, there'll be a mole of air. Since air has 21% oxygen, that means that in 22.4 liters of air they'll be 0.21 moles of oxygen. Now, if in 22.4 liters of air there's only a few grams of oxygen, red sand will be needing more oxygen (therefore more air) to heat it up. Therefore by the user heating up the red sand with their chakra, nearby oxygen within 5 meters of the overly heated sand is rapidly absorbed thus not allowing the opponent or opponents to breathe or use certain wind techniques that are created from the air around them (Fan techniques for example). However, due to the absorption of oxygen, the user cannot manipulate the red sand that's heated to this extent until after three turns when the heat has lowered to the point of which it no longer absorbs as much oxygen. This is because to manipulate red sand the user uses wind release. After one turn of being unable to breathe, the opponent will pass out. If anyone including the user is standing on the red sand, they too will be unable to breathe and pass out as well from lack of oxygen. After two turns of being unable to breathe, anyone caught in the jutsu will die.
- Can be used 4 times per match
- Can't be used again on the next turn


 Declined  You of all people should know how your CE works. " It can also be ground down and used as a sand like materiel in both the Anime and Manga, what Hydrophobic Red Sand is is simply Earth that has been ground into a fine sand like dust quality, then heated to an immense temperature not high enough to create glass but hot enough to severely heat the sand it is finally infused with Wind Chakra to make it Hydrophobic causing it to repel most liquids." Its hot, ventilated, sand. It doesn't need to consume oxygen to keep tiself hot as its not burning which is what consumes oxygen, not heat. The temperature comes from your fire natured chakra which you add to your sand and then add wind to give it its water repelling properties. If it consumed oxygen, this would be given to it by the wind nature, not from the external source. Your technique is simply not possible with your element not to mention is way unreasonab
(Nirro Suna: Kasui Toki) Red Sand Release: Nap Time
Type: Attack
Rank: C rank
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: The user heats up the red sand around the opponent to the point of which the heat radiating from the red sand causes the opponent or opponents to pass out after one turn. If used in close range without something to protect themselves, the user takes effect as well. In order for this to have the desired effect, the target must be in short range of the sand that is heated. The sand stays heated enough for the desired effect for two turns.


 Declined  Why would your sand do this? Its illogical. I don't see how hot sand can make someone pass out just like that. Its beyond your CE's scope.


(Nirroa Suna: Moeru Auna no Ibuki )Red Sand Release: Breath of Flaming Sand
Type: Attack
Rank: S
Range: Short/long
Chakra: 40
Damage: 80
Description: The user gathers up their chakra into their gut and blows Red sand from their mouth in a way that seems like a large flame from a flame thrower. However, this red sand has a layer of red sand enveloping it that has katon chakra infused to it to the point of it covering the technique in fire, disguising it as a fire technique in hopes that the opponent will counter with water. If the opponent counters with water of S and below, the layer of flaming red sand will be put out, but, underneath the layer of that sand is normal Red sand that will repel the water and continue towards the opponent whilst repelling the water the opponent created.
- Can be used twice per match
- The red sand that is beneath the layer of fire is considered A rank.


 Declined  Again, this is not red sand. This is a mixture between red sand, your CE and Fire release. If you add more fire to it like you say, wouldn't it become something other than Red sand? There is a gap in explanation missing there.


(Nirro Suna: Gurēto· Sando· Bōru) Red Sand Release: Great Sand Bowl
Type: Supplement
Range: Short/Long
Rank: S
Chakra: 40
Damage: (+10 to some water techniques that touch the red sand due to added force)
Description: The user after making a large sand source will then make one handseal and almost instantly make the sand compact and create an indention in the ground around the opponent that stretches out past the user. The dent isn't that deep, in fact it's 3 meters deep exactly. The user can then follow up with water techniques that touch the surface of the red sand. Due to Red Sand being repellent to water and that gravity exists, when a water technique touches the red sand it get's sped a little up from the red sand pretty much rejecting the water, but the water still having to listen to gravity and go down to the center of the dent where the opponent is standing. The user can also shoot water jutsu at an angle allowing the water to spin around the bowl until it reaches the center and while the water spins around on it's way to the opponent, the user can use direct attacks towards the opponent and sync their water technique and 2nd attack to hit the opponent at the same time. Not only that but due to red sands repellent nature to water, the opponent's water techniques that touch the ground also lose force and get deducted in strength by 1 rank because of this. For example, a D rank water technique from the opponent that touches the surface whilst the opponent is in the center of the bowl will require that the water travels up towards the user of the sand bowl, and thus, the water will lose momentum and quickly burst. In fact, if a water technique of A rank and below is used from the opponent that touches this surface, if it managed to travel up the bowl high enough, it would just come back down once it lost momentum and crash back into the opponent. Over time of doing that however, will cause the dent to fill up with water, thus eventually reducing the effectiveness of this technique. If the opponent is to move, the user can make another handseal to adjust the sand causing the dent to then be back under the opponent tho this will count as one of the 3 moves per turn.
No wind jutsu recommended for the opponent while the bowl is active. Red sand heat things up. If a current of wind is used in the bowl, it´ll be heated by the red sand, turning the air hot. Hot air, since it's less dense, it´ll travel upwards as the cool air from the sky will go downwards towards the center of the bowl. With this happening and the Earth spinning, it´ll cause a tornado/typhoon inside the bowl. There is proof that the Earth is spinning in the Naruto verse, Whenever people make a "hole" in the ocean, the water is spinning. This situation happens in the real world as well not because we have mystical power to control the water to cause it to spin but since the Earth is spinning, the water spins as well (And this is why when we flush water, the water will spin different. Therefore, Earth in Naruto verse is spinning). Conclusion, with the different temperature of air current inside the bowl and the Earth spinning, it´ll cause a tornado in it.
- No red sand next turn
- Can only be used twice per match.
- Cannot use red sand of S rank on the 2nd turn after use.


 Declined  DNR. Way too much in one single technique, most of it highly iffy.


(Nirro Suna: Tenka ) Red Sand Release: Ignition
Type: Supplement
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: The user will make the tiger handseal and heat up the Red Sand on the field causing all water that's on the Red Sand to evaporate within seconds. Thus steam is created that will attempt to leave severe burns on the opponent. This can also affect wood release and other elements that can be ignited through high amounts of heat. Due to the amount of katon chakra being injected, the water can be evaporated within seconds and flammable liquids/objects can be ignited with this as well.
- Can be used 3 times per match


 Declined  You confuse heat with flames. Something hot doesn't necessarily mean it will ignite something other. Also, your element is already hot sand that, according to the submission, seems hot enough to evaporate water as I assume its hotter than 100ºC. Its already scolding hot so this technique becomes stretched and redundant.
 
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McKnockout

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Updating the following:


(Hakkin No Jutsu) – Platinum Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user uses their chakra and performs two handseals (Dog -> Ram) to create strong pillars, tools, walls and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from normally glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre.
Note: Can only use 5 times per battle.
~Approved~
(Hakkin No Jutsu) – Platinum Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user uses their chakra and performs two handseals (Dog -> Ram) to create strong pillars, tools, walls and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from normally glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre. Alternatively, the user is capable of manipulating pre-existing Platinum in powdered-form to create pillars, tools, waves or streams of powdered Platinum which can be directed/manipulated towards a target however only up to mid-range. Additionally, the Platinum created from this technique is innately toxic, just like natural Platinum, causing minor dermatitis (inflammation of the skin) and irritation of mucus membranes upon contact while causing shortness of breath and wheezing for inhaled Platinum (as in the case of Platinum powder). However, unlike it's luster, the user cannot alter the toxicity of the Platinum with this technique, as such he requires the use of another specific technique to do so. It should also be noted that this technique forms the basis of all other Platinum techniques and as such all other Platinum techniques exhibit the same basic properties innately as this technique (glistening lustre and mild toxicity) unless stated otherwise.
Note: Can only use 5 times per battle.
Note: The symptoms of the toxic effects manifest in the following turn after exposure.
Note: The user is immune to the extreme lustre and toxic effects of Platinum, due to developing a resistance of sorts due to adaptation through consistent exposure to the metal.


My CE submission includes the use of Platinum in powdered form as well. Don't know why I didnt incorporate it into this jutsu back then + added extra info.


 Update Declined  As its stated in your CE, I have no issue with the powdered form however the toxicity is way too much. And you're not immune to it. As for the shine, don't confuse lustre as in light refraction/reflection with an inherent self sustained glow or light emition. You have no way to train yourself to sustain this effect and not be blinded unless you have a doujutsu. As for the technique itself, main thing I find missing is that you need to explain in the technique from where does this platinum come. Reading your CE I assume it comes from the ground. Also, please remove the note about all of this being transversal to all other platinum techniques and add one saying that the powder is well visible.


(Hakkin: Soujuu) – Platinum Release: Manipulation
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user performs two handseals (Boar -> Ram) to use this jutsu. It is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
Note: Can only use 4 times per battle.
~Approved~
(Hakkin: Soujuu) – Platinum Release: Manipulation
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user performs two handseals (Boar -> Ram) to use this jutsu. It is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms or be able to convert solid-state Platinum into powdered form and vice versa, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
Note: Can only use 5 times per battle.


 Update Declined  Again there seems to be a slight misunderstanding with what lustre and glow are. Your element doesn't shine enough to blind people just like that. It would only happen is a great amount of light shined upon it which it would refract in a blinding manner. You can't make your element become blinding bright just like that as it itself doesn't emit light.


