Custom Element's Jutsu Submission

Status
Not open for further replies.

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
Merely Updating the radiation effect;

(Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 2 turns begin to poison the target with radiation sickness and affecting their performance reducing their speed , strength and concentration.
Updating:
(Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 1 turn begin to poison the target with radiation sickness and affecting their performance reducing their base speed(-2 lvls), strength(-10 Taijutsu) and concentration(Max two moves per turn).

‡ Approved ‡

(Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.
Updating:
(Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them. Should the target(s) inhale particles of the mist, soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.

‡ Declined ‡ Not allowing these effects on inhalation.

(Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.
Updating:

(Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three handseals and manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters width. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm. If the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again. Note: No S-Rank or above Erbium in the user's same and next turn

‡ Approved ‡
 
Last edited by a moderator:

Gatsndshanks

Active member
Legendary
Joined
Dec 15, 2008
Messages
17,622
Kin
10💸
Kumi
0💴
Trait Points
0⚔️
Awards
Some new techniques to gaze your eyes upon -- nothing too complicated. That will all come in due time. Let's just get the basics sorted out, aye?

Yes, the first two are carbon copies of each other but that's mostly due to the similarities between the CE's themselves. There's no real need to type out two separate descriptions when essentially, they are the same thing.

(Ginton: Junasusōsei) Silver Release: Pure Earth Genesis
Rank: C-S
Type: Attack/Supplement/Defense
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: This technique encompasses the creation of Silver from either body or the earth. With this jutsu, the user can form a wide variety of weapons, tools or structures to aid him/her in battle. Not only does this technique have a wide range of attacking potential but can also be used defensively by creating shields, armors or walls. The power of this technique can also be varied depending on the amount of chakra exerted in order to perform; C-rank techniques do not require any hand seals to perform but thereafter it takes one additional seal to perform at the desired rank tier.
- A-rank variants of this technique can be used three times whereas S-ranks can be used twice.

(Kinton: Osenasuhaiki) Gold Release: Tainted Earth Abolishment
Rank: C-S
Type: Attack/Supplement/Defense
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: This technique encompasses the creation of Gold from either body or the earth. With this jutsu, the user can form a wide variety of weapons, tools or structures to aid him/her in battle. Not only does this technique have a wide range of attacking potential but can also be used defensively by creating shields, armors or walls. The power of this technique can also be varied depending on the amount of chakra exerted in order to perform; C-rank techniques do not require any hand seals to perform but thereafter it takes one additional seal to perform at the desired rank tier.
- A-rank variants of this technique can be used three times whereas S-ranks can be used twice.

(Kinton: Ekikauchū) Gold Release: Melting Cosmos
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: X
Description: A simple technique; 'Ekikauchū' allows the conversion of any Gold formation that is infused with the user's chakra by causing the source to superheat until the point of melting with the mere usage of the Ram seal. The strength of this technique comes from the source that the gold is made from and as such, the damage that is inflicted from the usage of this jutsu stems from the rank which the gold was initially made. The heat of the molten gold is so overwhelming that it even melts the earth's surface since the melting point of the element exceeds that of Lava while also creating a thin veil of smog deriving from the vast burning of both earth and gold.
 

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Katon/Shuton: Deisui | Fire Release/Alcohol Release: Drunken Stupor
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is both a deceptive and offensive technique aimed to distort the opponent’s sense of smell to effectively mask other alcohol techniques. The user begins by releasing a large amount of alcohol molecules from their body into the air which are effectively invisible to the naked eye. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it into the ground beneath the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the ground beneath the opponent to melt and inflict some serious burns should the opponent linger in them for too long. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapor into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapor. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for five (5) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.
Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for five (5) turns thereafter upon which they will only be able to smell burning alcohol.


 Declined  Oped as hell. Be real.
Katon/Shuton: Deisui | Fire Release/Alcohol Release: Drunken Stupor
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is one of the very few offensive techniques, this technique is aimed to distort the opponent’s sense of smell. The user begins by releasing a large amount of alcohol molecules from their body into the air which are visible to the naked eye, they give off a slight tinge, and a very faint smell of alcohol. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it around the location of (cannot be created directly beneath the opponent, or from within the ground, only created in the air) the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the opponent to have shorten of breath as well as sweats due to the desert like conditions created. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapour into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapour. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for three (3) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.

Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for three (3) turns thereafter upon which they will only be able to smell burning alcohol.

‡ Approved ‡

Changed everything; no need to bold.

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

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

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

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.
‡ Declined ‡ Not a bad technique. I liked Raijin's abilities but all of Mangix's abilities are copies of other techniques. Remove him entirely and make this a one familiar technique.
--

Shuton: Nomimono no Yuwaku | Alcohol Release: Temptation of the Drink
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of a single type familiar composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiar created by this technique have certain shared qualities as well as their own unique abilities. The first aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of a Kage Ranked ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can be created in the same instance.

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

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

‡ Approved ‡ Really nice technique.

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

‡ Declined ‡ Hold on. The description wasn't completely clear but this sounds like you're converting the ground beneath the opponent into Alcohol. That isn't goign to fly. I tried this with Sulphur once but had to find another way since my element, like yours, is weak to Earth. You can do this with Water and it's variations such as mist but not with Earth or similar substances.
--
Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface, or within any variations of water. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the earth changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the earth. Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.

‡ Declined ‡ I'm still finding mentions of this converting or manipulating the earth/swamp. Also, remove the whole paragraph about the effects of the alcohol entering bloodstream. This isn't an offensive jutsu.

--

New submissions:

Shuton: Uisukībijinesu | Alcohol Release: Whisky Business
Type: Supplementary
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user begins by releasing a pulse of alcohol chakra into the ground up to mid-range away from him. By doing so, the ground around and under the user is saturated with large amounts of alcohol chakra. This chakra within the ground amplifies alcohol’s ability to encourage organic growth to a point where organic-based elements and materials (such as wood, plant-life, mushroom, etc) are driven into a frenzied state when manifested in the vicinity. In other words, when an organic material is grown within the alcohol saturated ground’s boundary, the material will grow uncontrollably, thereby expending the chakra used within it prematurely.
Note: Can only be used thrice per battle.
Note: Stays on the field for a total of three turns.
Note: No alcohol above A-rank for one turn after the use of this technique.
Note: Require's two turns between usages.

‡ Declined ‡ So you strengthen organic elements in order to weaken them? :|

You must be registered for see images
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
(Hottoaisu: Genshi Sokumen) – Hot Ice Release: Primeval Aspects
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of single or multiple familiars composed of Hot Ice. The user initiates this technique by either releasing Hot Ice chakra throughout their body, from the ground around them in short-range, or an existing source of Hot Ice. Should the user desire to create them from the ground the familiars can only be created within short-range. Should the user create them from an existing source of Hot Ice then the familiars can be created anywhere up to long-range. This allows the user to create up to two unique humanoid familiars of Hot Ice. The familiars share certain basic aspects but have different key abilities. The first is that each construct is effectively sentient in its creation and is fueled by the user’s chakra. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each construct is capable of moving at the speed of an average ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance.

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

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

I won't bother to bold.

Is strong against:
Water/Water based Ce's- Hot Ice is a well known water sealant and blocker
(Hottoaisu: Kaishin Shiiru) – Hot Ice Release: Poseidon's Seal
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: One of the more supplementary uses of the element, and using the unique ability of hot ice, that it is a powerful water sealant. Through the user’s chakra and by performing a set of four hand seals and releasing their chakra the user will create a shell of hot ice (or any type of hollow object), becomes capable of retaining water it comes in contact with, including water and water based techniques of the opponent within strengths and weaknesses. The capabilities of this technique are for example, the object can only store up to and including S-Rank techniques. There are limitations to this technique, however. The object has a limit on the quantity of water it can absorb at any given time. The object is only capable of absorbing up to it's rank in water and thereafter will reach its containment limit. If the containment limit is passed and the object absorb water again it will simply shatter and disperse causing the water within it to burst out and be released as a massive omnidirectional wave of water and terminate this technique. The user can also make use of the water absorbed by the object to make use as a water source for his or her own water techniques. The object can be sacrificed causing the water within it to be used for the water techniques of the user.

Note: Can only be used twice per-match.
Note: Lasts for four turns or until cancelled and released.
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.

‡ Approved ‡ Edited

(Hottoaisu: Kuiarasu) – Hot Ice Release: The Devourer
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
Description: The Devourer is a unholy technique, a technique that is considered dangerous and deadly; The user begins by performing a set of three hand seals. What is different with this creation of hot ice is rather than being created in a lump but is rather is, the hot ice is composed of millions of small fragments which are compressed together and held with the chakra that creates a large hollow sphere. This techniques ability is designed to capture opponent’s and crush them in a dust-storm like state. The fragments themselves pose no direct physical threat – meaning they are not able to pierce skin like shrapnel. However, the fragments do possess heat and targets caught within the fragment storm will feel the effects of the heat to a limited degree. It can also effectively block Dojutsu – with the exception of the Byakugan. The ability is used to counteract moving targets similar to how Gaara uses his sand to trap targets and crush them. With the addition of performing a extra hand seal the hot ice will burst into fragments and then surround targets and compress back into solid form around the target, effectively trapping it and then crushing it with immense pressure.
Note: Can only be used twice per-match.
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.

‡ Declined ‡ This isn't within your CE's capability.
 
