Custom Element's Jutsu Submission

Status
Not open for further replies.

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
(Hottoaisu: Aetherius Uminoken) – Hot Ice Release: Aetherius, Sword of the Sea
Type: Defensive, Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
Description: The user will focus Hot Ice chakra throughout their entire body to produce a sword composed of pure Hot Ice in either hand. The sword is not a simple blade of Hot Ice; it inherits certain abilities which it is able to impart on the user. The sword itself is an attempt to bring mastery and oppression to the seas. The most basic ability the sword inherits is a limited form of sentience through the passive draining of the user’s chakra. While it is hot to the touch the sword is produced from the user’s own chakra and as such will not harm the user in the slightest, similar to produce fire from the user’s body without burning the creator. The Sword of the Sea can be created at varying sizes at the user’s volition and manipulated after creation. It can reach a maximum size of 10 meters in both length and width allowing for it to execute its abilities to oppress Water Release against numerous sizes and shapes of techniques. Reducing the sword’s size can be done passively while increasing its size is done at the cost of a move. The sword itself possesses a pseudo regenerative ability allowing it to regenerate itself to its original strength unless it is completely destroyed within elemental weaknesses and strengths. The third ability of Aetherius is its ability to petrify sources of water and ice through its strength over Water Release. Similar to how Earth Release can petrify mud Aetherius is able to, at touch and at the user’s volition, able to petrify any body of Water. When applied to sources void of chakra the sword can petrify passively. When done against sources of Water and Ice enhanced with chakra the sword can perform this ability at the cost of the move and effectively convert bodies of water and structures of ice into Hot Ice. The final ability of Aetherius builds on its unique interaction with Water Release. Aetherius, as the oppressor of Water, is able to consume Water techniques through its tip at the cost of a move. For each Water technique consumed Aetherius reinforces itself with the consumed water increasing its resistances by 10 effective damage. When Aetherius, Sword of the Sea expires, released prematurely, or overpowered in combat the user will be unable to access Hot Ice Release chakra for the remainder of the fight. When this technique ends the user will be unable to produce Water, Earth, or Fire techniques above A-Rank for the same and following turn. Additionally, due to the strain on the user’s body the user will have their base speed effectively reduced by two levels. Aetherius, Sword of the Sea cannot be used by clones.

Declined - what does it mean to petrify water? Like you need to descibe that and be specific, none of this pretrifying can be passive, reducing the size will cost a move too.
(Hottoaisu: Aetherius Uminoken) – Hot Ice Release: Aetherius, Sword of the Sea
Type: Defensive, Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
Description: The user will focus Hot Ice chakra throughout their entire body to produce a sword composed of pure Hot Ice in either hand. The sword is not a simple blade of Hot Ice; it inherits certain abilities which it is able to impart on the user. The sword itself is an attempt to bring mastery and oppression to the seas. The most basic ability the sword inherits is a limited form of sentience through the passive draining of the user’s chakra. While it is hot to the touch the sword is produced from the user’s own chakra and as such will not harm the user in the slightest, similar to produce fire from the user’s body without burning the creator. The Sword of the Sea can be created at varying sizes at the user’s volition and manipulated after creation. It can reach a maximum size of 10 meters in both length and width allowing for it to execute its abilities to oppress Water Release against numerous sizes and shapes of techniques. Changing the sword’s size, whether increasing or decreasing, will cost one of the user’s three moves per turn. The sword itself possesses a pseudo regenerative ability allowing it to regenerate itself to its original strength unless it is completely destroyed within elemental weaknesses and strengths. The third ability of Aetherius is its ability to effectively ‘petrify’ sources of water and ice through its strength over Water and Ice Release. This ability is very much akin to Earth Release’s ability to petrify mud. However, Aetherius is able to extend its influence over water instead due to its strengths. This ability works by converting the source in question into Hot Ice from the point of contact outwards at a fast pace. In the case of Water Release, it will be as if Water is freezing at an irrational rate yet it will retain a warm temperature to it which quickly heats up to reach the temperatures of Hot Ice Release. In the case of Ice Release, it will be as if the Ice retains its form and structure but will take the form and temperature of Hot Ice Release. When applied to a source of water or ice, either a technique or simple source void of chakra, this ability will cost one of the user’s three moves per turn. The final ability of Aetherius builds on its unique interaction with Water Release. Aetherius, as the oppressor of Water, is able to consume Water techniques through its tip at the cost of a move. For each Water technique consumed Aetherius reinforces itself with the consumed water increasing its resistances by 10 effective damage. When Aetherius, Sword of the Sea expires, released prematurely, or overpowered in combat the user will be unable to access Hot Ice Release chakra for the remainder of the fight. When this technique ends the user will be unable to produce Water, Earth, or Fire techniques above A-Rank for the same and following turn. Additionally, due to the strain on the user’s body the user will have their base speed effectively reduced by two levels. Aetherius, Sword of the Sea cannot be used by clones.