(Hakkin: Tenrai Bachi) – Platinum Release: Divine Retribution
Rank: S
Type: Supplementary/Attack/Defense
Range: Short
Chakra cost: 40
Damage Points: 80
Description: The performs three handseals (Dog -> Boar -> Ram) and then stomps the ground causing a giant mass of glistening Platinum, in the shape of a demon-like orge/troll about half the size as Gamahiro, to rise up from the ground. This orge (picture below) is of humanoid form and wields a club made out of Platinum proportionate to his size. This giant exhibits immense strength and is capable of creating craters with a single punch. This jutsu can act as either an attack or a defense (depending on how the user's uses this jutsu); and can be used for such things such as defending against incoming attacks or lifting the user to a higher position. Thrice per battle, this troll is capable of performing up to A-rank platinum jutsus (which counts towards the user's jutsu count). At the end of four turns, he will break apart/disintegrate into inanimate chunks of glistening Platinum.
Note: Can only use once per battle.
Note: Platinum jutsus counts towards the user's jutsu count.
Note: Lasts four turns and after that, will break apart into inanimate chunks of Platinum.
Note: No S rank Platinum techniques during the following turn.
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The giant however, won't be red but the colour of normal glistening Platinum.
My bad about the iron club, he's meant to be totally made of Platinum.
~Approved~ Changed the range to short. If you are not satisfied with my decision then please let me know via PM/VM and I shall come back and edit my verdict.
(Hakkin: Paruchizan Souken) – Platinum Release: Partisan Creation
Rank: S
Type: Supplementary/Attack/Defense
Range: Short
Chakra cost: 40
Damage Points: 80
Description: This technique allows the user to create sentient beings made of masses of glistening Platinum. The user performs three handseals (Dog -> Boar -> Ram) and then either stomps the ground or spews from their mouth a mass of glistening Platinum which takes the shape/form of a living creature/being, however, unlike previous Platinum techniques such as ' ' the user is capable of producing varying creatures with alternative personalities to better suit his needs during battle. In general, this technique can act as either an attack or a defense (depending on how the user's uses this jutsu i.e. which creature/being he creates. However, despite their stark differences, all creatures/beings that are created do share a set of common properties or skills such as being innately toxic, just like natural Platinum, however their toxicity is slightly more severe due to their large amount of chakra and Platinum density causing acute, adverse allergic reactions upon contact or inhalation/ingestion to the point where the victim's skin, mucous membranes, internal lining, body, etc. experiences itchy blistering and rapid swelling (Angioedema, a rapid abnormal accumulation of fluid of the dermis, subcutaneous tissue, mucosa and submucosal tissue) at the affected tissue. They are all also capable of performing up to A-rank platinum jutsus, thrice per battle (which counts towards the user's jutsu count) and the fact that they break apart/disintegrate into inanimate chunks of glistening Platinum at the end of four turns.

-Alistair, The Might of Monolith:
Alistair is a minotaur, a monstrous double, with the head of a bull and the body of a man – being neither fully human or animal the ambiguity of the figure of the minotaur placed it outside the conventional bounds of norms of morals and reason. He symbolises the bestial nature within every human being, the innate violence and savagery. Alistair personifies this idealism and as such manifests as a fierce, savage and aggressive beast with broken chains enveloping parts of his body ( ) he often wields a club made out of Platinum proportionate to his size. He is roughly 1/2 the size of an adult Gamakichi.

-Gragas, The Rabble Rouser:
The only thing more important to Gragas than fighting is drinking. His eternal love for a good drink means that he is almost always in a divine state of intoxication, he is usually sleepy and lethargic however hr does possess a temperamental nature especially when his sleep/rest is disturbed in which case, he becomes impulsive and unpredictable. Gragas is slightly smaller than Gamabunta and carries a large beer keg made of Platinum proportionate to his size, which he usually uses as a headrest to sleep on ( )

-Jayce, The Defender of Tomorrow:
Armed with wit, charm and his signature hammer, Jayce lives to protect his native village. He is driven by an unquenchable desire for greatness and is eager in seeking out every challenger and beast he could find. Jayce is roughly the size of a regular shinobi and carries with him a large Platinum staff-like hammer that he uses to defend himself with. He is rather adept at taijutsu and can move rather freely and naturally compared to the previous two creations ( ).

-Rengar, The Pridestalker:
On every wall of his den, the trophy hunter Rengar mounts the heads, horns, claws, and fangs of the most lethal creatures. Though his collection is extensive, he remains unsatisfied, tirelessly seeking greater game. He takes time with every kill, studying his prey, learning, and preparing himself for the next encounter with the one monster he never managed to defeat. Rengar never knew his real parents, but was raised by a human who was revered as a legendary hunter. He was an ideal pupil, intently absorbing the lessons of his father, and improving them with his uncanny feral instincts. He is slightly larger than a regular shinobi in height and uses an assortments of Platinum weapons including a large dagger which he holds in his right hand, kunais, chains and a three-pronged claw on his left hand ( ).


Note: Can only use once per battle.
Note: Platinum jutsus counts towards the user's jutsu count.
Note: Lasts four turns and after that, will break apart into inanimate chunks of Platinum.
Note: No S rank Platinum techniques during the following turn.


 Update Declined  OPed. The toxicity part is well beyond what I would accept specially taking into consideration you create more than one. Also, this is a copy of an idea someone else had for their CE and I don't like that. I understand there is a limit to what you can do with a solid element in comparisson with other solid elements however that is only valid for the basic techniques or uses. When it comes to advance stuff like this, I can consider this a copy of existing ideas and techniques for other CEs. Also, the moment you change the name, its not an update, its a new submission. Update DNR.

New:

(Hakkin: Aporo Soeki) – Platinum Release: Apollo's Plague
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: This technique centres around the manipulation of the small traces of Platinum in the human body, soil, water and/or air. The user concentrates a mass of chakra throughout their body as he inhales a large amount of air, creating an abnormally high concentration of Platinum in his mouth and by using chakra pressure and fire chakra, the user is able to spit out powdered form of Platinum at the target in a straight, continuous burst/stream (similar to "Wind Release Dust Cloud Technique"). The user is unharmed by the Platinum powder/dust since he lines his throat and mouth with a layer of chakra. This powdered form of Platinum serves many purposes; depending upon the concentration of Platinum used and the way in which the user altered the Platinum's toxicity. In general, its toxicity allows this jutsu to function as a pesticide capable of killing plants, animals, fungi, viruses, bugs and microbes up to one rank above. The volume of powder produced from this technique is equivalent to a small pond worth.
Note: Can only use 4 times per battle.
Note: No S-rank Platinum techniques in the same turn.


 Declined  Make the description simple: "I inhale and exhale a large stream of platinum dust in a straight line". No more is needed. That whole description is not needed, exploitable and unreasonable. The toxicity is again too much. Platinum Salts are toxic to humans in the sense that they can induce alergic reactions after long exposures. Its not nearly the type of toxicity that would enable it the effects you want. And when it comes to affecting the stuff you say it effects its already making it too specific and by that it becomes too "stretched".



 NOTE  I need you to pm me the last technique you had. For some reason when I clicked saved, that last part of the post was missing due to a server error I got in the meanwhile. I can however, tell you the veridict. I was approved but I added a small note. PM me the submission and I'll edit this post with it. Sorry about that but the base is a bit weird these days.
 
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-Cobalt-

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Updating:

Francium Release: Francium Body| Francumiton: Francium Karada
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects go up to mid range no matter of the size. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
Note: Must be taught by -Cobalt-.
Note: Can only be used once every two turns.
Note: Four objects can be created per usage of technique.
Note: Can be used three times per battle.

Francium Release: Francium Body| Francumiton: Francium Karada
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects can go up to mid range no matter of the size but not necessarily. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
Note: Must be taught by -Cobalt-.
Note: Can only be used once every two turns.
Note: Four objects can be created per usage of technique.
Note: Can be used three times per battle.
Note: The explosions range can be controlled by the user.


 Approved 

Francium Release: Francium Coating | Francumiton: Francium Tosou
Type: Supplementary/Offensive
Rank: C
Range: Short
Chakra:15
Damage:30
Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin. When the Francium attaches to the skin of the opponent it will cause 2nd degree burns and horrible pain. The user can cancel this technique with a simple hand seal.
Note: Once activated it lasts 3 turns unless canceled by the user.
Note: Must be taught by -Cobalt-.

Francium Release: Francium Coating | Francumiton: Francium Tosou
Type: Supplementary/Offensive
Rank: C
Range: Short
Chakra:15
Damage:30
Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin. When the Francium attaches to the skin of the opponent it will cause 2nd degree burns and horrible pain. The user can cancel this technique whenever he wishes.
Note: Once activated it lasts 3 turns unless canceled by the user.
Note: Must be taught by -Cobalt-.


 Update Declined  The handseal is needed although you can always make it a confrontation or half tiger handseal if you wish. Also, if it lasts 3 turns it needs a chakra cost per turn to sustain.

Francium Release: Gathering | Francumiton: Saishuu
Rank: D
Range:Short-Long
Type:Supplementary
Chakra: N/A
Damage: N/A
Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
1st turn: The user is able to preform D and C rank techniques.
2nd turn: The user is able to preform B and A rank techniques.
3rd turn: The user is able to preform S and Forbidden rank techniques.
Note: Must be taught by -Cobalt-.
Note: This ability is a passive one meaning that once activated, lasts the entire battle and its activation is not time consuming but the activation of it counts towards one of the three users moves.

Francium Release: Gathering | Francumiton: Saishuu
Rank: D
Range: Short-Long
Type: Supplementary
Chakra: N/A
Damage: N/A
Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns. The Francium that has been gathered underground does not explode if water reaches it because it is not focused enough in one spot but rather scattered throughout the ground thus being unable to react in contact with water. It will only be able to explode once it is accumulated into an object and has surfaced above the ground (for example in the form of a pillar).
1st turn (including activation): The user is able to preform D and C rank techniques.
2nd turn: The user is able to preform B and A rank techniques.
3rd turn: The user is able to preform S and Forbidden rank techniques.
Note: Must be taught by -Cobalt-.
Note: This ability is a passive one meaning that once activated, lasts the entire battle and its activation is not time consuming but the activation of it counts towards one of the three users moves.


 Update Declined  Sorry but no. If you gather the element beneath the surface, making it more concentrated so you can use francium techniques, then you are already focusing it and gathering beyond the normal, inert levels found in nature that make it unreactive. By definition, by using this technique you are pooling francium beneath the surface in an active way which means it will react to water. The scale might be small since it has no rank, nor is it designed for that purpose but it will always be something like several paper bombs exploding beneath you and all around.

Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu
Type:Supplementary/Offensive/Defensive
Rank: A
Range:Short
Chakra:30
Damage:60
Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode.
Note: Must be taught by -Cobalt-.
Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.

Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu
Type:Supplementary/Offensive/Defensive
Rank: A
Range:Short
Chakra:30
Damage:60
Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode. The user can also create clones from his own body, just like the Wood Clone Technique.
Note: Must be taught by -Cobalt-.
Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.


 Update Declined  Sorry but no. I don't feel that is something doable with an inorganic element such as yours. The clones need to be created from a source of Francium, which means existing, external francium. I won't allow you to create these from your body like that.

New technique:

Francium Release Genjutsu: Shining | Francumiton: Shainingu
Type: Offensive/Supplementary
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Upon creating an object of Francium, the user with a simple hand motion is able to trigger a genjutsu. This genjutsu is simple yet effective. The moment the opponent places his sight upon the object of Francium they will feel extremely attracted to the metal because it will seem very valuable to them and shiny. Their greed will attract them to the metal causing them to run towards it at fast speed and reach it as quickly as they can. Since the object will be the only thing on their mind all of their senses will be focused on the object. This gives the user an ample of opportunities to use the abilities of the Francium and cause it to explode or use the opening for another attack.
Note: Can only be taught by -Cobalt-.
Note: Usable three times per battle.


 Declined  Not only is this genjutsu something that you can't do (as it affects your opponents will) without a Sharingan as I won't allow genjutsu without handseals. The effects is also oped. And also this isn't a Francium technique as you don't create or manipulate hte element with it. This is a Genjutsu.
 