Last edited by a moderator:

ZK

Active member
Legendary
Joined
Oct 1, 2010
Messages
16,237
Kin
821💸
Kumi
46,283💴
Trait Points
0⚔️
Awards
Updating and Editing the following techniques:

Updating

Silicone Release Technique (Shirikon no Jutsu)
Rank: B
Type: Attack/Defense
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: The user uses a silicone sand source and shapes the source into various things the user would like to make. This is a basic jutsu for the whole Silicone sand element and the first technique everyone using Silicon sand learns. The source is shaped into various things(weapons, spikes, orbs, and platforms). The max of the length, height and/or width is three feet max.
-Must have a silicon sand source already on the field.

________________________________________________
 Approved 
(Shirikon ♦ Shirikon no Jutsu) – Silicon Release ♦ Silicon Release Technique
Type: Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: A technique with multiple applications that form the basis of many maneuvers. By manipulating one or multiple sources of silicon the user can shape the powder into anything he desires, within reason. This technique can be used to create a source of silicon from earth or stone on the field and then manipulate it, but doing this adds a +10 chakra cost to the technique and disallows the use of the S-Ranked version of the technique.
-The S-Ranked version can only be used twice (2) per battle.

Silicone Release: Sand Sphere Spit (Shirikon: Suna Tama Kushi
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes three hand seals and spits out four large(around the size of a basketball) balls of silicone sand. The balls are compressed and feel as if the target was getting hit by four rocks the same size as the sphere of silicone sand.
~Approved~
(Shirikon ♦ Funmatsu no Arashi) – Silicon Release ♦ Storm of Fine Powder
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A simple, but large-scaled technique that takes advantage of the abundance of Silicon in nature and the element’s strength against the Earth Element. By infusing chakra into the earth the user is able to call forth continuous streams of silicon powder from earth and stone that diffuse into the air and targeted areas of the field to such an extent that each silicon molecule travels alone. Because of the dark color of silicon this technique will darken the battlefield considerably and since silicon is continuously extracted and created from the ground the technique can create an almost solid mass of silicon if left alone. The ‘storm’ of silicon is harmless on its own and the powder is fine enough to be inhaled without causing any respiratory difficulties. It can, however, cause one’s eyes to become irritated and might in some cases be the cause of bronchitis several years later if the powder is breathed for several consecutive days. The real power of the technique lies in the user’s connection with the silicon: through storing a miniscule amount of chakra in the powder the user can sense what the silicon touches and use it advantageously while the opponent is slowly blinded. When the technique ends the silicon simply falls to the ground and can act as a source of silicon for future techniques.
-Each use lasts only a maximum of three (3) turns.

Silicone Release: Labyrinth (Shirikon: Meiro)
Rank: A
Type: Suppelementary/Defense
Range: Short-Long
Chakra cost: 30 (-30 per turn it is activated)
Damage points: N/A
Description: The user manipulates the silicone sand on the ground all over the battlefield. Silicone sand raises all over the battlefield and makes a labyrinth(maze). The labyrinth`s paths are always different each time it is used. Even the user and sharingan(3T) users can`t find their way out. The labyrinth`s walls are two feet thick and seven foot tall there is a ceiling that is one foot thick. The labyrinth is solid(compressed) silicone sand.
-Only used twice per battle
-Only two jutsus per turn when the labyrinth is active.
-The labyrinth cost the user 30 chakra points per turn it is activated
-Labyrinth last for four turns
-Only used again in three turns after its four turn the first it has been used
-The user can`t use forbidden rank jutsus for the rest of the battle the first time the labyrinth is activated.
-The user can`t use S rank jutsus for the rest of the battle the second time the labyrinth is activated.
-Must have already used Silicone Release: Extract before hand
____________
-Approved-
(Shirikon ♦ Tsumi no Omoni) – Silicon Release ♦ The Burden of Sin
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A (40)
Description: A simple technique used to encumber opponents that rely on speed or agility. Through the application of chakra the user can use this technique to continuously draw any pre-existing sources of silicon towards one or multiple targets. The speed, density and sheer magnitude of the technique depends entirely on the size of the source of silicon used to initiate it. Smaller sources of silicon are quickly drawn to their target and worm their way into every nook and cranny while larger sources are more cumbersome, but have the advantage of size instead of speed. The technique only damages the opponent in extreme cases where humongous amounts of silicon is used.
-Each use lasts only a maximum of three (3) turns.

Submitting the following new techniques:

(Shirikon/Suiton ♦ Jaakuna Fuyu no Jikan) – Silicon Release/Water Release ♦ The Time of Wicked Winter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of silicon’s increased density in its liquid state. Through an infusion of water chakra this technique allows the user to drastically decrease the temperature of any sources of silicon on the field, thus dramatically increasing their size. The frozen silicon can then be manipulated in a multitude of ways to attack a target or defend against attacks.
-Can only be used thrice (3) per battle.

(Shirikon Genjutsu ♦ Paudāmajikku) – Silicon Release Illusionary Technique ♦ Powder Magic
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A diversionary technique with a plethora of applications. By forming a single handseal this technique allows the user to exhale a thin mist of silicon powder that acts as a conduit for illusions. If a target comes into physical contact with or inhales the powder it will place him in a strong illusion. The content of the illusion and its effects are decided by the user and can vary widely, but it can never inflict any actual damage upon the target. If the target avoids contact with the powder it settles in the air and remains there until removed by whatever means. This trait allows the powder to be prepared before battle and stored in containers for use later on.
-Can only be used thrice (3) per battle.
-It must be stated in the user’s biography if the powder has been created beforehand.

(Shirikon ♦ Jinrui no Zeijaku Yume) – Silicon Release ♦ The Fragile Dreams of Mankind
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description: A structure of compressed silicon powder that dissolves and reforms under certain types of pressure. Through an infusion of chakra this technique allows the user to create a compressed structure of silicon powder and control it through force of will. The structure is ever-changing and constantly morphs, a trait that constitutes its greatest strength: when any kind of attack approaches the structure it dissolves into numerous miniscule components that bypass the attack through all available routes with incredible speed, only to reform back into a single structure. This ability allows the technique to connect with an intended target without ever being weakened, though it leaves the user open to attacks.
-Can only be used twice (2) per battle.
-Each use lasts only a maximum of three (3) turns.
-No other Silicon Techniques can be performed while this technique is active.

I am the co-creator of Silicon and the creator has agreed that I may submit and edit techniques:

‡ All Declined ‡
 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Updating a few of my plasma jutsu to better reflect the CE.

Purton| Purakudon - [Plasma Release| Plasma Bomb]
Rank: B
Range: Short-Mid
Type: Attack/Supplementary
Chakra: 20
Damage: 40
Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 5 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
(Max of 2 can be created at a time)
~Approved~
Purton| Purakudon - [Plasma Release| Plasma Bombardment]
Rank: A
Range: Short - Long
Type: Attack/Supplementary
Chakra: 50
Damage: 60 (-10 to user)
Description: The user will preform the three handseals before creating six small white-hot wads of plasma in a ring around himself. These wads of plasma have a high static charge allowing them to cling to nearly any surface without fail. At the user discretion they can propel the wads of plasma in any direction or towards any given target as they attempt to stick to them. As a fail-safe, the user can detonate the plasma at any time, individually or all at the same time if needed. Due to the extremely high temperatures of the plasma, coupled with a blast radius equal to a standard explosive tag, the user can cause moderate damage to the landscape. If an opponent is stuck with one of these wads, very deep burns will be produced. During the creation process, the intense heat from the orbs of plasma burns the user slightly causing them discomfort.
Note: Plasma Wads last up to two turns before automatically detonating.

‡ Approved ‡

Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: +15 to Fire Based Techs
Description: The user converts the many fire based techniques he already knows into the plasma element by infusing Raiton into the technique, by doing so the user may only use converted techniques up to A-Rank.
(usable once)
(last 3 turns)
~Approved~.
Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
Rank: S
Type: Supplementary
Range: N/A
Chakra: 60
Damage: (+15 to converted Fire or Lightning Techniques) (-10 to user due to chakra strain)
Description: By first either introducing large amounts of lightning chakra to a fire release technique, or a large amount of fire chakra to a lightning technique the user will charge or heat the technique to a point it turns into a plasma. By turning the techniques up to S-rank into plasma the user can add the properties of plasma to a number of techniques allowing them to become much more versatile in combat. This process can be done to pre-existing techniques Though this takes a large amount of chakra the user can maintain this for a short while, before the techniques will eventually return to normal.
Note: Last 3 turns
Note: Usable twice.
Note:Can be preformed with plasma from usable plasma source.

‡ Update Declined ‡ This kind of thing is no longer allowed in today's RP and actually bypasses CEJ limits. Keep the original.

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.
____________
-Approved-
Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of heat and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique. This also allows him to circumvent some plasma techniques that would normally cause damage.
Note: Takes two turns to become fully active plasma sources.

‡ Approved ‡
 
Last edited by a moderator:

Noni

Active member
Legendary
Joined
Dec 20, 2012
Messages
13,987
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Bromine approved


(Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (+40 chakra if long-range version is used)
Damage points: N/A (80 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two S-Rank techniques (80 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can convert any type of water encompassed in Water Release e.g. normal water, sticky water, oily water and mist. However, the water source will lose its special properties such as adhesiveness or flammability in place of developing Bromine's qualities, namely corrosiveness and extreme reactivity. When rain clouds or mist are converted, they will condense into a source of liquid bromine. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques.