Approved - nicely done
 
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
(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: By combining the power of sound waves in the form of resonance frequencies with great chakra control the user can release concentrated waves of sound-infused Empyrean Wind from his hands and feet. The waves are only effective through physical contact, but are still widely admired for the sheer extend of their targeting prowess. Through the infusion of sound the individual molecules of Empyrean Wind remain dormant, activating only sporadically as they come into contact with a specific target. Through this the user can target singular parts of a target’s body or elemental technique; such as bone or steel.
-Can only be used four (4) times per battle.

‡ Approved ‡

(Amatsu Fūton ♦ Zanka) – Empyrean Wind Release ♦ Remnant Flame
Rank: A-Rank
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 30 (-5 to maintain)
Damage points: (Decrease: 10 per turn)
Description: A large-scaled but otherwise relatively simple technique. By saturating the air with Empyrean Wind and taking advantage of the element’s ability to carry Oxygen particles the user can increase or decrease the level of Oxygen in a given area. The change is quick and takes effect almost immediately. During the increase or decrease of Oxygen all those affected by the technique will feel the immediate effects of the changing air, but suffer no specific disadvantages. Only after the technique has been fully charged will those present suffer actual disadvantages, which in the case of an increased level of Oxygen is a sense of euphoria and the inability to use Fire-related techniques lest the area mid-range around the epicenter of the technique be enveloped in a huge, S-ranked explosion. In the case of a decreased level of Oxygen the disadvantages will be severe shortness of breath and an inability to use fire-related techniques that require Oxygen to sustain them.
-Can only be sustained for five (5) turns.
-Can only be used thrice (3) per battle.

‡ Declined ‡ I can't approve this with a clear conscience. You have Scorps' Lonesome Ember technique and so you could remotely detonate any area into any S-Ranked explosion.

(Amatsu Fūton ♦ Suzume-Kyū) – Empyrean Wind Release ♦ The Sparrow Spheres
Type: Defensive/Offensive
Rank: B-Rank
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: A simple, but versatile technique. By displaying great control the user can release microscopic spheres of Empyrean Wind. The spheres are dormant upon their creation, meaning that they do not damage anything they come into contact with, and they can be directed by the user. Through an exertion of will the user can activate the spheres, inflating them to fist-size and activating the properties Empyrean Wind intrinsically harbors. The technique owes its name to the loud chirping sound the spheres make as they grow.
-Must wait one turn before reuse.

‡ Approved ‡ As long as you don't use this inside an opponent lmao.
(Re?)submitting for edit:
(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: By combining the power of sound waves in the form of resonance frequencies with great chakra control the user can release concentrated waves of sound-infused Empyrean Wind from their physical self. The waves are only effective through physical contact, but are still widely admired for the sheer extend of their targeting prowess. Through the infusion of sound the individual molecules of Empyrean Wind remain dormant, activating only sporadically as they come into contact with a specific target. Through this the user can target singular parts of a target’s body or elemental technique; such as bone or steel.
-Can only be used four (4) times per battle.

Declined - keep the original. Otherwise when ever you a touched by another ninja you will use this and its GG

Submitting:
(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
Rank: S-Rank
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: By utilizing their own person as a focal point this technique allows the user to create multiple blades of Empyrean Wind rotating in a fixed orbits around them. The technique’s appearance is reminiscent of an atom, with the user acting as the core and the blades fulfilling the role of electrons. Just as atoms possess varying numbers of electron shells so can the user create varying numbers of blades at varying distances, though these must be organized in layers of rings rotating in fixed, circular patterns. The user can thus not control the shape of the technique’s orbit, but is able to freely manipulate its velocity. The blades themselves are paper-thin and can be maintained for a limited time, during which the user can freely create and dispel any number of them, though using them defensively and/or offensively after their initial creation costs a move. The logical nature of the technique’s orbit can be exploited by an opponent to bypass it.
-Lasts a maximum of three (3) turns.
-Can only be used twice (2) per battle.