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-Quest-

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(Nikawaton: Haretsu) - Glue Release: Quick Rupture
Rank: C
Type: Offense/Defence/Supplementary
Range: Short
Chakra: 15
Damage: 30
Description: The user initiates a quick spit(s) of adhesive that can bind limbs or distort the opponent. Being designed for quick executions in the midst of close-combat; it requires no handseals, however poses a pitiful range(5m).


 Declined  What do you mean by distort? Rest is fine.

(Nikawaton: Suihou) - Glue Release: Foam
Rank: B
Type: Defence/Supplementary
Range: Short-Med
Chakra: 20
Damage: N/A
Description: The user spits a substantial amount of liquid adhesive, molding the shape/form that the user desires and immediately hardens to foam as dense as solid rock. The jutsu possesses a great amount of versatility, being able to create walls/barrciades, trap opponents etc.. Once the glue dries up to foam, it loses its adhesive qualities.


 Declined  No where in your CE is it stated that you can actually control its hardening. What is described is that you manipulate a glue substance. I find it a bit stretched that you can control its properties and make it harden at will, specially up to the level of a solid rock.

(Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
Rank: A
Type: Supplementary
Range: Short-Med
Chakra: 30
Damage: 60
Description: Spitting out a large amount of liquid adhesive, the user fills his/her surroundings with glue; which any non-Glue release opponents will be restrained upon contact. Jutsus that involve emerging from the ground are nullified(only applies to the elements that Glue are strong against)
Last 3 turns.
User cannot perform more Glue Jutsus while it is in effect.


 Declined  This is badly explained. You spit large amounts of glue from your mouth, ok. This fills the area around you, ok. But how does this do damage? Also, why the "non glue release opponents will be restrained" note? You mean that you won't be restrained? No one has immunity to his own element unless you find a logical explanation as to why that is. Also, if this lasts, what happens when it ends? The glue hardens? puffs away? what? When you say something lasts, you also need to keep some sort of chakra cost per turn to sustain its effects.

(Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
Rank: C
Type: Supplementary
Range: Short-Med
Chakra: 20
Damage: N/A
Description: The user shoots a thin elastic string of glue, strong enough to be used to pull opponents/objects,or launch himself/herself towards the other end of the string(quickly going from point A to B). The user can also target between two objects/people and the elastic factor will pull them together.


 Declined  Problem is that this collides with existing techniques. DNR
 
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Approved CE:

(Nikawaton: Haretsu) - Glue Release: Quick Rupture
Rank: C
Type: Offense/Defence/Supplementary
Range: Short
Chakra: 15
Damage: 30
Description: The user initiates a quick spit(s) of adhesive that can bind limbs or distort the opponent. Being designed for quick executions in the midst of close-combat; it requires no handseals, however poses a pitiful range(5m).


 Declined  What do you mean by distort? Rest is fine.

(Nikawaton: Suihou) - Glue Release: Foam
Rank: B
Type: Defence/Supplementary
Range: Short-Med
Chakra: 20
Damage: N/A
Description: The user spits a substantial amount of liquid adhesive, molding the shape/form that the user desires and immediately hardens to foam as dense as solid rock. The jutsu possesses a great amount of versatility, being able to create walls/barrciades, trap opponents etc.. Once the glue dries up to foam, it loses its adhesive qualities.


 Declined  No where in your CE is it stated that you can actually control its hardening. What is described is that you manipulate a glue substance. I find it a bit stretched that you can control its properties and make it harden at will, specially up to the level of a solid rock.

(Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
Rank: A
Type: Supplementary
Range: Short-Med
Chakra: 30
Damage: 60
Description: Spitting out a large amount of liquid adhesive, the user fills his/her surroundings with glue; which any non-Glue release opponents will be restrained upon contact. Jutsus that involve emerging from the ground are nullified(only applies to the elements that Glue are strong against)
Last 3 turns.
User cannot perform more Glue Jutsus while it is in effect.


 Declined  This is badly explained. You spit large amounts of glue from your mouth, ok. This fills the area around you, ok. But how does this do damage? Also, why the "non glue release opponents will be restrained" note? You mean that you won't be restrained? No one has immunity to his own element unless you find a logical explanation as to why that is. Also, if this lasts, what happens when it ends? The glue hardens? puffs away? what? When you say something lasts, you also need to keep some sort of chakra cost per turn to sustain its effects.
(Nikawaton: Haretsu) - Glue Release: Quick Rupture
Rank: C
Type: Offense/Defence/Supplementary
Range: Short
Chakra: 15
Damage: 30
Description: The user initiates a quick spit(s) of adhesive glue that can bind limbs or trap the opponent. The technique is designed for quick executions in the midst of close-combat; it requires no handseals, however poses a pitiful range(5m). These glue spits are around the size of a bowling ball and user is able to spew multiple volleys of them(5xmax).

Refined description


 Approved 

(Nikawaton: Suihou) - Glue Release: Sticky Wall
Rank: A
Type: Defence/Supplementary
Range: Short
Chakra: 30
Damage: N/A
Description: The user starts by spiting a large amount of liquid adhesive, that quickly shapes to a thick barricade or dome. It can withstand up to A-rank jutsus of its elemental strengths and C-ranks of its weaknesses. It can nullify taijutsu upon contact and is a great insulator. After 2 turns it dries up, losing its adhesive qualities and becomes hard as rock, exposure to Wind technique can dry it up instantly. The user can also cast this technique with an existing glue source that hasn't hardened yet and is within range.

Changed most of it


 Approved  Corrected range

(Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: Spitting out a large amount of liquid adhesive, the user fills the surrounding floor with glue that traps anyone that steps on it. By doing a special handseal, the user sends chakra to his feet to prevent it from sticking. Jutsus that involve emerging from the ground are nullified(don't apply to the elements that Glue are weak against). After 4 turns, it dries up losing its sticky qualities.
-Last 4 turns.
-Usable 3 times.

Refined description


 Approved 

(Nikawaton:Nikawa Bunshin) - Glue Release: Glue Clones
Rank: B
Type: Supplementary
Range: Short-Med
Chakra: 20 (-10 each turn)(-10 when repairing)
Damage: N/A
Description: The user creates a shadow clone of himself but made from glue. When the clone gets hit he will return to its liquid glue state which can bind enemies on contact. The clone has a physical substance and therefore is able to use ninjutsu and taijutsu techniques as well as he has all the normal moves the user has. These clones can repair and form themselves only if they are physically damaged, making taijutsu highly ineffective. The user can also create them by spewing.
- Clones can only use Glue techniques.
-Follows the same rules as normal clones


 Declined  Normally, elemental clones can only use the element they are made of and Taijutsu and KG clones normally can use the elements that compose the KG + the KG itself. Stating it can use everything is a bit too much. Also, why mid range?
 
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Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A(+80 after two turns)
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 5% thus decreases perspiration.
This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after two turns, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of the third turn. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry making it a barren wasteland.
-Lasts for 3 turns
-Useable 4x per battle


 Declined  Still way too much. Read my check last time. You contained the same things. Its dry wind, not a blast of radiation or of scorch. Your element is dry, hot wind...


Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: S
Range: Short
Chakra: 40(+10 per turn)
Damage: N/A (+80 on contact with the opponent, +20 to Harmattan)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a corrosive nature able to grind things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Last 4 turns or when the user dispels it.
-The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage.
-adds +20 damage to harmattan jutsus


 Declined  First things first: your element is dry wind. References to things such as corrosion make it confusing and somewhat exploitable. Also, why does this power up your harmattan techniques? Why does this add +10 chakra each turn to you? +80 to taijutsu? No. It has to be simplified, rewritten and corrected if you want me to approve it.

Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
Rank: A
Type: Attack
Range: Short-Mid/Long
Chakra: 30
Damage: 60
Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by mere eye gesture(wink), he causes the harmattan balls to explode violently with a radius blast of 3meters. Alternatively this can be used on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same eye gesture to cause each the harmattan molecule to burst causing an explosion though the blast radius of this depends on the volume and size of the harmattan present on the terrain.
However the eye gesture is a form of alternate handseal for chakra focus, it adds essence and speciality to the jutsu itself. Also there is a 1-second time space between the wink and the explosion.
Note
-Upto 3 Basket-balls can be made
-Useable 5x per battle
-No Harmattan above S-rank the next turn this is used
-The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.


 Declined  How does dry wind explode? What is this explosion? Hand seal... Not winks. Not for something you can create anywhere in the field. I'm giving you the chance to explain what you mean by explosion because if its literally an explosion then its DNR as that has been done countless times before for almost all CEs. It would be nothing more than a copy of them. However, if its air expansion...perhaps.

Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
Rank: S
Type: Def/Att/Sup
Range: Short-Long (made short range with long range reach)
Chakra: 40
Damage: 80
Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise the opponent. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air), This is the active form. The user can rather in a fantasized fashion, HIBERNATE the petals upon the bossom of the user himself in a way that they gather to form a large elegant pair of wings attached to the users back which he can use for defensive purposes by wrapping himself with it also offensively by shedding some lone petals from the wings towards the target and while supplementarily to gain flight. However the user is not able to perform any jutsu while controlling/piloting this jutsu in their active form just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it. However in their hibernated form(where they are attached as wings on the user), the user can still use harmattan techniques only though will require to repost the jutsu if he wants to use it from their hibernated form.
Note
-Usable 4x per match
-When hit by a jutsu that can not completely destroy them, they leech (+20) off the user's chakra and regenerate immediately since the user is still in control of them.
-The user breaking his control over the jutsu is not affected by a genjutsu on the user since the user is still not severing his control even when his chakra is being disrupted.


 Declined  These are essentially two techniques. One of which I won't approve as we already have more than enough wind wings and elements wings on the base. There are other forms of flying. Also, 4 times for an S-Rank is too much. If they last more than the time they are used, then you need chakra to sustain. You make it seem the petals, even when not used for the wing variation, still maintain themselves on the field. If this is the case, they need to drain chakra from you as well as focus. The last restriction makes literally no sense at all.

Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
Type: Defense/Offense
Rank: Forbidden
Range: Short-Mid(with long range reach)
Chakra: 50(+10 per turn to keep it active)
Damage: 90(+20 to User)
Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to device a containment within which he can control his own gravity using internal wind current just so as to achieve a motor/rotating function without him being affected.
The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him hovering at the epicenter. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater.
The ball would however regenerate when not hit by an attack able to completely stop it at once.
NOTE
♦ Usable only once
♦ Last 4 turns
♦ The user can't use any other jutsu while this is active.
♦ The user recieves +20 damage and his speed reduces by a rank for two turns
♦ No Harmattan or Ninjutsu above S-rank next turn


 Declined  OPed. And no gravity manipulation mentions. It makes no sense. Its wind. 4 turns for a forbidden rank is way too much. And saying you get 20 damage means nothing in terms of RP and yuo know it. Reword it.