Note: Conversion lasts for four turns
Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn


 Declined  Lower rank to A. Remove ability to transform mist, rain, steam, etc. Only bodies of liquid water. Why, if you convert inert water into bromine does it eventually time out? Energy times out if you don't keep fueling it with chakra but you transformed water into bromine. Bromine won't disappear just because time passes. Also, make a note that if you and your opponent are in a body of water like a lake or the ocean or something of the genre, there is a limit or some sort of additional requirement for this to work. In the ocean, ofc it won't work, but in a large lake it can't simply "puff, its bromine". PS- don't forget this bromine will be both hindering to you and your opponents.
(Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (+30 chakra if long-range version is used)
Damage points: N/A (60 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine by doing 2 handseals. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two A-Rank techniques (60 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can only be used on regular liquid water. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques. When on a water source, the user can simply seep their bromine downinto the water, it will begin to gradually spread outward in an omnidirectional manner, converting the source into bromine, this would be a streaming, so anyone can notice the travel of the bromine moving outward in such a directional manner, the water will even take a orange color as it spreads. This is an alternative method in creating this jutsu, to prevent the user from being harmed as the water is converting, they can channel chakra into their feet beforehand to be used as a protection mechanism, but this only lasts two turn before they must find a way to exit the water source and prevent harm to themselves.

Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn


 Approved 



(Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-15 chakra per turn to sustain)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. Water techniques created from this source will now be corrosive in composition but their elemental strengths and weaknesses will remain completely unchanged. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's only ability is her capability to “control” her corrosiveness. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. This is passive and unranked due to the nature of it. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities.

Note: Requires a Water Source
Note: Can only be used once per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No A-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above A-Rank on the turn this is cancelled


 Declined  Was going to approve it when I saw you haven't ranked her physical attacks. They are freeform S-Ranks? Doesn't that seem a bit too much? The idea that it can control its corrosiveness is not going to work. Make it simpler. It can make itself harmless to the touch or corrosive to the touch. Simple. If its harmless to you, it will also be harmless to others. Don't forget that.

(Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-15 chakra per turn to sustain)
Damage points: N/A (20 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. Water techniques created from this source will now be corrosive in composition but their elemental strengths and weaknesses will remain completely unchanged. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's only ability is her capability to "turn off" her corrosiveness, she can switch from being corrosive, to not corrosive at all, but only between these two forms. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. This is passive and unranked due to the nature of it. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities. Her physical attacks are equivalent to that of B-ranks, and are free-form in nature.

Note: Requires a Water Source
Note: Can only be used once per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No A-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above A-Rank on the turn this is cancelled


 Approved 


(Shusoton: Pirittokuru Tsunami no Mizunoo) - Bromine Release: Torrid Tsunamis of Poseidon
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus their shusoton chakra into the ground below to saturate the battlefield with with a large quantity of liquid bromine. The produced liquid will leech into the soil and propagate its various harmful effects on the environment. The released chemical will immediately make its herbicidal properties known, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a bromine-based version of Chidori Nagashi though it specializes in negating organic (plant-based) chakras within the ground. However, its utility isn't restricted to negating organic elements but actually extends to other earthen elements (metallics and non-metallics) susceptible to corrosion. Earth-based elements and substances susceptible to bromine's corrosiveness (any element weak to Bromine) will become virtually unusable in these conditions as on creation the reservoir of "liquid fire" will immediately begin destroying them. The mere existence of the subterranean pool will weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique's effects last (excluding crystal-based elements). All of these effects are merely by-products of the pool's presence in the ground and do not constitute this technique's true purpose. The reservoir of crimson fluid will emerge from the ground in geyser-like eruptions all across the battlefield on creation. These vertical columns of bromine can be spread out in a linear direction or omnidirectionally in waves to cover the full scope of the terrain (waves have a mid-range reach from where they were originally created). The resultant waves of bromine will corrode the ground itself as they traverse along it, resulting in the formation of numerous ever-growing trenches full to the brim with the corrosive chemical, all of which can be used as a source for future bromine techniques. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark red reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume and it's pungent bleach-like odour.

Note: Can only be used twice per battle
Note: Effects on the ground lasts for two turns
Note: No S-Rank or above Bromine on the user's next turn
Note: No Fire or Water above S-Rank on the user's next turn


 Declined  You didn't change what I said. No reservoir. You use this and its done. Period. No reservoirs. This makes it so that bromine spreads in the ground, poisoning anything around and thats that. No reservoir. No using it to use other bromine techniques. no pool of underground bromine.
Took off all the resevoir and pool mention.

(Shusoton: Pirittokuru Tsunami no Mizunoo) - Bromine Release: Torrid Tsunamis of Poseidon
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus their shusoton chakra into the ground below to saturate the battlefield with with a large quantity of liquid bromine. The produced liquid will leech into the soil and propagate its various harmful effects on the environment. The released chemical will immediately make its herbicidal properties known, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a bromine-based version of Chidori Nagashi though it specializes in negating organic (plant-based) chakras within the ground and is not an actual full body surge. However, its utility isn't restricted to negating organic elements but actually extends to other earthen elements (metallics and non-metallics) susceptible to corrosion. Earth-based elements and substances susceptible to bromine's corrosiveness (any element weak to Bromine) will become virtually unusable in these conditions as on creation the "liquid fire" will immediately begin destroying them. The mere existence will weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique's effects last (excluding crystal-based elements). All of these effects are merely by-products of the bromine presence in the ground and do not constitute this technique's true purpose. The crimson fluid will emerge from the ground in geyser-like eruptions all across the battlefield on creation. These vertical columns of bromine can be spread out in a linear direction or omnidirectionally in waves to cover the full scope of the terrain (waves have a mid-range reach from where they were originally created). The resultant waves of bromine will corrode the ground itself as they traverse along it. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark red element by noticing the small vibrations in the ground upon its spread which causes the ground to slightly "inflate" in response to the added volume and it's pungent bleach-like odour. After the usage of the techniques purpose and gysers, the ground is left tainted with bromine. This bromine is unpure and mixed with earthen particles and debris, making it not suited as a source of other bromine techniques and otherwise being rendered harmless, not affecting the use of Earth Techniques or others that apply.

Note: Can only be used twice per battle
Note: Effects on the ground lasts for two turns
Note: No S-Rank or above Bromine on the user's next turn
Note: No Fire or Water above S-Rank on the user's next turn


 Approved  Editted. When I say, in a check, 3 times...no reservoir...it means NO RESERVOIR >_>
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
(Salt Release: Salt of the Lottery - (Shiton no Kuji)
Type: Offense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 9000
Description: The user gathers his salt release chakra, and focuses it into the thread in which the lottery is being held. He causes each member participating (who did not win a prize) to shrivel up and die from the abundance of salt in their bodies.

Note: Can only be used by Vex
Note: Usable only during the Lottery

‡ Declined ‡

 
Last edited by a moderator:
  • Like
Reactions: Pekoms

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
(Shimoton: Shimoryūō no Hōken) - Frost Release: Frost Dragon King's Demolition Fist
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: The user charges their fist for a brief moment, releasing a large quantity of freezing wind in the process. Afterwards, the user punches their target, dealing massive damage to them, the damage is caused thanks to the incredibly cold wind causing the skin organs and even the bones of the person struck to become frigid and chilled to the core and should the attack land cleanly it can even cause the entire body of the opponent to shatter in to pieces. However the drawback of this technique is that it causes the users own arm to become brittle and chilled to the bone also, rendering it entirely unusable for the remainder of the battle and requiring seven hours to thaw. This applies to ninja world time should it be used in the ninja world, leaving the arm chilled even after battle. Should the technique be used during a war event the user will be unable to use the afflicted arm for the remainder of the war.
Note: Can be used once per battle.
Note: Once this technique is used the user may not use any frost, wind, or water techniques for three turns.

‡ Declined ‡ A punch that kills? Too many ways this could be exploited.

(Shimoton: Shimoryū no Yokugeki) - Frost Release: Frost Dragon's Wing Attack
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user rushes forward toward their opponent. While doing so, the user produces a large stream of freezing wind from each of their arms, which, when it comes in contact with the foes, causes severe frostbite and at the same time sends them flying away behind them due to the blunt force of the produced cold wind. Such frost take the rough form of a pair of Dragon's wings, thus the name of the attack.
Note: Can be used thrice per battle.
Note: Should this attack strike the opponent said opponent will lose one rank worth of speed level for three turns.

‡ Approved ‡

(Shimoton: Shimoryū no Ken) - Frost Release: Frost Dragon's Blade
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user forms their frost chakra into a sharp blade of cold wind similar to the wind blade technique in execution being expelled from the fingers this blade is almost invisible to the naked eye (same visibility as the Wind Blade Technique), surrounded by a shroud of the frost it was created from. The blade can be sent towards targets from a distance and acts like a normal blade would, piercing the target's body on contact. However this blade has the additional ability of causing lasting frostbite damage to the closest limb it strikes, should it strike an arm the arm will be unusable for the remainder of the battle. Same applies for legs and should it strike the torso the users speed level will drop by one rank for the remainder of the battle.
Note: Can be used thrice per battle.

‡ Approved ‡ Edited.