Declined - describe how they form do they expand out from your body, no handseals? No drawbacks? And while this is maintained you should only be allowed to used elements that make up Empyrean Wind.

(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
Rank: B-Rank
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20 (-5)
Damage points: 40
Description: A multipurpose technique with roots in non-elemental Ninjutsu. By forming a single handseal the user is able to create a medium-sized egg made of chakra within short range of themselves from which a steady stream of small chakra creatures will pour forth. The creatures can take any form within reason and are by themselves completely harmless, possessing only the properties of unfocused chakra. However, when the creatures connect with a target they draw from the user a small amount of chakra and use it to transform into creatures of Empyrean Wind, thus assuming the element’s properties. Both the creatures and the egg itself can be controlled at will by the user. Should the egg itself be destroyed the technique ends.
-Lasts a maximum of four (4) turns.
-Must wait a turn after deactivation before reactivation is possible.

Declined - you can't just have them go from raw chakra to Empyrean wind like that. If you create creatures, say what kind they will be ect.
 
Last edited by a moderator:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
Kapusaichinton: Mōretsuna Warukyūre | Capsaicin Release: Vehement Valkyrie
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Vehement Valkyrie is a powerful Capsaicin technique, based on the SHU variant. This technique is based on Norse Mythology, where a Valkyrie is the chooser of the slain. Valkyrie is one of a host of female figures who choose those who may die in battle and those who may live. Upon performing this technique, the choice has been made. With a quick handseal, the user materializes twelve Valkyrie onto the battlefield, in a dodecagon formation. The Valkyrie form around the opponent, each of them 5 meters away from him. They are made of pure Capsaicin, although their appearance might fool you, as they show no signs of being anything else than from flesh and blood. Essentially, they are true representations of a human being, created through very delicate and precise chakra control. Once the Valkyrie are manifested on the battlefield, they turn towards the chosen one, aiming to remove him and his soul from this world and to send him to the netherworld. Once locked on, the Valkyrie pull their dominant hand through the air, imitating the pull of a string on a bow. Afterwards upon release, a very thin needle made of Capsaicin is shot at incredible speed towards the chosen ones heart. The needle has amazing piercing properties due to the immense chakra control used to make the needles as compact as possible. Once shot, the needles pierce through the chosen ones heart, and jumpstart the regular effects of the high SHU Capsaicin. Due to the fact that the point of convergence is the chosen ones heart and not his skin, the effects are severe. So much that they result in death, as the heart muscle can't endure the chemical changes that happen due to the influx of calcium ions that are rapidly sent from the heart into the brain. Within moments, the heart gives out, and the chosen ones soul is set free. Each of the Valkyrie shoots its needle in a short sequence, following the previous one. This allows for more control and for a higher chance of impact if the chosen one decides to move and avoid the needles of freedom. Depending on the situation on the battlefield, the Valkyrie can choose more targets, but there can never be less than 3 Valkyrie aiming at the same target, essentially meaning that they can deal with 4 targets simultaneously.
Note: Can't perform S rank and above Capsaicin techniques in the same and next turn
Note: Can only be used once per battle