Karakazeton: Kansei - Harmattan Release: Dehydration
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90(+40 to User)
Description: The user chains six handseals whilst releasing a huge amount of hammattan chakra into the atmosphere, converting the normal breathing air into hammatan breathing air which due to its intense dehydrating nature when inhaled, it drys out all the water/fluid in the body. The user however because the air is entirely cursed with his own chakra and because he filters his own breathing air using a temporary mild chakra barrier around himself, is totally unaffected by the harmattan air albeit recieving damage himself after using the jutsu because of the toll it takes on the conjurer. Though this effect is not instant but a gradual one thus in the first turn of inhalation, body weakness, fatigue and drowsiness may occur, then in the second turn of inhalation, acute lethargy sets in which includes extreme fatigue, neuro-muscular excitation which causes involuntary spasm, irritability/excessive response to stimulus and then the third turn comes body seizures and coma. The first turn of inhalation albiet subtle and can still be reversed renders the opponent unable to use jutsu above S-rank because of the fatigue and body weakness and also the opponent is not able to complete a string of handseal that is more than 4 without abruptly ending the sequence due to the drowsiness. The second turn however when sets in, the harmattan content in the opponent's body becomes irreversible unless the opponent has a kind of self cleansing jutsu or healing jutsu and also he becomes unable to mold chakra for jutsu above A-rank. At the third turn, the opponent completely dries up.
NOTE
♦ Usable only 1x per match
♦ Harmattan air last 3 turns and then reverts back to normal air
♦ User recieves 40 damage and can't use Harmattan the next turn when this is out of play regardless maybe it completes 3 turns or the user abruptly ended it
♦ No Ninjutsu above S-rank the next turn this jutsu ends
♦ User can't use fire the same turn this is used

 Declined  OPed. And beyond your elements scope. One more go but next time, if its at this level, its DNR.
Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A(+40 after one turn)
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze of harmattan which spontaneously grow into a rapid breeze engulfing a large area immediately. Though it seems an ordinary wind breeze but it is hot and extremely dry making the room relative humidity to rapidly drop decreasing to as low as 5% thus decreases perspiration on a minimal scale.
This causes minimal dehydration to life that are within its proximity although except the user has negated the effects on him using his own chakra. Plants would dry up with time while although this is less lethal to human and animal as a whole, staying within it too long could cause some harm to them. Thus opponents after a turn suffers dryness of the throat mouth and lips making them having problem spewing/spitting Ninjutsu(above B-rank) and perhaps problem with their speech making speaking difficult. Minimal nosebleeding and a simple pain could be felt on their skin as their epidermis begin to shrink and break due to dryness, though pain is minimal, it is potent enough to cause permanent scars like their flesh has been charred. The opponents eyes are subjected to the harmattan and thus after one turn, a simple affect occurs. The eyes becomes extremely dry as the fluid lubricating the eye is licked up. This causes gradual eyes impairment starting from it becoming itchy and then movement of the eyeballs becomes difficult because of lack of lubricant then after two turns, the eyes are unable to see anything beyond short range of them. While this is very good in gaining advantage over doujutsus, the eye defect is however not permanent and the victim would gain normal vision one turn after they avoid the harmattan or after the jutsu ends as it is only logical the body would secret new fluid into the eyes with time.
The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry.
-Lasts for 3 turns
-Useable 2x per battle
-Target's eyes becomes unable to see past short range after two turns in the breeze
-Target is unable to spew Jutsu above B-rank after one turn
-2 Turns rest inbetween useage
-Water jutsu used inside the breeze are not suddenly dried up however they loose power dropping 2 ranks.
-Must be taught by Priest



 Declined  Instead of toning it down, you made it worse by adding even more stuff. I mean, why would having a dry throat make me unable to spew fire? or water? Minus 2 ranks to every single water technique used?

Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: A
Range: Short
Chakra: 30(-10 per turn to sustain)
Damage: N/A (+20 to Taijutsu)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Lasts up to 4 turns unless dispelled before.
-The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
-The user cannot mold Water Natured Chakra while the technique is active
-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
-Protection offered follows elemental weaknesses and strengths


 Approved  Edited.

Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
Rank: A
Type: Attack
Range: Short-Mid/Long
Chakra: 30
Damage: 60
Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by forming a handseal and at the same time, an eye gesture(wink), he causes each of the harmattan molecules in the harmattan ball to sporadically expand causing a massive entropy due to sudden molecular collision of harmattan giving off energy as by-product. The expansion has a radius size of 3 meters and whoever is caught within it would suffer great damage. Alternatively this can be done on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same handseal and eye gesture. However the radius size of this depends on the volume and size of the harmattan present on the terrain.
Note
-Usable 3x per battle
-No Harmattan above A-rank the next turn this is used
-The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.


 Approved  Edited

Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
Rank: S
Type: Def/Att/Sup
Range: Short-Long (made short range with long range reach)
Chakra: 40(-15 per turn)
Damage: 80
Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise, the opponent can both clearly see them and to some extent through them. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air). However the user is not able to perform any jutsu while controlling/piloting this jutsu just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it.
Note
-Usable 3x per match
-The user sacrifices (-15 chakra) per turn to sustain them
-Must be taught by Priest



 Approved 


Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
Type: Defense/Offense
Rank: Forbidden
Range: Short-Mid (with long range reach)
Chakra: 50(-30 per turn to keep it active)
Damage: 90(-40 to User)
Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to devise a containment within which he can control his own balance using internal wind current just so as to achieve a motor/rotating function without him being affected. The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him at the epicenter, not particularly hovering but he is standing on a flat platform made of wind. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater. The ball would however keep active when not hit by an attack able to completely stop it at once, though in this case, weakened.
NOTE
♦ Usable only once
♦ Last 3 turns
♦ The user can't use any other jutsu while this is active.
♦ The user recieves 40 damage and his speed reduces by a rank for two turns and suffers great chakra drain and overall physical pain
♦ No Harmattan techniques for 2 turns afterwards nor any Jutsu above S-rank in the same and next turn


 Approved 
 
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Geezus

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Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user can form strong tools out of Plasma either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel 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 user himself doesn't directly touch the tools therefor he is unaffected by the heat of them.
Note: Usable 4 times a match.



 Declined  How long do these tools last? Can you sustain them or control them once they are created? If so, how? And Long range, why? Are they created anywhere in the field? Is so, then it becomes DNR. Creating plasma anywhere in the field is a no no...​

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.


 Approved 

Purton| Purzama Kiretsu - (Plasma Release| Plasma Rift)
Rank: A/S
Type: Attack
Range: Mid - Long
Chakra: 30/40
Damage: 60/80
Description: After having created a source of plasma underground by utilizing Plasma Release: Plasma Reservoir, the user will create 4 handseals creating a fissure directly below the opponent enough to swallow them whole. After a brief delay, the user will create another handseal causing the dormant plasma to explode in a blinding light ejecting plasma matter into the battlefield and making the technique much more deadly. Depending on the amount of chakra used, the user can create a much larger rift that can swallow multiple opponents or do significant damage to a large summoning. User of the technique have to be wary of their postion when using the technique as if they are too close they can suffer a similar fate due to the volatile nature of this technique.
(Usable 3 times)
(Must wait two turns between usage)


 Declined  I only allow CEJs with multiple ranks if there is a good reason as to why that technique would have more than one rank. This is not the case. This technique is also a mimic of existing techniques but made for your element.

Purton| Purzama Samidare - (Plasma Release| Plasma May Rain)
Rank: S
Type: Attack
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating 5 handseals while collecting chakra within the plasma source within the sky. After the seals have been completed the technique activates causing seven large orbs of plasma to split off from the main body which begin to revolve around the main source very quickly. As the kinetic energy builds, the plasma orbs explode outwards into 5 smaller orbs that fall to the ground raining destruction upon all who are within range of the techniques wide area of affect. As this plasma rains down the super-heated materiel explodes on contact with a surface with each the power of an explosive tag.
(Usable Once per Battle)
(No Plasma for two turns after usage)


 Declined  In the next resubmission, quote this Plasma Reservoir technique so I can see exactly what this will do
 
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-Cobalt-

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Greater Francium Release Technique | Kyousei Francumiton No Jutsu
Type: Supplementary/Offensive/Defensive
Rank: A
Range:Short-Long
Chakra:30
Damage:60
Description: After performing 2 hand seals the user is able to create stronger and more durable objects of Francium such as pillars, weapons, shields, walls, domes, spikes and tools of Francium. The number of larger constructions is limited to one per move (walls, domes, etc.)
Note:Must be taught by -Cobalt-.
Note:Can only be used once every two turns.
Note: Can be used three times per battle.

Francium Release Technique | Francumiton no Jutsu
Rank: C
Range: Short-Long
Type: Supplementary
Chakra:15
Damage: 30
Description: This technique allows the user to use the Francium to create pillars, weapons, shields, walls, domes, spikes and tools of Francium which are just as versatile as Mokuton. The constructions do not make a lot damage but can lead to an explosion if used with water. The user cannot use this to create constructions larger than himself.
Note:Must be taught by -Cobalt-
Note:Can only be used once per turn.
Updating these two and molding them into one technique:


Francium Release Technique | Francumiton no Jutsu
Rank: C-S
Range: Short-Long
Type: Supplementary
Chakra:15-40
Damage: 30-80
Description: This is the basic Francium Release technique. Using the technique the user is able to create objects, structures and things made of Francium which are as versatile as Mokuton leaving the user a huge amount of things he can create, making his imagination the only boundary. In case that he uses the S-ranked version of the technique he will need 2 hand seals to create the structures. Naturally, the structures and objects made explode upon contact with water or any other fluid.
Note: Can only be used once per turn.
Note: S-ranked version requires two hand seals before usage.


 Declined  Why would I allow this? What makes this technique different from all others from other CEs that are bound to the same principle and work in the same way? Besides, as I remember you need to first gather francium to use this right? Also, its not any liquid...there are liquids which francium doesn't react to. S-Rank things always have a limited use and some additional restriction. Honestly, this is just a way to bypass the CEJ limits. If you want to go down that road you need to explain what makes this a technique that requires a variable rank. And you need proper restrictions. And you need to be in my good will... Because as it stands...bypassing the CEJ limit is not something I'm very inclined to allow.
 
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Negative Knight

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(Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn


 Declined  This is lasting too long and doesn't have enough restrictions. Also, think about it logically: if your hot suplhur mixes with the earth, when it hardens and cools down, its a tainted earth, not sulphur. So it won't hinder earth techniques. Specially considering your elements weakness to earth. I still think the scale is a bit too much though...but if you restrict it I won't decline because of it.
(Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
Rank: S
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into tainted sulphur, though this sulphur will contain a large portion of earth meaning its not enough to restrict usage of the ground in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solidified tainted sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn and next turn
Note: No Fire, Earth or Wind above S-Rank in the user's same and next turn

Forgot to bold one of the changes last time, so I put it in bold this time.