(Shimoton: Shimoryū no Fosu) - Frost Release: Frost Dragon's Force
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: +10 Taijutsu +10 Shimojutsu
Description: The user fills their own body with frost chakra and begins to expel it from their pores like a shroud lowering their own body temperature considerably allowing them to move with enhanced speed and run on the cold air currents being expelled from their body granting a form of flight. Additionally the user will present dragon scale like patterns of frost upon their body while using this technique which are actually compressed chakra lines of frost that add additional damage to any taijutsu techniques used whilst this is active. Also having this technique active gives the user an increased damage to their frost techniques having easy access to the chakra as they keep it circulating their body for the duration. However there are severe drawbacks to this technique. Whilst active the user may not use any elemental jutsu with the exception of frost jutsu and wind jutsu. The user may also not use any technique based on Genjutsu with the exception of Kai. The user may not perform any summoning techniques whilst this technique is active. The technique lasts for a total of four turns at the end of which the user will be physically exhausted lowering his taijutsu damage by -10 and being unable to use frost techniques for the remainder of the match.
Note: Can be used once per battle.

‡ Declined ‡ Not sure why this is Forbidden Ranked. An S-Rank would have sufficed. Anyway, I don't allow modes of this nature. Modes are allowed but they need to be something more original than the typical modes we've seen over and over.
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
Name: Tangusuten: tengengo : Tungsten Release: Dome of protection
Rank: S
Type: Defense
Chakra: 40
Damage: N/A
Description: User slams his hand onto ground and makes a dome of Tungsten around it thus giving the user complete protection of 360 degrees.
Notes:
Can be used 2 times in a battle

Note: No Tungsten Jutsu's Next turn
( rank Changed )

-approved-


Name: Tungusten nai tacchi : Tungsten Release : Deadly touch
Rank Forbidden
Type: Attack
Chakra: 50
Damage: 90 ( 30 damage to User )
Description : When user comes in contact with the opponent he covers the opponents body with tungsten's layer thus opponent is more vulnerable to lighting attacks but gets protection from fire based attacks. Since tungsten is great conductor the lighting attacks will do 50% more damage to opponent. Opponent has difficulty in breathing as well and moving his/her hand.This process takes about 3 seconds.
Note:
1. Once per battle
2. requires user to be in contact with opponent
3. Covers body slowly giving opponent time for 1 jutsu
4. No tungsten jutsu's for Next 2 turns
5. User can only use 1 more jutsu this turn

( User hav to get close to touch thats the main disadvantage , while i hav added damage and Time required to finish the jutsu ^_^ if u think anything else is necessary u can add it :D )

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

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

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

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

Name: Tangusuten: doton kaishin : Tungsten release : Earth conversion
Rank: S
Type: Supplementary
Chakra: 40 ( +10 for each earth jutsu used after this )
Damage: N/A
Description: User concentrates Tungsten and convert all the earth based jutsu’s into Tungsten thus enabling than to overpower other earth based attacks. If 2 b rank Earth Jutsu’s are collided the one with Tungsten will easily overpower the normal Earth, It increases Earth based jutsu 40% offense or defense.

Note: Only lasts 4 turns

-approved: but keep in mind you can convert earth jutsus that have to do with the environment but not the jutsus i have included in the spoiler below:

(Doton: Doryuu Jouheki) - Earth Style: Earth Rampart

Rank: C
Type:Supplenetary
Range:Short
Chakra cost:15
Damage Points:30
Description: An earth jutsu that makes the earth rise like a Plateau and can be used with Waterfall Basin to make a waterfall.

(Doton: Iwa Yado Kuzushi) - Earth Style: Stone Lodging Destruction

Rank: C
Type:Supplementary
Range:Short-Mid
Chakra cost:15
Damage Points:N/A
Descripton:This technique allows the ninja to control nearby stone and rock. This can be especially useful if in a cave or a stone lodging. The technique can loosen the rocks and cause them to come raining down on whomever is trapped inside.

(Doton: Iwagakure No Jutsu) - Earth Style: Hiding In Stone

Rank: C
Type:Supplementary
Range:Short
Chakra cost:15
Damage Points:N/A
Description: This jutsu allows the user to hide in boulders, but not in the ground (similar to leach all creation but with only rock).

Doton: Arijigoku no jutsu) - Earth Style: Ant-Lion

Rank:B
Type:Attack
Range:Short
Chakra cost:20
Damage Points:40
Descripton: The user will form a large conical crater with loosen gravel in the ground which will draw and trap careless opponents in it. The opponent will have a hard time escapin the crater because the gravel.

(Doton: Kouka jutsu) - Earth Style: Hardening

Rank:S
Type:Defence
Range:Short
Chakra cost:60
Damage Points:N/A
Descripton: The user will use encase his/hers body in a hard rock material in defense. The user can also use this rock to create spiked clubs for his arms.

The above jutsus are untouchable.


Name: Tungusuten hone kikou : Tungsten Release : Bone Armor
Rank : S
Type : Defense
Chakra 45
Damage: N/A
Description : With 1 seal user covers his inside body ( like kimimaro ) with tungsten thus protecting the bones and internal organs with extreme pressure and heat.

Note: lasts 2 turns
Note: Can be used twice

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

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




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

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

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

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

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

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



‡ All Declined ‡ Until you can provide me with actual proof you've been allowed by Caliburn to submit for the CE.
 
Last edited by a moderator:

Flash

Active member
Legendary
Joined
Apr 22, 2012
Messages
11,345
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards


(Arugon: Asashin no ōkiddotsūru) | Argon Release: Orchid Tools of Assassins
Type: Attack/Supplementary
Rank: C-S
Range: Short-Long (Created Short-range of the user with mid-range reach)
Chakra Cost: 15-40
Damage Points: N/A (30-80 if hit)
Description: This being one of the basic Argon techniques, it helps the user to create various constructs of Argon from his own body. They can only be created short range around the user unless he has previously released Argon techniques or its sources to create the tools from. These constructs can be anything from walls, blades, mountains, spikes, armor, dragon head. furniture etc. and can be suspended in the air, or make it fly if needed. The only limitation of creating tools out of Argon is the user's imagination. These constructs, on coming in contact with high ranked solid materials (depending on Elemental S&W) like Earth, will simply get destroyed, and turn back into normal Argon gas. The S-Rank version requires two handseals and so does manipulating any Argon long-range from the user.
Note:
A-Rank variation can only be used five times.
S-Rank variation can only be used twice and no S-Rank or above Argon in the user's next turn after use
To sustain the tools, the user will passively channel 5-15 chakra (B-S Rank) every turn.

‡ Approved ‡

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

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

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

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

(Arugon: Azūru no densetsu) | Argon Release: The Legends of Azure
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This is the ability that allows the user to become the element itself. Similar to "Water Substitution Jutsu", the user is able to turn his body in parts or as whole, into Argon, that would enable him to tank any physical damage, similar to the Water variation. When a physical object of sufficient strength collides with the user, the user's body or body part will simply turn into Argon, and thereby letting that object to phase through. However, when the user is hit by an object, and he turns into Argon, he will not fall into the ground as it happens with the water variation, but instead, will float in the air, and reform somewhere else. Alternatively, the user can turn his legs into Argon, that would enable him to fly around (like Smoker from One Piece) with the speed of a Wind Blade. This enables his to get out of tricky situations where he is trapped and cannot move around effectively
Note:
When the user flies around, he can only use Argon techniques, the elements it's made of and Taijutsu or Weapon Techniques.
Can only be used 3x

‡ Approved ‡ I won't lie, I laughed when I got to the One Piece reference. This could have been a lot more useful though. Added a note you might like.

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

‡ Declined ‡ This goes beyond the limits of your CE.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,221💴
Trait Points
0⚔️
Re: Custom Element's Jutsu

(kurokongouseki Seirei) - Carbon spirit
Rank: S
Type: Supplementary/Attack/Defence
Range: All
Chakra Cost: 25 per turn
Damage Points: 60 per hit
Description: After having summoned the carbon gourd onto the users back, they can focus their chakra performing 1 handseal, causing it to take its true form. The carbon in the gourd is linked with the user and always has the users chakra infused into it, but when this activated, the true form requires more chakra due to it's power and abilities. The carbon gourd in it's true form takes the image of the demons that appear in most nightmares. The beast is 15 meters from head to the tip of it's tail, has a skellington appearence, is 8 meters tall and has a wing span of 15 meters. The beast has eyes and a tongue made of pure chakra that burns any one to touch it apart from the user. (see the image below). The beast takes on the same attributes as the gourd, it's speed and desity and it's link with the user. The used can control the beast just with their chakra but this takes it's toll on the user meaning they can only use 2 jutsu per turn while the carbon is in this form. Up to 3 times per battle, this demon can focus the chakra within its body into its mouth and fire it as a concentrated blast of pure chakra with a 1ft diameter in any direction. The beast has the ability to fly as its wings are made from carbon fibre, one of the lightest known solids. The beast can flap its wings with great force to increase wind currents sending a blast of wind at their target.

Note: As long as the carbon is in this form it counts as one of the 3 jutsu per turns.
Note: Must have summoned the carbon gourd first.
Note: The chakra blast from the beasts mouth is A rank and can only be used twice. (costs an extra 40 chakra from the user)
Note: The wind blast is as strong as a B rank blast of wind and can only be used twice.
Note: The beast can control carbon and use carbon techniques


True form:
You must be registered for see images

The approved carbon gourd:

(kurokongouseki kishimu Kuchiyos) - Carbon Gourd Summoning
Rank: S
Type: Supplementary/Attack/Defence
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 20 per turn
Damage Points: N/a
Description: The user will perform 2 handseals slamming their hands oin the ground performing a summoning jutsu to summon a gourd of carbon. This is a gourd of carbon link Gaara's sand gourd on his back. This Carbon gourd is full of a powder form of carbon which the user carries around with them all the time and is constantly infused with the users chakra. This carbon powder can be reformed to make up different atomic structures of carbon for different purposes in battle. Much like gaara's sand, this Carbon can be used for attacks or defence that require a carbon source by the user at any time. Due to this carbon already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs. The carbon is linked to the user and will come to there defence, as it is infused with the users chakra. It can keep up with up to 2nd gate speed, and can block S ranks and below.