Declined - you need to explain the damage per needle, how they stack ect, while this is active you shouldn't be able to do any other jutsu as you'd be controlling 12 beings
Kapusaichinton: Mōretsuna Warukyūre | Capsaicin Release: Vehement Valkyrie
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Vehement Valkyrie is a powerful Capsaicin technique, based on the SHU variant. This technique is based on Norse Mythology, where a Valkyrie is the chooser of the slain. Valkyrie is one of a host of female figures who choose those who may die in battle and those who may live. Upon performing this technique, the choice has been made. With a quick handseal, the user materializes twelve Valkyrie onto the battlefield, in a dodecagon formation. The Valkyrie form around the opponent, each of them 5 meters away from him. They are made of pure Capsaicin, although their appearance might fool you, as they show no signs of being anything else than from flesh and blood. Essentially, they are true representations of a human being, created through very delicate and precise chakra control. Once the Valkyrie are manifested on the battlefield, they turn towards the chosen one, aiming to remove him and his soul from this world and to send him to the netherworld. Once locked on, the Valkyrie pull their dominant hand through the air, imitating the pull of a string on a bow. Afterwards upon release, a very thin needle made of Capsaicin is shot at incredible speed towards the chosen ones heart. The needle has amazing piercing properties due to the immense chakra control used to make the needles as compact as possible. Once shot, the needles pierce through the chosen ones heart, and jumpstart the regular effects of the high SHU Capsaicin. Due to the fact that the point of convergence is the chosen ones heart and not his skin, the effects are severe. So much that they result in death, as the heart muscle can't endure the chemical changes that happen due to the influx of calcium ions that are rapidly sent from the heart into the brain. Within moments, the heart gives out, and the chosen ones soul is set free. Each group of 3 Valkyrie shoot their needles in a short sequence, following the previous one. This allows for more control and for a higher chance of impact if the chosen one decides to move and avoid the needles of freedom. Depending on the situation on the battlefield, the Valkyrie can choose more targets, but there can never be less than 3 Valkyrie aiming at the same target, essentially meaning that they can deal with 4 targets simultaneously. Due to that fact, each of the groups of 3 Valkyrie represent a B rank Capsaicin technique and adding up follows the regular splitting rules. During the focus on the technique, the user can't mold chakra for other techniques. The technique ends when all 12 needles are shot, all 12 Valkyrie are destroyed or the user drops focus of the technique. If the user decides to do so, he can easily assume control of the Valkyrie by reusing the technique. Due to this, reusing the technique is excluded from the limitation set below.
Note: Can't perform S rank and above Capsaicin techniques after the technique ends
Note: Can only be used twice per battle

Approved
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
(Tourmarin: Babiron no Shōfu) - ₪ Hellstone: ***** of Babylon ₪
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra cost: 10 - 40
Damage points: 20 - 80 (+20 if it undergoes a temperature change)
Description: ***** of Babylon is a technique that forces the user to generate Hellstone from their bodies or from the ground at a rapid rate and forming it into their needs. This most basic yet useful forms of creation allows the user to manipulate and conform it into various weaponry, platforms, buildings, etc. The hellstone generated by this technique is over an extremely dark crimson and jet black color that is spread erratically throughout the crystal itself. When produced from the body, ***** of Babylon does not require handseals and must be created short range from the user and can be shot at the opponent reaching up to and including long range. When created from the environment, Hellstone Chakra can be focused into that specific area and erected right then and there. The size of the jutsu will depend on the rank used. To create S rank constructs from the body it will require one handseal, or to create any construct from outside the body it will require a single handseal also. Due to the special properties of Hellstone, when it comes in contact or undergoes a temperature change, it gains a strong electric current. In this case, this technique gains +20 extra damage due to the powerful electrical current. An opponent in contact with ***** of Babylon can face intense numbing and third degree burns due to the power of the electrical current added on to the force of the impact of this technique. The A rank varient can be used once every 2 turns. The S rank varient can be used 3 times per battle with two turns between uses and no jutsu Above A rank in the following turn.

Approved - made edits to make it more versatile for you also, either bolded or highlighted, if you are not happy ill decline this.

CE Approval:
 
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
(Re?)submitting for edit:
(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: By combining the power of sound waves in the form of resonance frequencies with great chakra control the user can release concentrated waves of sound-infused Empyrean Wind from their physical self. The waves are only effective through physical contact, but are still widely admired for the sheer extend of their targeting prowess. Through the infusion of sound the individual molecules of Empyrean Wind remain dormant, activating only sporadically as they come into contact with a specific target. Through this the user can target singular parts of a target’s body or elemental technique; such as bone or steel.
-Can only be used four (4) times per battle.

Declined - keep the original. Otherwise when ever you a touched by another ninja you will use this and its GG

Submitting:
(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
Rank: S-Rank
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: By utilizing their own person as a focal point this technique allows the user to create multiple blades of Empyrean Wind rotating in a fixed orbits around them. The technique’s appearance is reminiscent of an atom, with the user acting as the core and the blades fulfilling the role of electrons. Just as atoms possess varying numbers of electron shells so can the user create varying numbers of blades at varying distances, though these must be organized in layers of rings rotating in fixed, circular patterns. The user can thus not control the shape of the technique’s orbit, but is able to freely manipulate its velocity. The blades themselves are paper-thin and can be maintained for a limited time, during which the user can freely create and dispel any number of them, though using them defensively and/or offensively after their initial creation costs a move. The logical nature of the technique’s orbit can be exploited by an opponent to bypass it.
-Lasts a maximum of three (3) turns.
-Can only be used twice (2) per battle.