 Approved 


(Sulfuron: Kama no Yomi) - Sulphur Release: Furnace of Hades
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if contact is made with it) (+20 damage to Fire Release techniques which pass through it)
Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water a slight corrosive quality. As the projectile/stream of sulphur infused fire travels towards the opponent, the corrosive oxides produced will continually react with the air moisture, allowing it to gradually contaminate a greater portion of the battlefield the longer the sulfuric flames are allowed to travel. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive gases reside. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.

Note: Lasts for three turns
Note: Can only be used four times per battle
Note: Cool down time of three turns in between usages
Note: Can only be Taught by Negative Knight


 Declined  The only issue I have is the excessive effects of poisoning and contamination the fire techniques will have. I get that upon contact with the flames, they will have different properties by being infused and mixed and fueled by Sulphur. But contaminating the surrounding air is a bit to much considering how it works.

(Sulfuron: Oukoku no Kasai) - Sulphur Release: Kingdom of Volcanus
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: 60
Description: The user will focus their sulfuron chakra into the ground to cause large cumulus clouds of volcanic sulphur to emerge from within the earth. These clouds will subsequently evaporate the all of the air moisture within the vicinity it covers to create a very desert-like atmosphere. The user's own position will act as an epicenter for this technique, with the superheated clouds of sulphur surfacing all around them but never directly beneath them so not to cause them harm. Through the use of these clouds, the user can discern the location of any chakra-based entities residing in the sulfurous mist while the user himself is concealed from the opponent due to the opaque nature of the clouds and the chakra infused into them (counteracts Sharingan, Rinnegan, chakra sensing). A unique property possessed by the mist is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the mist itself, making this an excellent counter to the Raikage's Armour and similar variants. This sulfurous mist is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic mist only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. If the sulfuric mist comes into contact with fire (A-Rank or above), it will ignite into a maelstrom of golden flames, setting anything in direct contact with the clouds ablaze. The mist itself is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it unless they're breathing heavily. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread outwards, though this method will only allow the mist to travel as far as mid-range.

Note: Lasts for three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


 Declined  Problems: too many effects. Its a poisonous, dense mist that burns on contact, rises from the ground all around in all ranges, reduces speed, makes lightning useless and for some reason makes EIG dangerous to use. second problem is that you can't have it both ways. Look at what I colored. Can it be inhaled or not? Its exploitable in many ways in how its written. Also, Sensing wouldn't be hindered nor would a Byakugan. And, just so you know, if someone uses an S-Rank fire against this, you become engulfed in flames as you yourself are also inside the mist. Oh and sensing mists, rains and what not...it has all been done.

(Sulfuron: Vhagar, Moyasu Ishi Oni) - Sulphur Release: Vhagar, The Brimstone Demon
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 50 (-20 chakra per turn)
Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulphur chakra throughout their body before spewing it in the form of a large mass of dark yellow volcanic gas which swiftly forms itself into a sizable dragon. The dragon itself (known as Vhagar) highly resembles Deidara's C2 Dragon in both shape and dimensions (with minor differences), granting it the perfect form for a balance between dwarfing most opponents and fluid aerial maneuverability. Naturally, Vhagar is capable of flight, using all sulphur techniques (excluding dual elemental ones and those created from the ground) and freely manipulating the sulphur gas in which the entirety of his body comprises of. It can form tools, weapons and other small or large constructions from its body including: spikes, tendrils and etc. It can create openings in its body to allow attacks to pass directly through him or it can pump chakra to different locations on its body to augment certain abilities (e.g. pumping chakra to its wings to increase their size in order to slightly increase his flight speed). No real limit or constraints exists on the degree of this bodily manipulation except the fact he can't alter his total size (exceed or decrease the volume of sulphur gas he's comprised of), change his overall dragon-like shape to that of another creature and it will always amount to the power of an A-Rank Sulphur Release technique. A special ability possessed solely by Vhagar is ability to spew an S-Rank long range corrosive stream of golden fire known as "Acrid Inferno" which will corrode its victims as well as burn them. Its created through the simultaneous use of Katon and Sulfuron, where the burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. Anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive gases reside. Instead of using it to attack the opponent directly, Vhagar can also use this sulfuric fire on nearby water sources (clouds, rivers, lakes) to transform them into scalding bodies of corrosive water. Alternatively, instead of spewing him from the body, the user can focus their sulfuron chakra into the ground and cause him to burst up from inside of the earth (within short range of the user's position) or perform a single handseal to form him from a large source of sulphur gas readily available anywhere on the field.

Note: Lasts for a maximum of three turns
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No Sulphur techniques S-Rank or above for two turns after this jutus ends
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind for two turns after this jutsu ends
Note: Acrid Inferno can only be used a maximum of twice per battle
Note: Body manipulation can be used a maximum of three times per battle
Note: The damage the user receives pertains to muscle soreness and slight first degree burns scattered around the user's body which are slightly painful but not deadly
Note: Each technique used by Vhagar (including his body manipulation) will count towards the user's jutsu limit


 Declined  This isn't a technique but a summon...a Dragon Summon. DNR
 
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-Jiraiya-

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


 Declined  This isn't a Forbidden Rank. Its also flawed in how its worded for what you'll be using. Example: how strong is 1 fly and how many flys to you make? I mean, you make these flies and they hover around you and you can use them to attack or defend and use those additional effects. But if you use half of them and half are behind...or if you use 1 fly and leave the others behind? Or do these flys keep coming from the ground replenishing the technique? Still, none of it is a Forbidden Rank.

Resubmitting. Changes made are in bold. Removed few restrictions.
(Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent explosion up to short range on all sides of the phosphorus tomb.
Notes:
- Can only use once per battle.
- Due to the huge strain of jutsu it will cause the user to go through fatigue so the user can only use 1 other jutsu along with this.
- The user can't use any phosphorus jutsus in the following 2 turns after its use.
- The use can't use any jutsus above S rank in the immediate next turn.


 Declined  Why is this forbidden if it doesn't do damage to you? Also, its not something that needs to be forbidden but thats your call. Also, by saying you add fire chakra that means you need to spend a move to make it explode as you are essentially using a second technique by using a second different natured chakra. The damage points are also wrong. This does damage because it explodes so it should be: N/A (90 if it explodes).​
(Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 when made to explode)
Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent underground explosion up to short range on all sides of the phosphorus tomb.
Notes:
- Can be used 2 times per battle, at least 2 turns apart from each use.
- The user can't use any phosphorus jutsus in the following 2 turns after its use.
- The use can't use any jutsus above S rank in the immediate next turn.
- Igniting the tomb using fire chakra counts as a move.


 Approved 
 
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Korra.

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(Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
Type: Attack
Rank: S
Range: Mid/Long
Chakra cost: 40
Damage points: 80
Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand with the motion it the created Red Sand shoots upwards creating a fine dust storm that encompasses a ten meter squared area around the opponent. The Red Sand hangs heavily in the air and can be controlled through motions of the hands to pelt the opponent violently tearing and burning at their flesh the gains of Red Sand will also cling to the eyes causing blindness. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform three hand seals (Bird -> Rat -> Tiger) forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
Notes:
-Can only be used twice
-No other Red Sand jutsu this turn
-If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


 Declined  I don't understand the part I colored. Please rewrite.​

(Nirro Suna: Reddosupaidā no Kankō Meisho) Red Sand Release: Red Spiders Attraction
Type: Attack/Supplementary
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will do the Tiger sign and create 10 life size spiders (size of tarantulas) by either using their chakra to create them from the ground or using an already made source of Red Sand. The spiders will then rush towards the opponent and latch on to them keeping him in place by biting down onto to them. Once attached the user will do the clap his hands together causing the the spiders to grow in size to being the size of Pakkun. The spiders can cause 3rd degree burns by being touched or attacked by them once they are enlarged.
Note: Usable 5 times a match


 Approved 

(Nirro Suna: Hadesukyanon) - Red Sand Release: Hade's Cannon
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A (+10 to water jutsus that get heated)
Description:
Note: The user creates a large tube of highly heated red sand right in front of them. When the user makes any water jutsu go through the tube it comes out as extremely hot steam that will melt the flesh of anyone in front of them.
Note: The tube last for 4 turns.
Note: Usable 5 times a match


 Declined  DNR. Not within your CE's abilities.​

(Nirro Suna: Tenpu no Sainō) Red Sand Release: Gift of Nature
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra cost: 20 (-5 per turn)
Damage points: N/A
Description: The user sends their chakra throughout their red sand, as long as the chakra is present inside of the sand and not negated by opponent(s), the user will be able to freely control the sand. This jutsu serves as more of an activation that lasts until the chakra is negated. The user can control sand within long range but the strength weakens by one rank per 5 meters. The user can use this to make tools and objects within the limitations of the amount of sand that is present. The sand's movement is on par with that of gaara's without shukaku
Note: Note once activated it stays activated.


 Declined  I don't understand this technique at all. Control the sand...ok...but how? to do what? what sand? to what extent? with what power? It doesnt do damage so what does it do? I mean, its severely under-defined. Define it better and rewrite.​
Resubmitting

(Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
Type: Attack
Rank: S
Range: Mid/Long
Chakra cost: 40
Damage points: 80
Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand as he waves his hand upward the Red Sand bursts upward creating a dense dust storm. The dust surrounds the opponent up to mid range in all directions and adheres to the skin causing moderate to severe burns. It also sticks to the mucus membranes in the eyes, nose and throat causing blindness and burning the linings of the nose and throat. The dust cloud takes on similar properties to the Hidden Mist Jutsu, the opponent won't be able to see very far (roughly short range) and due to the chakra sharingan will be rendered useless unable to piece through the chakra infused dust cloud. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform the Tiger hand seal forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
Notes:
-Can only be used twice
-No other Red Sand jutsu this turn
-If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


 Declined  Better but the fact that it burns on touch is enough of a harmful effect considering it comes from beneath the opponent in point blank. The whole inhaling, membrane and what not needs to go. I'll approve this if this does burning damage to whatever touches it. Rest seems fine


New submission

(Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Guardian of the Red Sand
Type: Attack
Rank: S
Range: Short-Long (Made short range of the user)
Chakra cost: 40 (-30 per turn)
Damage points: 80 (on contact)
Description: The user will do the the ram hand sign and focus their chakra into the ground. The user will the have a T-Rex like creature (same size of great stone golem) made out of red sand rise from the ground. The creature will be completely made out of red sand and is able to protect the user from incoming attack while also being able to attack. The creature is able to release blast of red sand (which are A rank in power, Mid range and counts as a move of the user) or even grab and crush the opponent while also being able to cause third degree burns to the opponent. If their is a red sand source available the creature can use it to reform its self from damage it could have taken while being used but it counts as a turn of the user. After the creature is done it will just disperse into red sand leaving red sand all over the battle field up to long range allowing the user a more range of access to red sand.
Note: Usable twice a battle and needs a 2 turn cool down while no other Red Sand jutsus can be used during the cool down.
Note: Creature last for 3 turns
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The blast and reform ability counts as a move. Both can only be used 2 times each
Looks like:
Just imgaine its red instead xD
You must be registered for see images