Note: The defencive ability can only be used once ever 2 turns and only used 5 times per battle
Note: The defencive ability counts as a jutsu.
Note: -20 chakra for each turn the user has this.

~Declined~ That's the incorrect chakra cost for an S-Ranked technique. Also why would this technique all ranges if it comes from the gourd on your back? If you'd like you can include in the description that the dragon can be manipulated up to long range, but the technique itself can only be activated in short range for obvious reasons. Lastly, tone down the size of the dragon and make the pure blast and the wind blast count as one of the jutsu per turn.
Resubmitting:

(kurokongouseki Seirei) - Carbon spirit
Rank: S
Type: Supplementary/Attack/Defence
Range: Short
Chakra Cost: 40 + 10 per turn to sustain
Damage Points: N/A (60 dmg each attack)
Description: After having summoned the carbon gourd onto the users back, they can focus their chakra performing 1 handseal, causing it to take its true form. The carbon in the gourd is linked with the user and always has the users chakra infused into it, but when this activated, the true form requires more chakra due to it's power and abilities. The carbon gourd in it's true form takes the image of the demons that appear in most nightmares. The beast is 10 meters from head to the tip of it's tail, has a skellington appearence, is 5 meters tall and has a wing span of 10 meters. The beast has eyes and a tongue made of pure chakra that burns any one to touch it apart from the user. (see the image below). The beast takes on the same attributes as the gourd, it's speed and desity and it's link with the user. The used can control the beast just with their chakra but this takes it's toll on the user meaning they can only use 2 jutsu per turn while the carbon is in this form. Up to 3 times per battle, this demon can focus the chakra within its body into its mouth and fire it as a concentrated blast of pure chakra with a 1ft diameter in any direction. The beast has the ability to fly as its wings are made from carbon fibre, one of the lightest known solids. The beast can flap its wings with great force to increase wind currents sending a blast of wind at their target. The Dragon can be made in short range from the user due to the gourd but be controlled up to all ranges.

Note: As long as the carbon is in this form it counts as one of the 3 jutsu per turns.
Note: Must have summoned the carbon gourd first.
Note: The chakra blast from the beasts mouth is A rank and can only be used twice. (costs an extra 40 chakra from the user) And counts as one of the three moves per turn
Note: The wind blast is as strong as a A rank blast of wind and can only be used twice. And counts as one of the three moves per turn
Note: The beast can control carbon and use carbon techniques


True form:
You must be registered for see images


 Approved  Chakra info. S-Ranks cost 40 chakra.


(kurokongouseki ryouiki ) Carbon field
Rank: B
Type: Supplementary
Range: short - long
Chakra Cost: 30
Damage Points: N/a
Description: The user will perform 2 handseals releasing there chakra into the surrounding area to cause carbon in the earth and other sources that are not living to rise to the surface, making it so their is a layer of carbon over everything on the battle feild. This can be used by a carbon user as a carbon source for certain jutsu.
Note: Useable twice.
Note: Can only draw carbon from none living things
____________
-Approved-


(kurokongouseki yoroi ) Carbon armour
Rank: S rank
Type: Defence
Range: short
Chakra Cost: 40
Damage Points: 50
Description: The user will use their chakra to Creating a layer of carbon all over their body. They create the carbon so the atoms are formed in a way to create the layer of carbon in one of its hardest forms amorphous carbon. This armour is able to block up to 1 S rank technique. This armour is especially useful against taijutsu users. The carbon is so hard that on impact, the opponent will hurt themselves when punching/kicking the carbon. This carbon armour is like a knights suit of armour the way it covers the user, so their are joined which are flexible as they are made from softer forms of carbon molecules. This makes it so the user has some mobility.

Note: Useable twice
Note: Last 3 turns
Note: Can block one S rank
Note: Can block 2 A ranks
Note: Slows the users movements, but not handseals.
____________
-Approved-


(karumera yuka) - Caramel Floor
Rank: B
Type: Deffence
Range: Short-long
Chakra cost: 45
Damage points: N/A
Description: The user will perform 4 hand seals focusing their chakra into the ground and create a 3 inch sticky layer of caramel all over the battlefield. Due to the users affinity for caramel, they can focus their chakra into their feet accordingly to walk on it, but the enemies feel sink into the layer of caramel sticking them to the floor. If the enemy manages to jump or lift into the air, the caramel will stretch still attached to their feet, and pull them back down as it contracts. This layer of caramel is mainly to be used as a caramel source for future jutsu that require it.
____________
-Approved-
Updating:

(kurokongouseki ryouiki ) Carbon field
Rank: A
Type: Supplementary
Range: short - long
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 2 handseals releasing there chakra into the surrounding area to cause carbon in the earth and other sources that are not living to rise to the surface or from the air, making it so their is a layer of carbon over everything on the battle feild. This can be used by a carbon user as a carbon source for certain jutsu. The carbon can be drawn from the air to create a layer of carbon on a water source but can't be made to float in the air. The carbon gathers fast as it is already there in air in the form of carbon dioxide or in the earth as coal and such and only takes a few seconds to form The carbon layer is 8 inches thick
Note: Useable twice.
Note: Can only draw carbon from none living things


 Declined  Not only is the chakra value wrong for an A-Rank technique as I find this a bit too much for todays RP...


(kurokongouseki yoroi ) Carbon armour
Rank: S rank
Type: Defence
Range: short
Chakra Cost: 40
Damage Points: N/A
Description: The user will use their chakra to Creating a layer of carbon all over their body. They create the carbon so the atoms are formed in a way to create the layer of carbon in one of its hardest forms nano carbon. This armour is able to block up to 1 S rank technique. This armour is especially useful against taijutsu users. The carbon is so hard that on impact of pure taijutsu techniques, the opponent will hurt themselves when punching/kicking the carbon (1/2 of the original's technique damage). The armour is made from Nano carbon that has a sense structure but is bendable as to unhinder the users movements as seen in miliary armors. It is softer at the joints so as to unhinder mobility. The carbon covers the users entire body apart from his mouth and eyes and forms quickly as their is carbon in the air or the users body to form it from combined with chakra.

Note: Useable Once
Note: Last 3 turns
Note: Can block one S rank
Note: Can block 2 A ranks

Lowered the useage and changed the description to be more useful in the rp using a different form of carbon.


 Approved  Editted


(kurokongouseki seichuu ) Carbon control
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control carbon that they have already created or taken control off, to bend it into different shapes or forms by controlling the carbon's atomic structure.
____________
-Approved-
Updating:

(kurokongouseki seichuu ) Carbon control
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control carbon (through body movements) that they have already created or taken control off, to bend it into different shapes or forms by controlling the carbon's atomic structure. The user can use this jutsu to bend carbon and control it's movement much like Gaara can with his sand. For example if the user were to throw a carbon kunai they could change it's trajectory in the air.

Just updated the description to avoid problems in the rp.


 Approved 

(karumera kata) - Caramel Shapes
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 40 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space. And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where.

Note: Can only be used once per turn
Note: No fire jutsu in the same turn
Note: Can only make one object per turn.
Note: Caramel is created from the users body
Note: Objects can only be manipulated the turn they are used.

__________________________________________________________________________________________________
 Approved 
(karumera seichuu ) Caramel control
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control caramel that they have already created or taken control off, to bend it into different shapes or forms by controlling the temperature and desity of the caramel. This can be used to solidify the caramel, turn it to liquid, of just to control its shape and temperature.
____________
-Approved-
(karumera no jutsu ) - Greater Caramel technique
Rank: A
Type: Supplementary
Range: Short-long
Chakra cost: 35
Damage points: 50
Description: The user will focus their caramel chakra to control the minerals in the ground to create caramel tools, weapons, pillars and other objects.
____________
-Approved-
I'm combining caramel shape with greater carbon technique, there is no need for both:

(karumera no jutsu ) - Greater Caramel technique
Rank: A
Type: Supplementary
Range: Short-long
Chakra cost: 35
Damage points: 50
Description: The user will focus their caramel chakra to control the minerals in the ground to create caramel tools, weapons, pillars and other objects. Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground aswell. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space (if made from chakra alone). And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where. Or on the other side of it, creating pillars of caramel from the ground much like Hashirama can with wood through his greater wood jutsu giving the user a free range over their use of caramel.

Note: Can only be used once per turn
Note: No fire jutsu in the same turn
Note: Can only make one object per turn. (from a orb or square to one set of spikes ect)
Note: Caramel is created from the users body, the ground or through the use of chakra control out of thin air.
Note: If made as a liquid they will solidify after two turns.



 Declined  Wrong Damage/Chakra info. I don't usually approve merging 2 techniques as thats bypassing the CEJ limits. It makes this seem as you can simply will caramel into existen out of nothing but it mentions in detail how it needs the ground and what not. Justification is a bit off there.

Updating caramel control aswell for clarification in the RP:

(karumera seichuu ) Caramel control
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control caramel (through body movement) that they have already created or taken control off, to bend it into different shapes or forms by controlling the temperature and desity of the caramel. This can be used to solidify the caramel, turn it to liquid, of just to control its shape and temperature. It can even be used to control caramels movements in the air in the same way ninjutsu is used to control weapon movements in the air like shuriken. For example, if the user were to throw a kunai made or caramel they would be able to use this jutsu to change it's trajectory in the air.