Declined - describe how they form do they expand out from your body, no handseals? No drawbacks? And while this is maintained you should only be allowed to used elements that make up Empyrean Wind.

(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
Rank: B-Rank
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20 (-5)
Damage points: 40
Description: A multipurpose technique with roots in non-elemental Ninjutsu. By forming a single handseal the user is able to create a medium-sized egg made of chakra within short range of themselves from which a steady stream of small chakra creatures will pour forth. The creatures can take any form within reason and are by themselves completely harmless, possessing only the properties of unfocused chakra. However, when the creatures connect with a target they draw from the user a small amount of chakra and use it to transform into creatures of Empyrean Wind, thus assuming the element’s properties. Both the creatures and the egg itself can be controlled at will by the user. Should the egg itself be destroyed the technique ends.
-Lasts a maximum of four (4) turns.
-Must wait a turn after deactivation before reactivation is possible.

Declined - you can't just have them go from raw chakra to Empyrean wind like that. If you create creatures, say what kind they will be ect.
Resubmitting:
(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
Rank: S-Rank
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: By forming a single handseal and utilizing their own person as a focal point this technique allows the user to create multiple blades of Empyrean Wind rotating in fixed orbits around them. The blades are formed from the very air and are thus already in motion upon creation. The technique’s appearance is reminiscent of an atom, with the user acting as the core and the blades fulfilling the role of electrons. Just as atoms possess varying numbers of electron shells so can the user create varying numbers of blades at varying distances, though these must be organized in layers of rings rotating in fixed, circular patterns. The user can thus not control the shape of the technique’s orbit, but is able to freely manipulate its velocity. The blades themselves are paper-thin and can be maintained for a limited time, during which the user can freely create and dispel any number of them, though using them defensively and/or offensively after their initial creation costs a move. The logical nature of the technique’s orbit can be exploited by an opponent to bypass it.
While active this technique removes the user's ability to use elemental ninjutsu other than Wind and elements consisting primarily of Wind.
-Lasts a maximum of three (3) turns.
-Can only be used twice (2) per battle.

Declined - They just appear out of thin air fully formed and rotating? You'd have to build up the motion using your chakra to cause the wind to move, or, release it outwards from your body using the chakra from your system as the rotation builder

(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
Rank: B-Rank
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20 (-5)
Damage points: 40
Description: A multipurpose technique with roots in non-elemental Ninjutsu. By forming a single handseal the user is able to create a medium-sized egg made of chakra within short range of themselves from which a steady stream of small chakra creatures will pour forth. The creatures can take the form of any small animal, though their form is purely cosmetic, and are made entirely of Empyrean Wind. Possessing the innate properties of the element the small creatures are designed to devour any target. Both the creatures and the egg itself can be controlled at will by the user. Should the egg itself be destroyed the technique ends.
-Lasts a maximum of four (4) turns.
-Must wait a turn after deactivation before reactivation is possible.

Declined - still the same as before, a raw chakra egg creating them and even if cosmetic say what you can make.

New submission:
(Amatsu Fūton ♦ Shinimasu) – Empyrean Wind Release ♦ Flatline
Rank: S-Rank
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: A technique based on Kaze no Yaiba, but with a twist. Through an infusion of chakra this technique allows the user to spawn ribbons of wavy light around a limb or weapon in their possession. The ribbons are not solid, but act as indicators of how many blades the technique has been divided into and thus the technique does not end until they have all been expended. By swinging the limb or weapon the user is able to transmit paper-thin blades of Empyrean Wind that travels along the surface of any and all objects, emerging to strike anywhere that the user can see. The user is able to freely control the blades at all times.
-Can only be used twice (2) per battle.
-No techniques above S-Rank during the turn where this technique is used.