 Approved 
 
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-Quest-

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(Nikawaton:Nikawa Bunshin) - Glue Release: Glue Clones
Rank: B
Type: Supplementary
Range: Short-Med
Chakra: 20 (-10 each turn)(-10 when repairing)
Damage: N/A
Description: The user creates a shadow clone of himself but made from glue. When the clone gets hit he will return to its liquid glue state which can bind enemies on contact. The clone has a physical substance and therefore is able to use ninjutsu and taijutsu techniques as well as he has all the normal moves the user has. These clones can repair and form themselves only if they are physically damaged, making taijutsu highly ineffective. The user can also create them by spewing.
- Clones can only use Glue techniques.
-Follows the same rules as normal clones


 Declined  Normally, elemental clones can only use the element they are made of and Taijutsu and KG clones normally can use the elements that compose the KG + the KG itself. Stating it can use everything is a bit too much. Also, why mid range?
(Nikawaton:Nikawa Bunshin) - Glue Release: Glue Clones
Rank: B
Type: Supplementary
Range: Short
Chakra: 20 (-10 when repairing)
Damage: N/A
Description: The user creates a shadow clone of himself but made from glue. When the clone gets hit on contact, it can return to its liquid glue state which can bind enemies on contact. The clone has a physical substance and is able to use glue techniques and taijutsu, they can also repair and form themselves if they are physically damaged, making taijutsu highly ineffective. The user can create them by spewing or from any existing glue source.
- Clones can only use Glue techniques or Taijutsu.
-Follows the same rules as normal clones


 Approved 


(Nikawaton: Shiroppu Nagare) - Glue Release: Syrup Stream
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra: 30 (-10 with oil)
Damage: 60 (+20 oil is ignited)
Description: The user weaves a ram handseal and spews a concentrated stream of transparent adhesive, a type of glue thats much more fluid than other Glue techniques. It travels at high speeds toward the target and traps them in their place, in such large amounts that blockage to the head would easily lead to suffocation. The user can tilt head to change direction of the jutsu as he sees fit. If the user possess toad contract, he can add oil in the mixture of glue which makes it dangerous to use Fire techniques against it.
-Must have/know Toad Contract/techniques to add oil.


 Approved 


(Nikawaton: Rikiddo Shuuha) - Glue Release: Syrup Wave
Rank: S
Type: Attack/Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user slams his hands together and spit a torrent of liquid adhesive that quickly expands into a massive tidal wave, reaching up to 10m high. It would converge towards the opponent almost like a wall before crashing down on top of them, burying them in a tide of glue. Opponents would hardly able to get out of given the circumstances that the glue is completely binding their movements and ultimately cause suffocation. The aftermath of this technique leads to the glue covering the ground/surfaces of the battlefield, giving an effect similar to Glue Release: Earth's Binding.
- 3 times per battle
- Glue dries up in 1 turn.


 Approved 


(Nikawaton: Shinzui) - Glue Release: Alchemist's Extraction
Rank: A
Type: Defense/Supplementary
Range: Short-Mid
Chakra: 30 (-20 used on bones)
Damage: N/A
Description: The user slams his hands together drawing out the natural resources of glue from his surroundings. When the technique is in effect, the user can choose to extract saps/resins from trees, plants. Once drawn out, the user then turns these organic materials to glue, progressively expanding and eventually within moments binding whatever they were extracted from. This is highly effective against techniques such as Wood release, stopping them from growing or expanding out by having glue imbedded around it. Generally, the bigger the source is the easier it is to draw out the necessary resources/materials to turn into glue. The same can be used with a higher level of this technique, used on bones or tissues under the skin by extracting collagen/gelatin from them, however this requires them to be exposed externally(contact with air) for the technique take affect on them, making Kaguya clan's kekkei genkai highly ineffective.
- Useable once every 2 turns.


 Declined  Your CE can manipulate and create a glue, not the unrefined products from which mankind can produce different glues. This would require you to be allowed to manipulate, through your chakra, wood, plant and mushroom release as well as some others. For that you'd need access to those elements for it to work. One thing is to produce a highly adhesive substance through the use of your chakra, another is to use it to control other raw substances. Besides, Glue is undefined: Resin belongs to Wood Release despite being a Glue; Sticky Water belongs to Water Release despite being a Glue. There are some nuances that can't be mixed.

(Nikawaton:Nikawa Kawarimi) - Glue Release: Syrup Form
Rank: A
Type: Defence/Supplementary
Range: Self
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user performs a snake handseal before transforming his body into glue, in this state the user can freely reform himself to negate physical damage and freely adjust the sticky-ness of it; one can choose to switch between in a human shaped form to a fluid form. As long as the user's glue form does not deteriorate in any way(getting hit by an element its weak to), he can remain unharmed. While the user cannot perform any techniques in his form, he still is able to move, however in a reduced speed(1/2).
- Cannot perform any techniques in this state.
- Lasts a max of 2 turns
- Usable once every 3 turns


 Approved  Added restrictions. Don't forget restrictions.
 
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Negative Knight

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(Sulfuron: Kama no Yomi) - Sulphur Release: Furnace of Hades
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if contact is made with it) (+20 damage to Fire Release techniques which pass through it)
Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water a slight corrosive quality. As the projectile/stream of sulphur infused fire travels towards the opponent, the corrosive oxides produced will continually react with the air moisture, allowing it to gradually contaminate a greater portion of the battlefield the longer the sulfuric flames are allowed to travel. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive gases reside. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.

Note: Lasts for three turns
Note: Can only be used four times per battle
Note: Cool down time of three turns in between usages
Note: Can only be Taught by Negative Knight


 Declined  The only issue I have is the excessive effects of poisoning and contamination the fire techniques will have. I get that upon contact with the flames, they will have different properties by being infused and mixed and fueled by Sulphur. But contaminating the surrounding air is a bit to much considering how it works.
(Sulfuron: Kama no Yomi) - Sulphur Release: Furnace of Hades
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (+20 damage to Fire Release techniques which pass through it)
Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water and by extension, the fire technique a slight corrosive quality. The sulfuric flames will become capable of corroding its victims in addition to burning them. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.

Note: Lasts for three turns
Note: Can only be used 3 times per battle
Note: Cool down time of three turns in between usages
Note: Can only be Taught by Negative Knight
Note: The mist itself is harmless to both the user and any enemy


 Approved 


(Sulfuron: Oukoku no Kasai) - Sulphur Release: Kingdom of Volcanus
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: 60
Description: The user will focus their sulfuron chakra into the ground to cause large cumulus clouds of volcanic sulphur to emerge from within the earth. These clouds will subsequently evaporate the all of the air moisture within the vicinity it covers to create a very desert-like atmosphere. The user's own position will act as an epicenter for this technique, with the superheated clouds of sulphur surfacing all around them but never directly beneath them so not to cause them harm. Through the use of these clouds, the user can discern the location of any chakra-based entities residing in the sulfurous mist while the user himself is concealed from the opponent due to the opaque nature of the clouds and the chakra infused into them (counteracts Sharingan, Rinnegan, chakra sensing). A unique property possessed by the mist is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the mist itself, making this an excellent counter to the Raikage's Armour and similar variants. This sulfurous mist is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic mist only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. If the sulfuric mist comes into contact with fire (A-Rank or above), it will ignite into a maelstrom of golden flames, setting anything in direct contact with the clouds ablaze. The mist itself is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it unless they're breathing heavily. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread outwards, though this method will only allow the mist to travel as far as mid-range.

Note: Lasts for three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


 Declined  Problems: too many effects. Its a poisonous, dense mist that burns on contact, rises from the ground all around in all ranges, reduces speed, makes lightning useless and for some reason makes EIG dangerous to use. second problem is that you can't have it both ways. Look at what I colored. Can it be inhaled or not? Its exploitable in many ways in how its written. Also, Sensing wouldn't be hindered nor would a Byakugan. And, just so you know, if someone uses an S-Rank fire against this, you become engulfed in flames as you yourself are also inside the mist. Oh and sensing mists, rains and what not...it has all been done.
(Sulfuron: Oukoku no Kasai) - Sulphur Release: Kingdom of Volcanus
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: 60
Description: The user will focus their sulfuron chakra into the ground to cause large translucent clouds of volcanic sulphur to emerge from within the earth. These clouds will subsequently evaporate the all of the air moisture within the vicinity it covers to create a very desert-like atmosphere. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The user's own position will act as an epicenter for this technique, with the superheated clouds of sulphur surfacing all around them but never directly beneath them so not to cause them harm. A unique property possessed by the mist is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the mist itself, making this an excellent counter to the Raikage's Armour and similar variants. This sulfurous mist is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic mist only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. If the sulfuric mist comes into contact with fire (A-Rank or above), it will ignite into a maelstrom of golden flames, setting anything in direct contact with the clouds ablaze. The mist itself is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread outwards, though this method will only allow the mist to travel as far as mid-range.