 Approved
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
.

(Hokkyoku āsurirīsu: Fuyu no Sasayaki)- Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.

Note (s):
- S ranked version can only be used 4× per match.
-No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

‡ Approved ‡ Edited.

(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):

- Can only be done 2×
-Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

‡ Approved ‡ Edited.

(Hokkyoku āsurirīsu: Shi-jigen ni Hinan)- Arctic Earth: Refuge in The Fourth Dimension
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: This technique, similar to the Hiding in Rock technique that allows the user to merge with any earthen structure, allows the user to fuse himself with any Arctic Earth structure he comes in contact with. This fusion is much more in depth as the user essentially 'becomes' the structure. For example if the user creates a permafrost golem he may enter the golem and become it. Performing maneuvers and jutsu within this new body. This also has its disadvantages; in addition to be super weak to lightning, earth, and Mokuton techniques, if the structure that the user has fused with is completely destroyed he is killed. While inside a permafrost structure the user can only perform Arctic Earth techniques, Suiton, Doton, and Fūton ninjutsu. Everything else becomes impossible for the user to perform such as Taijutsu, Ninjutsu (non-elemental), Genjutsu, and Kekkei Genkai technqiues. While in the body the user has the utmost control over it as he would with his own body, and moving at his base speed. He is also able to exit at any time (providing that it isnt severely damaged) but doing so destroys the structure.
Note (s):
- Can only be used once every two turns
- Costs 10 chakra per turn to maintain

‡ Approved ‡ Removed a part of the description I didn't find feasible. Also, nice technique. It's an interesting idea.

(Hokkyoku āsurirīsu: Meimon no Teikoku)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: N/A
Description: The technique is a 'take over' type one where the user will focus his chakra into any earthen structure within short ranged of hismelf providing he has physical contact, even enemy controlled structures. By touching said structure and injecting his Arctic Earth chakra he will cause it to rapidly transform to permafrost and subsequently sever it's connection to the opponent should they lack the Arctic Earth chakra nature. This method is applicable to structures with touch. From a range of 10 meters (mid ranged) the user can bring about this take over effect with a Ram hand seal and projecting his chakra from his body in a directed and intangible shockwave. Earthen structures caught in this shockwave are transformed to permafrost, this includes enemy non-sustained structures A ranked and below.
Note (s):
- Can only be used 3×
- A one turn cool down

‡ Declined ‡ This isn't really within your CE's ability for one reason. Your element is weak to earth, take over techniques are really on feasible when it comes to neutral and weaker elements.

(Hokkyoku āsurirīsu: Nijiiro no kiri)- Arctic Earth: Iridescent Mist
Type: Offensive/Supplementary
Rank: A
Range: Mid
Chakra cost: 30
Damage: 60
Description: With a simple gesture of the hand or the body, the user will release a cloud of permafrost nodules. Each the size of a half an inch. By controlling them like a dust cloud, the user will have them operate around him; weaving through the air like Gaara's sand with a maximum reach of 10 meters (Mid ranged). From a distance they would appear like shards of glass, gleaming with a prismatic fashion, shining an array of colors when hit with light. However, this cloud is not to be handled lightly. At the user's choice, the shards can cluster over the area and fuse together to form a case of permafrost. This process can happen with frightening speed and can even restrict a shinobi moving at maximum speed. It's best used against aerial targets because of this sudden movement seizure. They can also be pressed together to form rudimentary shapes ranging from as small as a sword to as large as a Sai's Ink Warrior technique. If inhaled by an opponent they cause internal frost bite and coagulation of the liquids in the body through its low temperature characteristic.
Note(s):
- Can only be done 3×
- Lasts 4 turns with each usage
- Can only perform Water, Wind, and Earth during manipualtion, as well as Arctic Earth technqiues.

‡ Declined ‡ This goes beyond what your CE can do.

(Hokkyoku āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender.
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rods will release their stored Arctic earth chakra into the terrain and turn the entire thing (even a landmark) into a vast, desolate tundra of permafrost. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the frozen ground will a graveyard of swords protrude ranging various sizes, all made of permafrost. The average shinobi cannot hold onto them, even with gloved hands--they're simply too cold. The user may brandish them however. There is a choice in this execution; either four A ranked rods come crashing down or one massive rod with a 20 meter radius and a 80 meter length. If used specifically this technique can affect an entire landmark. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left extremely fatigued- dropping in speed by two ranks. His chakra pathways would be ravaged and he is limited to techniques up to B ranked for two turns after. During this two turn speed deficit he may not use Arctic Earth techniques either.
Note (s):
- Can only be done once
- Restricted in all forms of Ninjutsu down to B ranked for two turns after, including Taijutsu and Genjutsu.
- No Arctic Earth techniques for two turns after either.

‡ Declined ‡ The bolded restriction is too heavy for a Forbidden Rank. It will leave you with some problems and render this technique useless. I suggest you revise the restrictions. Look at my sulphur jutsu "Colossal Desolation" for an idea of what kind of restrictions I'd approve. The description in green doesn't seem to make sense. Does this jutsu affect a landmark if four pillars are used or one pillar? Also, I changed the pillar's length to 80 meters. Four rods that are 20 meters long each shouldn't combine to make one 100 meter rod.
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
(Shiōton: Shiō no Yoroi) – Salt Release: Armor of Salt
Type: Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Through the release of large quantities of Salt chakra throughout the user’s entire body one will coat their body in a dense and tightly packed layer of granulated salt. The salt envelops the user entirely protecting their entire body within elemental weaknesses and strength of Salt Release with the exception of their eyes and mouth. The armor formed around the user’s body is not thick, bulky, or cumbersome in size and simply forms this dense and tightly packed armor forming in a sense of a body suit of sorts quite similar to that of Gaara’s Armor of Sand. While offering the user substantial defensive capabilities the armor is also extremely draining on the user’s reserves and combat capabilities costing the user 10 chakra per turn while they sustain it and slightly reducing their effective combat speed. The armor itself however differs from other armors in the sense that it is semi-sentient in its creation and sustaining. The armor will respond through mental commands and through the user’s will being able to use its own abilities in conjunction with the user offering not only exceptional defensive abilities but also powerful offensive ones as well. Through command the armor is capable of producing protrusions of salt which can reach up to short-range from the user’s position. These protrusions can take the shape of blunt pillars and sharp spikes. Regardless of shape the protrusions emerge from the armor with incredible velocity granting them highly powerful blunt and piercing damage, depending on which is created. Additionally the user can produce this ability to an even greater effect becoming capable of producing weapons from the armor and wield them themselves in battle. Another added benefit is that, similar to Gaara's armour, the salt is created in such a manner that it is nearly impossible to see. Finally, the armor is, due to its unique sentience, actually capable of forming into a unique familiar for the user, capable of using Salt techniques up to A rank. This can be done at any point, of course.
Note: Once activated this technique will last for a maximum of four (4) turns.
Note: Can only be used twice (2) per battle.
Note: No S-Rank or above Salt, Earth, or Water techniques in the same turn and next after the armor is released.

‡ All Declined ‡ Got to the semi-sentient bit and there was no need for me to read any further. This is a rip of one of my concepts.
 
Last edited by a moderator:

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
(Shimoton: Totsuzen no samu-sa) - Frost Release: Cold Snap
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (+20) When used in conjunction with a water jutsu.
Description: This jutsu can be used only in conjunction with a water jutsu, or on an opponents water jutsu. The techniques basis is steeped in the ability of the frost element to turn liquids in to vapors, by using this in conjunction with one of the users water jutsu, the water will take on a chilling property before turning entirely in to frost vapors. Turning from a liquid in to a gas based attack, the freezing cold water vapors will chill the enemy to the core lowering his overall speed by 30% for four turns. This can be used on any water jutsu that the user knows regardless of rank. However on an enemy jutsu it can only counter up to S rank water jutsu, the technique is performed with no handseals instead requiring a snap of the fingers to activate the technique.
Note: Can be used thrice per battle.
Note: Due to causing the water jutsu to lose it's form the original jutsu's damage is augmented and shifted in to cold wind damage, causing slicing wounds similar to wind release as well as lasting frostbite.
Note: Damage boost is only applicable for the users jutsu, if used defensively it will simply cause the opponents water jutsu to be dispersed in to a cold wind.


Declined - I read through the c.e twice to make sure i understood it. With frost it's not really a gas it become it's water vapor that becomes frozen. So don't mention it as a gas. Also i don't believe it would boost your jutsu from your wording, you're just changing the structure of a jutsu. You will need atleast 1 handseal to do this. Slicing wind damage isn't part of your c.e, it would be more like fost boost. You can up it to 4 times per battle though

(Shimoton: Bunshi gensoku) - Frost Release: Molecular Deceleration
Type: Offensive/Supplemental
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: This jutsu is considered a finishing technique of the custom element. Only usable once the opponent or opponents have already been struck and afflicted with the effects of frostbite from any of the techniques in the element that afflict the opponent with frostbite. Once activated this technique will cause the frostbite present in the opponents body to violently begin to expand throughout the opponents body causing the internal organs, muscles nerves and general internals of the opponent to begin to suffer from severe frostbite, this will culminate over a series of turns and ends with the opponents oxygen and blood supply being vaporized nearly entirely resulting in unconsciousness. The technique is performed with no handseals instead requiring a snap of the fingers to activate the technique.
Note: Can be used once per battle.
Note: The frostbite effect can be considered any type of movement speed decrease or lasting debuff that is afflicted by any frost jutsu.
Note: This technique takes five total turns to culminate in it's final form, during these five turns the user may only use two jutsu per turn, additionally due to the focus required to sustain this jutsu he may not use any other forbidden ranked techniques during this time.
Note: The effects of the jutsu culminate each turn and increase in their effectiveness, on the first turn the opponent will lose 20% of his speed, this will increase each turn up to the final turn. He will also lose the ability to move large distances via his own body. I.E being able to use body flicker, and will be unable to physically run more than 5 meters per turn.
Note: The large amount of focus required for this technique will cause the user to be unable to utilize his frost element or water and wind for four turns after the technique has culminated.