Declned - dnr - almost an exact rip of a wind jutsu by Anbu junior
 
Last edited by a moderator:

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
12.
Ibiton Hijutsu: Kiga no Abaddon | Decay Release Hidden Technique: The Hunger of Abaddon
Type: Offensive
Rank: Forbidden
Range: N/A
Chakra: 100 chakra points per 0.000001 Kg of mass
Damage: 1/1000000000 of E, in which E= mass (kgs) x c2
Description:
The ultimate Decay technique, it stands a basic use of the laws of Energy and Matter conversion and maintenance (E = mc2) which are the basis of the element as well as the world. The user will do 4 handseals and focus a given amount of chakra into a given amount of inert (free of chakra) matter, engulfing it momentarily in golden and black decay "flames". He will then use Decay's ability to break up the bounds between atoms and electrons in matter on a molecular level to trigger a cascading reaction which will convert matter into energy. This reaction is called nuclear fission. Normally, this can only be achieved in radioactive matter which have, by default, a very high rate of decay and as such can more easily be "broken". However, by using decay and its ability to forcefully accelerate the decay rate of matter and energy, the user can use his chakra to forcefully trigger the effect in any non radioactive matter as well. The resulting energy is released in the form of an immense explosion of kinetic energy (as a shockwave of pure physical damage), light, electromagnetic pulses and heat. The user has no control over this and the technique will result in his death if he cannot protect himself beforehand in a viable way, which is very unlikely but cannot be established as universally impossible. Same as the technique is unlikely to be survivable by the enemy but cannot be considered impossible to survive from. The amount of chakra spent if proportional to the mass of the matter targeted as is the amount of energy released, all following the relativity theory that Energy = Mass X C (Speed of Light in Vacuum) Squared. However, the effective damage produced by the technique per chakra spent is lower than for other techniques. This is due to how the technique is just the effective trigger of the reaction but its effects are completely out of control for the user and thus he cannot increase, direct or improve its damaging effects using his chakra like one does with a normal offensive jutsu. In simple terms, the damage output is calculated by the simple formula:
Damage = 1/1000000000 of E
E= Energy in Joules
M = mass in Kgs
c2= 89875517873681764
E= Mass X 89875517873681764
Chakra = 100 chakra points per 0.000001 Kg of mass

Example: If the user targets 10 miligrams of mass, he'll spend 1000 chakra points. In return, 10 miligrams of mass will release 898755178736,81764 joules of energy which will be translated roughly into 890 damage points.

Note: Usable once per battle and results in the death of the user if he cannot fully defend himself from the explosion
Note: Needs to be applied to at least 2,5mgs of matter minimum, which produces a 50 meter wide nuclear fission explosion, doing 223 damage and costs 250 chakra.
Note: The size of the explosion is exponentially bigger the more matter that is used; 2,5mg = 50 meters, 5mg = 100 meters, 10mg = 200 meters, etc.
Note: Max amount of matter that can be targeted is related to one's max chakra but will always be in multiples of 5mg
Note: In the unlikely scenario that the user survives the explosion, he is left unable to use Decay Release, Fire Release and Lightning Release and techniques above A-Rank for the rest of the match
Note: Can only be used by bios with accute perception of the world (Doujutsu, Sensory, etc) as to be able to target the precise amount of mass.
Note: Cannot be used by clones or summons nor can the user have clones in the field when using it.

‡ Declined ‡ What happened to "no making customs that can't be countered with canon"?

‡ Declined ‡ Where do I even begin? You've completed murdered the template. No stated range, chakra used dependent on the mass in kilgorams, damage measured in E = MC^2? Literally everything here is wrong. Avoid any kind of equation or formula in your techniques, this is still a naruto RP and no custom should be this complex. Using your element to initiate a nuclear fission reaction? A nuclear bomb? That in itself would never be approved, let alone a technique with variable damage. It would be OP with 90 damage but with your chakra reserve of 4000 on Hashirama, this could hit roughly 3600 damage and have an effective range of 800 meters all around. How would anyone in the RP defend against this? The mere fact that you mention the possibility of the user defending against this leads me to believe you have some way of surviving this. The bolded restriction leads me to the same conclusion. I wouldn't be surprised if you do have a way of surviving this. Actually, wouldn't that one Force custom let you escape the battlefield for a turn? Yep, there's the counter. Now it would be a simple matter of replenishing your chakra. Between Med, Yin-Yang, Sage Mode and other abilities you possess, this would be a simple matter. So not only is this a completely unreasonable technique that virtually no one can defend from, it wouldn't even kill you. It would barely restrict you. We both know this was never going to be approved. Do not resubmit.
 