Note: Lasts for three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight



 Declined  DNR

(Sulfuron: Iyashii Tatchi) - Sulphur Release: Befouling Touch
Rank: A
Type: Offensive/Supplementary
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: By channeling sulphur chakra to any part/parts of their body, the user is able to emit sulphur from that body part covering it in a coating of highly condensed volcanic gas which hovers centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extends through the skin and into underlying fat, muscle, and bone upon contact. This technique can be applied various parts of the body, the whole body at once, or the user can channel the sulphur chakra covering a tool or weapon in sulphur, in a similar manner how Kakashi does so with Raikiri. If that method is applied to a kunai (or any projectile) then the sulphur coated object can only travel up to Mid Range before the coating dissipates. Alternatively, this technique can also be used in a similar manner to Earth Release: Added Weight Technique, where the user will instead focus their sulphur chakra directly into plant-based matter after making contact with it, causing it to recede and die. This is especially useful against prisons and binding type technique which seek to entangle or constrict the user's movements.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight


 Declined  My problem is how you make it seem this is so letal to the touch... To achieve 4th degree burns, you actually would need more than simple momentary/immediate contact with it. Its a bit over streched and again, the technique goes from releasing sulphur form your body to engulfing weapons in sulphur and channeling it through plants. One thing is to say "This technique is about releasing sulphur from my body. It can be used to release it as waves or blasts or as a cloud that covers it" another is to say "this techniques is about releasing sulphur gas from my body. It can be used as a defensive mechanism, creating a cloud around me or channeling sulphur into organic matter to poison it". One thing is to have a generic use and exploit the different specific uses it can have in different methods, another is to actually go about specific different methods with no relation to each other. Be careful with that. Also, how will you not be poisoned by this yourself? Ok, you're releasing it from your body which explains why you won't be burned by it which is logical but what about being poisoned if you inhale it? Because you do have to breathe...​
(Sulfuron: Iyashii Tatchi) - Sulphur Release: Befouling Touch
Rank: A
Type: Offensive/Supplementary
Range: Short (Burst has a short-range reach; weapon coating has a mid range reach)
Chakra cost: 30
Damage points: 60
Description: By channeling sulphur chakra to any part(s) of their body, the user is able to emit sulphur from that location to envelop it in a highly condensed coating of volcanic gas which hover centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extend through the skin, into underlying fat, muscle and bone upon substantial contact. Momentary contact will only result in slight burns (1st Degree) while more prolonged contact will significantly worsen the severity of the victim's burns. This technique can be applied various parts of the body, the whole body at once or alternatively the user can channel the sulphur chakra into an external object to provide it with a coating of sulfuron like Kakashi does with Raikiri. If that method is applied to a projectile then the infused object can only travel up to Mid Range before the coating dissipates. Alternatively, when this technique is used on one's self the coating can be forced to erupt outwards in a radial manner, carrying any substances previously on the user's clothes or body along with it. When this variant is used, it can be achieved very quickly, allowing this technique to be used extremely quickly and minimize any damage afflicted to the user. This technique was developed should the user himself ever be covered in a constricting substance (vines, vegetation, etc). To an outside observer, the technique appears to be a sudden yet forceful burst of pressurized sulphur gas which is released from the user's body. The chassis of sulphur is comprised of highly condensed sulphur which means the user/opponent is not at risk of inhaling it.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight


 Approved 


(Sulfuron: Kashou Ishi Kisoku) - Sulphur Release: Brimstone Breath
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 chakra per turn to sustain creations)
Damage points: 60
Description: The user will focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used 3 times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank and can be created anywhere short range of the user with a long range reach


 Approved  Edited. Considering what sulphur is and how poisonous it is in this form, I cannot allow you to grab an opponent with something that can come from anywhere on the field beneath them and can burn to the touch while poisoning them to death.
 
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Geezus

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Purton| Purzama Samidare - (Plasma Release| Plasma May Rain)
Rank: S
Type: Attack
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating 5 handseals while collecting chakra within the plasma source within the sky. After the seals have been completed the technique activates causing seven large orbs of plasma to split off from the main body which begin to revolve around the main source very quickly. As the kinetic energy builds, the plasma orbs explode outwards into 5 smaller orbs that fall to the ground raining destruction upon all who are within range of the techniques wide area of affect. As this plasma rains down the super-heated materiel explodes on contact with a surface with each the power of an explosive tag.
(Usable Once per Battle)
(No Plasma for two turns after usage)


 Declined  In the next resubmission, quote this Plasma Reservoir technique so I can see exactly what this will do
This is the approved Plasma Reservoir technique.

Purton : Kesshou Chosuichi | Plasma Release : Plasma Reservoir
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage: N/A
Description: The user makes two small "seeds" made out of plasma in the palm of his hands. He then drops one on the ground and the other flys off into the sky. The one on the ground burrows deep into the earth and begins to draw in sources of plasma (creating a large ball of plasma) while the one in the sky does the same. After two turns the user will have two large reservoirs of plasma which he can use for his plasma techniques.
Purton| Purzama Samidare - (Plasma Release| Plasma May Rain)
Rank: S
Type: Attack
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating 5 handseals while collecting chakra within the plasma source within the sky. After the seals have been completed the technique activates causing seven large orbs of plasma to split off from the main body which begin to revolve around the main source very quickly. As the kinetic energy builds, the plasma orbs explode outwards into 5 smaller orbs that fall to the ground raining destruction upon all who are within range of the techniques wide area of affect. As this plasma rains down the super-heated materiel explodes on contact with a surface with each the power of an explosive tag.
(Usable Once per Battle)
(No Plasma for two turns after usage)


 Approved 
 
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Priest

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Removed the restriction to spewing of jutsus.
Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A(+40 after one turn)
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze of harmattan which spontaneously grow into a rapid breeze engulfing a large area immediately. Though it seems an ordinary wind breeze but it is hot and extremely dry making the room relative humidity to rapidly drop decreasing to as low as 5% thus decreases perspiration on a minimal scale.
This causes minimal dehydration to life that are within its proximity although except the user has negated the effects on him using his own chakra. Plants would dry up with time while although this is less lethal to human and animal as a whole, staying within it too long could cause some harm to them. Thus opponents after a turn suffers dryness of the throat mouth and lips making them having problem spewing/spitting Ninjutsu(above B-rank) and perhaps problem with their speech making speaking difficult. Minimal nosebleeding and a simple pain could be felt on their skin as their epidermis begin to shrink and break due to dryness, though pain is minimal, it is potent enough to cause permanent scars like their flesh has been charred. The opponents eyes are subjected to the harmattan and thus after one turn, a simple affect occurs. The eyes becomes extremely dry as the fluid lubricating the eye is licked up. This causes gradual eyes impairment starting from it becoming itchy and then movement of the eyeballs becomes difficult because of lack of lubricant then after two turns, the eyes are unable to see anything beyond short range of them. While this is very good in gaining advantage over doujutsus, the eye defect is however not permanent and the victim would gain normal vision one turn after they avoid the harmattan or after the jutsu ends as it is only logical the body would secret new fluid into the eyes with time.
The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry.
-Lasts for 3 turns
-Useable 2x per battle
-Target's eyes becomes unable to see past short range after two turns in the breeze
-Target is unable to spew Jutsu above B-rank after one turn
-2 Turns rest inbetween useage
-Water jutsu used inside the breeze are not suddenly dried up however they loose power dropping 2 ranks.
-Must be taught by Priest



 Declined  Instead of toning it down, you made it worse by adding even more stuff. I mean, why would having a dry throat make me unable to spew fire? or water? Minus 2 ranks to every single water technique used?

Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A(+40 after one turn)
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze of harmattan which spontaneously grow into a rapid breeze engulfing a large area immediately. Though it seems an ordinary wind breeze but it is hot and extremely dry making the room relative humidity to rapidly drop decreasing to as low as 5% thus decreases perspiration on a minimal scale.
This causes minimal dehydration to life that are within its proximity although except the user has negated the effects on him using his own chakra. Plants would dry up with time while although this is less lethal to human and animal as a whole, staying within it too long could cause some harm to them. Thus opponents after a turn suffers dryness of the throat mouth and lips making speaking difficult and because of the decrease in perspiration, their breathing becomes faster and heavier making it look like they spend too much energy, perhaps they do because they loose their stamina as they breathe in more harmattan faster causing depletion in their body fluid(a typical example is like an athlethe who just finshed a race and panting/breathing heavy and would faint if they dont moisturize themselves with water very soon. This proves their extreme decrease in perspiration, the same effect which is perhaps caused by the harmattan breeze) however, this won't cause the target(life form) to faint until after 2 turns. Minimal nosebleeding and a simple pain could be felt on their skin as their epidermis begin to shrink and break due to dryness, though pain is minimal, it is potent enough to cause permanent scars like their flesh has been charred. The opponents eyes are subjected to the harmattan and thus after one turn, a simple affect occurs. The eyes becomes extremely dry as the fluid lubricating the eye is licked up. This causes gradual eyes impairment starting from it becoming itchy and then movement of the eyeballs becomes difficult(meaning it would be difficult using peripheral vision and to see something other than straight forward, the target would have to turn their entire head towards the direction) because of lack of lubricant then after two turns, the eyes are unable to see anything beyond short range of them. While this is very good in gaining advantage over doujutsus, the eye defect is however not permanent and the victim would gain normal vision one turn after they avoid the harmattan or after the jutsu ends as it is only logical the body would secret new fluid into the eyes with time. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water(This includes Mist, Rain and their respective sources causing them not to respawn again except the jutsu is being remade and with the absence of this harmattan breeze) water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry.
-Lasts for 3 turns
-Useable 2x per battle
-Target's eyes becomes unable to see past short range after two turns in the breeze
-2 Turns rest inbetween useage
-Water jutsus used(only if above B-rank) inside the breeze is not suddenly dried up however they loose power dropping 1 rank. This applies to everyone in the breeze including the user.
-Must be taught by Priest


 Declined  DNR. This is a mess and it isn't going anywhere.

Fuinjutsu/Karakaze Hijutsu: Dokkyo no Idang - Sealing Arts/Harmattan Secret Style: Idang's Solitude
Type: Offense
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(30 to user)
Description: The user weaves 3 handsigns Boar, Ox and Tiger and then he imbues great amount of chakra underneath his target. He focuses his chakra below his target be it water or earth or tangible matter and then he creates a large pentagram seal below the target. Immediately the seal is formed, a rigid harmattan chakra fence instantly shoots up in form of a column up to the sky. The harmattan barrier is empty inside and only forms about the circumference of the pentagram leaving the target standing in the middle. The user finishes the move with a confrontation sign while sealing the target's fate as a massive stream of dense harmattan erupts upwards from the seal and inside the fence, hot,sharp and lethal that it leaves the target immensely maimed and charred. The harmmatan stream continues to shoot up from the seal for a whole turn and at the end of a turn the seal disperses, likewise the fence and whatnot. The confrontation handsign can be made concurrently with the first 3 handsigns so that the barrier and the latter happen momentarily with split seconds interval. The hamattan, because it touches the sky, would clear any formation of clouds. The pentagram area size is up to the user and can range from 3m radius to 10m radius.
Note
-Useable only 1x per battle
-Use recieves 30 damage and is unable to use harmattan in his next turn
-No Ninjutsu above S-rank in the user's same turn and next
-No Fuinjutsu above A-rank in the user's same turn and next
-Must be taught by Priest




 Declined  This isn't a sealing technique. You don't have permission to submit above A-Rank seals. You don't have sealing mastery as that requires finishing medical school. And the technique, the elemental part of it, is not in any way a Forbidden Rank. Also, when you combine 2 skills, in this case, a seal with a ninjutsu technique, you need to define the rank of each part. The seal isn't a forbidden one.