Declined:
1. Needs the use of handseals
2. Jutsu effecting internal organs like that in the rp aren't allowed, it's too specific. You can have it expand the frost over the body and say the cold takes the effect to lower their body temp to the point of freezing at an excellerated rate.


(Shimoton: Shimo shinkūjin) - Frost Release: Frost Vacuum Blade
Type: Offensive/Supplemental
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: 20-80
Description: This jutsu is an enhanced variant of the vacuum blade technique, utilizing frost chakra the user is able to exhale pure frost chakra from his mouth on to any physical weapon he owns. Increasing the size and the range of the weapon as well as adding considerable damage. Unlike the vacuum blade this technique can also be used on the users limbs to create extensions for use with his taijutsu also. If struck by this jutsu the opponent will lose 1/4 of his total speed for four turns due to frostbite.
Note: Can be used twice per battle in S rank form, four times in A rank form, and an unlimited amount of times at B rank and below.
Note: Only A-S rank enhancement will allow the range to increase to mid ranged.

Declined - needs elaboration. How does it cover the weapon, what does it look like, saying it can reach mid range would make a weapon over 5m long? Also the S rank varient needs a restriction atleast buddy ^_^

(Shimoton: Shimoyake) - Frost Release: Frostbite
Rank: A
Type: Attack(Affliction)
Range: Short
Chakra Cost: 30
Damage Points: 20 per turn (3 turns)
Description: This technique requires the opponent to be wet. The user places his hand on the opponent, infusing wind chakra and quickly turning the water into frost. As the water freezes the enemies' extremeties(hands-fingers, feet-toes) begin to hurt and tend to become motionless due to the cold. Eventually, if they aren't heated properly the opponent shall be afflicted by frostbite, rendering their hands, feet and maybe even arms and legs useless.

Restrictions:
  • This technique may only be used once per battle.
  • Using "Fire Chakra" to heat one's body will not be enough to get rid of the Frost, the opponent must find a heat source.
  • This works in conjunction with the Hidden Mist Technique, as the water vapours slightly soak the opponent, however the damage to the user is imminent also.
  • The user himself may suffer of frostbite if he is soaked when performing this technique.
  • If the opponent does not find a heat source in three rounds after the Frostbite technique has been performed on him, he will suffer from literal frostbite, which will render his finger and/or feet useless
~Approved~
(Shimoton: Soudai no Hanabira Matsuri-Odori) - Frost Release: Grand Petal Festival Dance
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80(+10 after two turns if the opponent is afflicted by frostbite)
Description: This technique requires the Hidden Mist Jutsu(or any other jutsu that spreads water vapours into the air) to be activated. The user focuses wind chakra in the air around him , slowly frosting the water vapours and shaping them into small shards, similar in shape and size to petals, totalling over 60 shards, sharp enough to go through a thick tree. He then performs the Tiger handseal and and all the shards charge at high speeds towards the opponent. If the shards manage to hit the opponent, due to the water vapours in the air and the cold temperature the shards of frost present, the opponent may be afflicted by frostbite, if he does not have a heat source.

Restrictions
  • This technique may be used twice per battle.
  • This technique requires a colder weather to perform, or an Ice Release user.
  • The frostbite is not as afflicting as the technique itself, however it does cause discomfort.
  • This technique cannot be performed without water vapours.
~Declined~ Define "high speeds"

(Shimoton: Shimoyake) - Frost Release: Frostbite
Rank: A
Type: Attack(Affliction)
Range: Short
Chakra Cost: 30
Damage Points: 20 per turn (3 turns)
Description: This technique requires the opponent to be wet. The user places his hand on the opponent, infusing wind chakra and quickly turning the water into frost. As the water freezes the enemies' extremeties(hands-fingers, feet-toes) begin to hurt and tend to become motionless due to the cold. Eventually, if they aren't heated properly the opponent shall be afflicted by frostbite, rendering their hands, feet and maybe even arms and legs useless. The damage of the frostbite is determined by what parts of the opponents body were wet. Each limb that was wet will be subjected to the effects of frostbite. Once afflicted the enemy will lose 1/4 of his speed level suffering from frostbite. Additionally the frostbite will cause handseals to be slower generally if affecting the arms and will inhibit total movement per turn if affecting the legs. Preventing the opponent from moving more than five meters per turn by using his own body methods. I.E body flicker.

Restrictions:
  • This technique may only be used thrice per battle.
  • Using "Fire Chakra" to heat one's body will not be enough to get rid of the Frost, the opponent must find a heat source.
  • This works in conjunction with the Hidden Mist Technique, as the water vapors slightly soak the opponent.
  • If the opponent does not find a heat source in three rounds after the Frostbite technique has been performed on him, he will suffer from literal frostbite, which will render his limbs useless for two turns.
Approved - made edits

Updating the last technique as it wasn't very well explained in my opinion.
 
Last edited by a moderator:

Kagutsuchi

Active member
Legendary
Joined
Sep 28, 2008
Messages
17,589
Kin
54💸
Kumi
1,235💴
Trait Points
0⚔️
Name: Tangusuten: tengengo : Tungsten Release: Dome of protection
Rank: S
Type: Defense
Chakra: 40
Damage: N/A
Description: User slams his hand onto ground and makes a dome of Tungsten around it thus giving the user complete protection of 360 degrees.
Notes:
Can be used 2 times in a battle

Note: No Tungsten Jutsu's Next turn
( rank Changed )

-approved-


Name: Tungusten nai tacchi : Tungsten Release : Deadly touch
Rank Forbidden
Type: Attack
Chakra: 50
Damage: 90 ( 30 damage to User )
Description : When user comes in contact with the opponent he covers the opponents body with tungsten's layer thus opponent is more vulnerable to lighting attacks but gets protection from fire based attacks. Since tungsten is great conductor the lighting attacks will do 50% more damage to opponent. Opponent has difficulty in breathing as well and moving his/her hand.This process takes about 3 seconds.
Note:
1. Once per battle
2. requires user to be in contact with opponent
3. Covers body slowly giving opponent time for 1 jutsu
4. No tungsten jutsu's for Next 2 turns
5. User can only use 1 more jutsu this turn

( User hav to get close to touch thats the main disadvantage , while i hav added damage and Time required to finish the jutsu ^_^ if u think anything else is necessary u can add it :D )

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

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

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

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

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

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


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

Name: Tangusuten: doton kaishin : Tungsten release : Earth conversion
Rank: S
Type: Supplementary
Chakra: 40 ( +10 for each earth jutsu used after this )
Damage: N/A
Description: User concentrates Tungsten and convert all the earth based jutsu’s into Tungsten thus enabling than to overpower other earth based attacks. If 2 b rank Earth Jutsu’s are collided the one with Tungsten will easily overpower the normal Earth, It increases Earth based jutsu 40% offense or defense.

Note: Only lasts 4 turns

-approved: but keep in mind you can convert earth jutsus that have to do with the environment but not the jutsus i have included in the spoiler below:






Name: Tungusuten hone kikou : Tungsten Release : Bone Armor
Rank : S
Type : Defense
Chakra 45
Damage: N/A
Description : With 1 seal user covers his inside body ( like kimimaro ) with tungsten thus protecting the bones and internal organs with extreme pressure and heat.

Note: lasts 2 turns
Note: Can be used twice

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

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


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

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

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

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

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

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

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

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

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

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

House

Active member
Legendary
Joined
Sep 4, 2010
Messages
17,702
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Sekieiton: Kāmadeva no Kōshoku Gāden)- Quartz Release: Lustful Garden of Kāmadeva
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform one hand seal, and focus around the area of the opponent. What occurs shortly after is the user will rise many colorized flowers around the location of the opponent. The flowers created are of many variety, but it is purely cosmetic. The real purpose is the quality of the flowers. All of them extremely sharp, able to pierce through flesh. The flowers will rise randomly, bending as it rises like regular flowers do, along the area the user set, and at sizes long enough to engulf the specific target (whether opponent, or large summons) up to ten meters in length. The creation can occur up to long range, but at most can cover an opponents mid range radius (size can be adjusted to smaller). The flowers sharp petals replicate that of spikes. And the bending of the flower roots as they rise can easily restrict an opponent as well. The garden location creation is rather unique, able to be created anywhere on the terrain, the user can also decide to rise the garden at specific patches/location of the field (extend up to long range). Naturally, anyone caught in the garden will be definitely harmed, and movement tough. This is taken to another level as when serious physical distortion is met by the garden, electricity will be released from that flower/area, further paralyzing the opponent. The rise of the garden is rather fast, but predictable/noticeable nonetheless. The jutsu is great for ground attacks, and potentially harming large summons. The flowers rise in a projectile manner. A unique measurement of use for this technique, to act as a trap, the user can rise patches of the sharp flowers, but in a much smaller, mediocre way, appearing seemingly harmless by sight. When within close proximity (five meters), or touch, the flowers will rise in the same method as the original way of use, wrapping and piercing the trapped target. The flower trap will remain their until activated, or released by the user.