Fuinjutsu/Karakazeton: Apoti, Shiren no Yowai Ouja - Sealing Art/Harmattan Release: Apoti, Ordeal of a Frail King
Type: Offense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90(30 to user)
Description: While this is simple and perhaps deadly, the technique is one of the most powerful of harmattan jutsu. Kneading chakra into one of their hand which soon begins to glow white, the user makes hand contact with a target and instantly applies a tattoo seal with the kanji "Purge". The seal nonetheless contains large amount of harmattan chakra and it activates immediately it is applied injecting continously, a flush of harmattan chakra into the target's system. With enormous amount of harmattan chakra cursing through the victim, they dry up from within at the end of one turn. The seal however unless it is removed, continues to inject the target with harmattan for 2 turns so cleansing/purging oneself from the harmattan is not enough if the seal still remains.
Note
-No harmattan technique 2 turns after this is used
-User recieves 30 damage due to chakra over-strain
-No jutsu above S-rank next turn
-No fuinjutsu next turn


 Declined  DNR
 
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Gobi Gobletsson

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(Keigakuton: Melchsee no Kage) - Abyss Release: Melchsee's Shadow -
Rank: A
Type: Supplementary/Attack
Range: Short-Medium-Long
Chakra Cost: 30 (+5)
Damage Points: 60
Description: This jutsu is meant to use the black color of Abyss chakra to its full potential. The user places his hands on the ground and starts focusing chakra into existing shadows, making it blend with the shadow and alternatively using shape manipulation to take the exact form of the shadow. The result is an Abyss pool below the surface that remains on the surface on the exact same hight as everything around the shadow. On the surface it looks like a regular shadow because most shadows are by default very dark, making it nearly impossible to spot the chakra hidden in the shadow with the naked eye (though stuff like Byakugan, Sharingan, sensory etc. don't have any particular problems with it). The point of this jutsu is that it can be used as an ambush or trap. By hiding it, people could easily fall into the pool, but outside that the user can also take the initiative by making a single handseal. When he does this, the chakra will attack the object which is casting the shadow in a straight line like a beam. It doesn't have to be the whole object, a specific part is also possible. For instance when you attack a branch of the tree, a branch-shaped beam will be shot from the shadow. The beam disappears when the specific target is hit (so it doesn't shoot through it, it stop right on the place where the target was). When this is done the object attacked will be gone and the the place where the chakra was focused is now a hole or completely gone. The jutsu also leaves a small pit behind in the shadow the chakra was focused in.

✘ Only one shadow can be infused at a time. The exception being when the opponent uses a jutsu that creates multiple objects directly attacking the user and the user decides to attack all the objects immediately from their shadow, for instance kunai.
✘ +5 chakra is paid each turn to keep the pool alive.
✘ The chakra in the shadow never makes direct contact with the object casting the shadow when it's still hidden in the shadow.
✘ It can be used on moving shadows and the chakra can follow the movements, however as a result of its nature, it will shave away the ground, making it easier to spot the chakra. It however can only follow the base speed.
✘ It can be used at night, however only if there is a difference between the shadow of something and the darkness of the night.


 Declined  So, you can turn anyone's shadow into a one hit knockout abyss technique? >_> Ok, what happens if I don't have a Byakugan and you use this on my own shadow? Before going into the smaller details of the description, the fact remains this is severely powerful and virtually unblockable in most situations. If you want this to be approved, you'll have to make this a bit easier to defend from.
 
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Korra.

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Resubmitting

(Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
Type: Attack
Rank: S
Range: Mid/Long
Chakra cost: 40
Damage points: 80
Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand as he waves his hand upward the Red Sand bursts upward creating a dense dust storm. The dust surrounds the opponent up to mid range in all directions and adheres to the skin causing moderate to severe burns. It also sticks to the mucus membranes in the eyes, nose and throat causing blindness and burning the linings of the nose and throat. The dust cloud takes on similar properties to the Hidden Mist Jutsu, the opponent won't be able to see very far (roughly short range) and due to the chakra sharingan will be rendered useless unable to piece through the chakra infused dust cloud. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform the Tiger hand seal forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
Notes:
-Can only be used twice
-No other Red Sand jutsu this turn
-If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


 Declined  Better but the fact that it burns on touch is enough of a harmful effect considering it comes from beneath the opponent in point blank. The whole inhaling, membrane and what not needs to go. I'll approve this if this does burning damage to whatever touches it. Rest seems fine


New submission

(Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Guardian of the Red Sand
Type: Attack
Rank: S
Range: Short-Long (Made short range of the user)
Chakra cost: 40 (-30 per turn)
Damage points: 80 (on contact)
Description: The user will do the the ram hand sign and focus their chakra into the ground. The user will the have a T-Rex like creature (same size of great stone golem) made out of red sand rise from the ground. The creature will be completely made out of red sand and is able to protect the user from incoming attack while also being able to attack. The creature is able to release blast of red sand (which are A rank in power, Mid range and counts as a move of the user) or even grab and crush the opponent while also being able to cause third degree burns to the opponent. If their is a red sand source available the creature can use it to reform its self from damage it could have taken while being used but it counts as a turn of the user. After the creature is done it will just disperse into red sand leaving red sand all over the battle field up to long range allowing the user a more range of access to red sand.
Note: Usable twice a battle and needs a 2 turn cool down while no other Red Sand jutsus can be used during the cool down.
Note: Creature last for 3 turns
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The blast and reform ability counts as a move. Both can only be used 2 times each
Looks like:
Just imgaine its red instead xD
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 Approved 
Resubmitting

(Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
Type: Attack
Rank: S
Range: Mid/Long
Chakra cost: 40 (-10 per turn)
Damage points: 80 (20 per turn)
Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand as he waves his hand upward the Red Sand bursts upward creating a dense dust storm. The dust surrounds the opponent up to mid range in all directions and adheres to the skin causing 2nd to 3rd degree burns. The dust cloud takes on similar properties to the Hidden Mist Jutsu, the opponent won't be able to see very far (roughly short range) and due to the chakra sharingan will be rendered useless unable to piece through the chakra infused dust cloud.
Notes:
-Can only be used twice
-Can last up to 2 turns
-No other Red Sand jutsu this turn
-If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


 Approved  Removed explosion part (1 tag power x countless numbers of grains??) and made it 2nd to 3rd degree burns. 4th degree is way too much. Also, made it something that lasts a given time.
 
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Typhon

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(Mashamaruton: Maru Maru no Mi) - Marshmallow release: Mallow Mallow Fruit
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: After years of ingesting Marshmallows, users of this style began to suffer unforeseen drawbacks such as obesity and adult-onset diabetes. Searching for a way of overcoming this fate they began working desperately on a specialized marshmallow that would reduce the need for constant ingestion. This culminated in the creation of the Mashu Mashu no Mi, a specially crafted marshmallow in the shape of a spherical purple fruit with black markings covering the outside. Once ingested the "fruit" releases its chakra throughout the body of the user giving them several unique abilities. They are now capable of creating and releasing marshmallow techniques from his body breaking the reliance on using existent marshmallows. The marshmallow is created as fluff and released through the mouth or pores of the skin, but for techniques that require solid variations the fluff solidifies when released. These techniques are purple in color and stronger than standard marshmallow techniques. In addition to this their body takes on several marshmallow-like properties. Their body becomes cushion-y allowing them to absorb the impact of blunt attacks such as taijutsu or certain earth techniques. Their body becomes substantially lighter allowing them to move quicker and jump to extraordinary heights. The adverse affect of this is that certain taijutsu techniques lose all of their strength, as them hitting the opponent would be the equivalent of hitting them with a soft pillow.
-Can be used once per battle.
-Lasts five turns after ingestion.
-Marshmallow techniques gain +20 damage.
-Blunt force taijutsu used by and against the user loses 40 damage.
-User can move twice as fast and jump five times as high.


 Approved  Unique. Nice. You should have explained a bit more in detail "why" the "fruit" allows this. But ok.

(Mashamaruton: Suraimu) - Marshmallow Release: Smiley
Type: Supplementary/Attack
Rank: Forbidden
Range: N/A
Chakra Cost: 50
Damage: N/A (-30 to user)
Description: After ingesting a unique marshmallow in the shape of a salamander the user will form three hand seals and punch themselves in the stomach. This causes marshmallow fluff to explode out of their mouth where it immediately gathers into a monstrous creature called "Smiley". The beast has a shape somewhat similar to that of a salamander and is half the size of Gamabunta. Smiley is created with an imbalance of fire/wind chakra causing it to appear red/pink in color and give off a large amount of heat and some fumes. The fumes don't do anything other than create a pleasant sugary aroma around the battlefield. The fluff that composes its body burns to the touch while still remaining incredibly sticky, making it very painful and hard to deal with if covered by it. The heat also makes the fluffy somewhat more liquid, making its body runny causing the ground around it to become covered in the fluff. Smiley is capable of releasing an A-rank wave of fluff once per turn, and no more than three times per battle. It can also release three smaller versions of itself once per turn (twice as tall as a person) that are B-rank and carry the same properties as the original. After four turns or being destroyed, Smiley will dissolve and flood the field with its body. This fluff will cool off after two turns. This technique is not without its drawbacks. Due to the massive amount of fluff the user must expel, they take some physical damage and become incapable of ingesting anything or releasing anything from their stomach for the remainder of the battle. They are also not immune to the heat of the fluff so getting any on themselves would cause them harm.
-Can only be used once per battle.
-Lasts for four turns once created.
-All techniques used by Smiley and his clones count as a move in the user's turn.
-No techniques above S-rank the turn after creating Smiley.
-Nothing can be released from the user's stomach for the remainder of the battle.
-User becomes incapable of ingesting anything for the remainder of the battle.
-Image:
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 Approved 
 
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Priest

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♦ Harmattan Release: Kpakala's Curse - Karakazeton: Boutoku no Kpakala ♦
Rank: S
Type: Sup
Range: Close
Chakra: 40(-10 per turn to sustain)
Damage: 0(+10 to user)
Description: This technique is one of the complex harmattan technique which on itself requires great chakra control due to using harmattan on a molecular level. The user will surge large amount of harmattan through their entire body allowing their entire chakra system be filled with harmattan chakra then they themself undergo nature manipulation turning their entire self into a mass of harmattan. The user though still retain his physical appearance and looks until he is been hit by a physical entity or something tangible which then the area being hit temporarily fades into a white mass of harmattan and then immediately reforms back. The user however, can make it so that his appearance is as that of raw translucent but visible harmattan though his humanoid shape is still the same as that of the user, the surface of the body is like a flickering flame blending with the figure(only in the transluscent form).
The user is able to fluidly control himself while in this form, able to gain flight and manouvreability at the speed of wind, able to reshape part of his body, especially his limbs, morphing them into mellee weapons(no projectiles). The mellee weapon though is as long as the limb that transformed into it and carries an A-rank damage.
The user while in this mode, is unaffected by attacks that deal physical damage, however otherwise, elemental strenghts and weakness applies. Also while in this mode, the user is not able to use any jutsu apart from harmattan.
NOTE
† Last 3 turns
† Usable 3x per battle
† Only harmattan jutsu can be used while in this mode
† One turn rest inbetween usage
† No Fire and Wind above S-rank the next turn after the mode ends or the turn after the user ends it himself.
† Must be taught by Priest


 Declined  DNR. This is the same as my own CEJ technique, proud body of lucifer.
 
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