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

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

(Sekieiton: Kāmadeva no Kōshoku Gāden)- Quartz Release: Lustful Garden of Kāmadeva
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform one hand seal, releasing crystal quartz upon areas in the terrain, shaped as flowers. All of them, needles to say, are quite sharp. Alone, these look like normal flowers, unless contact is made, or within close range vicinity (for this, one hand seal is required to activate the trap), that the trap is activated and the flowers begin to coil and trap the opponent, as well as pierce them with their crystal thorns. The flowers will rise randomly, bending as it rises in random patterns, along the area the user set, and at sizes long enough to engulf the specific target (whether opponent, or large summons). The creation can occur up to long range. The flowers sharp petals replicate that of tiny spikes or senbons. The user can also decide to create the flowers as specific patches/location of the field with their rank divided. Naturally, anyone caught in the garden will be definitely harmed, and movement tough. This is taken to another level as when serious physical distortion is met by the garden, electricity will be released from that flower/area, further paralyzing the opponent. The rise of the garden is rather fast, but predictable/noticeable nonetheless. The jutsu is great for ground attacks, and potentially harming large summons. Alternative usage is the user can focus on the flower bunches, and rise a single (at most three) flowers and use them to capture materialistic objects such as Kunai, swords, scrolls, etc. In this state of usage however, they are far less lethal physically against the target. The speed of movement in this state is comparable to that of Zabuza when using Silent Homicide. Cannot be made directly under the opponent.

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


Approved - after reading your element again, remember the electricity is only released (A rank) when preasure is met from another source like a water blast to defend, it isn't just charged by yourself. The jutsu will overall still only be A rank in power.





(Sekieiton: Bonten no Saiai tanjō)- Quartz Release: Brahma's Beloved Birth
Type: Supplementary/Defense/Offense
Rank: A
Range: Short - Long (Short Range to infuse objects ; Long Range control)
Chakra Cost: 30 (+10 per object)
Damage Points: N/A (60)
Description: A concept similar to that of shattering glass, but extended to the quartz regime. The user upon physical contact with an object will be able to release quartz crystals around its body, alternatively the user can channel quartz crystals along the ground until it reaches the desired target to cover it with the crystal, it becomes evident to notice with crystals branching out of the ground as it travels. The coating is very thin, with tiny cracks and spikes along the crystal. This is done on purpose, as offensively the crystal will easily dislodge and "explode (in logical size that the crystal is coating)" being able to ensnare the opponent, along with its "weakened" stature able to easily perform two things at the same time: the crystal will create shrapnel from its structure to pierce the opponent, as well as the easy distortion of its body being able to release unfocused electricity onto the opponent, this electricity playing on equal terms to that of the Nagashi. The downside of this however, the coating upon its offensive use will be destroyed and left no longer to be of use, unless reuse and re-performance of the jutsu. The various objects that can be used with this jutsu range from metal weapons, rocks, cloth, etc, while also being able to focus on specific areas of the coating, being that of hilts of weapons, or the blade alone. This jutsu can also be used on the users own jutsus, and opponent jutsus/material that logically make sense, and if contact can be made, on the opponent themselves. When coated, this jutsu is now under great control of the user. They are able to have full control of the coated object through hand gestures (this only includes users material, and not the opponents) moving it around up to long range, lastly able to literally "phase" through other quartz material that might be present in the terrain for more stealthy approaches to the fight. The user will have full aware of where the coated object is, plus the speed of the objects move at speeds relative to a Kunai. The user can control more than one object that is coated as well.

Note: Lasts three turns
Note: Can only be used three times

Declined - not going to approve the exploding form of crystal like this (scorps ruling)
 
Last edited by a moderator:

Noni

Active member
Legendary
Joined
Dec 20, 2012
Messages
13,987
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Bromine approved

(Shusoton: Suijin Nenshou Bunpitsueki) - Bromine Release: Suijin's Searing Secretion
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20 (-10 chakra per turn to sustain coating)
Damage points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their shusoton chakra throughout their body before releasing it from their being in the form of a reddish-brown liquid capable of corroding organic and metallic matter. The user can secrete this caustic liquid from any location on their body but more often than not it will be used from the limbs to add a new dimension of damage to one's strikes. The utility of secreting this bromine from any location on he body mainly exists to counter grabs, holds and attacks which seek to maintain contact. For example releasing this corrosive chemical from a location such as the user's neck would force the opponent to cease his choke-hold on the user, effectively interrupting his attack by taking advantage of the body's involuntary response to stimuli which seek to burn, corrode, etc. On contact, the bromine will corrode the opponent's skin, flesh and muscle before entering their blood stream and poisoning them. The poison isn't potent enough to kill, merely incapacitate. The victim will find their speed decrease by half every turn after exposure and on the fifth turn after exposure, they will lose consciousness if the poisoning isn't treated. Alternatively, after making contact with any number of objects they can touch at any one time, the user will secrete a sufficient quantity of the reddish-brown chemical from their palms/hands/fingers in order to coat the objects in a layer of the produced liquid bromine. If the user wishes instead of the whole object being coated in bromine, only select components can be targeted (e.g. hilt or blade of a weapon). The layer of bromine can be plainly visible or it can be a very thin coating almost unnoticeable if one isn't within very close proximity to the object. This usage is most commonly applied to stealth and making one's weapons poisonous to the touch. This chassis of caustic liquid doesn't corrode/react with the objects/tools regardless of what they're composed of due to an imperceptible layer of protective chakra separating them. At any time, the user can get rid of this chakra barrier and cause the two to interact in the way they normally would do. Non-reactive earth-based elements as well as organic ones will simply be corroded into nothingness the moment they're subject to corrosive, crimson liquid while reactive elements (metallics and a select few non-metallics such as sulphur, phosphorus, fluorine, etc) will react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses.

Note: Can only be used five times per battle
Note: Coating lasts for two turns after contact is severed

‡ Pending ‡ Leaving for Scorps.


 Declined  Same comments as before. Let me make this simple again: you secrete bromine from your body to either coat it or a nearby object. The bromine secreted is corrosive to the touch. there. Technique done.
(Shusoton: Suijin Nenshou Bunpitsueki) - Bromine Release: Suijin's Searing Secretion
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20 (-10 chakra per turn to sustain coating)
Damage points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their shusoton chakra throughout their body before releasing it from their being in the form of a reddish-brown liquid capable of corroding organic and metallic matter. The user secretes a bromine to coat their body or upon contact a nearby weapon/construct. Which when contact is made with the coating, or taijutsu is performed with the coating, damage will be distributed under additional effects that bromine entails, which includes a burning pain and corrosion. Additionally the user can make contact with any number of objects they can touch at any one time, and If the user wishes instead of the whole object being coated in bromine, only select components can be targeted (e.g. hilt or blade of a weapon). The layer of bromine can be plainly visible or it can be a very thin coating almost unnoticeable if one isn't within very close proximity to the object. Deep cuts into the opponents muscles will poison them and apply additional effects that consist of their speed being halved every turn and upon the fifth turn, they will be completely left unconscious (only applicable if the coated material is sharp enough). This chassis of caustic liquid doesn't corrode/react with the objects/tools regardless of what they're composed of due to an imperceptible layer of protective chakra separating them. At any time, the user can get rid of this chakra barrier and cause the two to interact in the way they normally would do. Non-reactive earth-based elements as well as organic ones will simply be corroded into nothingness the moment they're subject to corrosive, crimson liquid while reactive elements (metallics and a select few non-metallics such as sulphur, phosphorus, fluorine, etc) will react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses.

Note: Can only be used five times per battle
Note: Coating lasts for two turns after contact is severed

Declined - You mention poisoning effects and this actually isn't part of your c.e It is a corrosive element and so it would burn the organic flesh on contact not act as a poison just like an acid would but through what it touches not follow these effects. Unso it should cost a move per turn to coat more than one object than this.

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

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

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

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinthe)
Damage: N/A
Deacription: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span an entire terrain. It might range from a colliseum to an entire city with intricate structures/labyrinth and ancient achitecture all made of soapstone. Even the ground is made of soapstone. Depending on the user, he can make it so that he and his opponent are already in the labyrith or He is outside the structure.
The entire structure is very slippery and unable to stand on and due to the sliperiness, no one is able to get a good foothold, though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperyness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving at double his speed while runing and skiing on the terrain. The terrain /structure is permanent that remains on the terrain even when not in use.
A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyphs but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra while transfering it to the user of the jutsu. This makes the usage of a jutsu from below impossible.
Unless the entire labyrinthe is destroyed all at once without a trace pof soapstone left, The user can with one handseal, repair the labyrinthe to its former state. This can only be done 3x per battle.

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

Declined - you need to state a specific range, this covers way too much.You're essentially summoning a city or what not from a scroll. To do so you must have already sealed this constuct into the seal itself. So it would have to be one specific thing. Which has a clear size range and constuct. Not only this but when skiiing on it why would it double you speed? Rather than moving your legs to run you would be sliding making less leg gestures, not going any faster in a ninja sense. Especially not double your base speed. Because lets face it, as a ninja you have beyond human speed anyway.
 
Last edited by a moderator:
Status
Not open for further replies.
Top