Last edited by a moderator:

Ryūjin

Active member
Supreme
Joined
Sep 25, 2010
Messages
21,826
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Arumiton: Ōkuninushi no Daihei) – Aluminum Release: Great Wall of Ōkuninushi
Type: Defensive
Rank: Forbidden
Range: Short (Extends up to Mid Range)
Chakra Cost: 50
Damage Points: N/A
Description: Using a massive amount of Aluminum chakra, the user can release a gigantic structure resembling a three layered wall in either circular formation around him, or either in front of behind them, while simple in nature, each wall of Aluminum is made of gigantic proportions, being two times the height of (one of the Rashomon) gates and a radius of 100 meters wide each and 5 meters thick. The user can make up to 4 wall structures that big, but it is purely used for defensive purposes. The wall structure have a type of animal carved into it's formation and a shiny silver color. The animal that's carved into the wall formation is whatever animal contract that the user has, but it is there for cosmetic purposes and serves no function. The wall formation is so gigantic that it leaves quite a mark on the battlefield when it is summoned. The walls can only be made with the ground as a medium, rising up from it with the user being able to cause the ground to swallow it once more as means of deactivation. The thickness and sheer strength of the wall formation can guard up to Forbidden Rank techniques that the Aluminum element is strong against or neutral to, but can also guard against S-Rank techniques that the Aluminum is weak to. Using this technique requires a vast amount of chakra and drains the user's stamina from the chakra overuse, cutting his speed in half for two turns after the technique is used.
Note: Can only be used once per battle.
Note: No Aluminum techniques for 3 turns after the usage of this technique.

[COLOR="#800080']Declined - the sheer size of them seems a bit too much for my liking, half that. Also needs more drawbacks for the size and scale of it.[/COLOR]

[B](Arumiton: Naraku no Hakaishi – Aluminum Release: Tombstone of Hades[/B]
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user starts by forming 3 handseals as he gathers a large amount of Aluminum chakra, causing a gigantic cube of Aluminum to form around his opponent, being of equivalent size to the (Lightning Release: Sixteen Pillar Bind) technique. The walls of the Aluminum cube are formed out of the ground (with the ground below the opponent turning into Aluminum as well, with a thickness of 3 meters deep), basically rising from it, while the ceiling of the cube is formed in the thin air, basically entrapping the opponent within. What makes this technique so deadly is that after the formation of the box, the user intensifies the Fire chakra used within the structure of the Aluminum, basically adding more fire chakra and causing the Aluminum to turn into an extremely hot liquid state. In turn, the heat within the Aluminum cube raises substantially, frying anyone unlucky enough to be caught in its formation. While the Aluminum turns into a hot liquid state, the cube starts losing it's formation and collapses onto the opponent from all direction around him. The Aluminum cube walls are 3 meters thick each and big enough to grasp a large summoning such as Gamabunta. Using this technique puts a strain on the user's body from chakra overuse, causing his speed to be cut in half for 2 turns after using the technique.
Note: Can only be used once per battle.
Note: No Aluminum techniques above B-rank for 3 turns
Note: No fire techniques above S-rank in the same and next turn.

[COLOR="#800080"]Declined - the ceiling would need to grow from the walls to form but can be dont as they grow. Last note is filler, Say no A rank or above jutsu in the following turn.[/COLOR]
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️


Divine Wind approved

Excert from the CE in regards to it's heating of air and evaporation of water nearby:



1. ( Kamikazeton: Bokumetsu Enerugī no Eos ) ‡‡ Divine Wind Style: Eradicating Energy of Eos
Type: Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+20 to Fire techniques)
Description: Through the rapid conversion of the user’s wind, fire, and lightning chakras the user produces Divine Wind which they release from their entire body as an omnidirectional release of Divine Wind molecules from their body which is invisible to the naked eye. Due to the heated properties of the Divine Wind the immediate effect is any moisture present in the air is quickly evaporated and removed. The result of this is three-fold. First and foremost the removal of moisture from the air causes both the user and the opponent to be unable to materialize water techniques in the atmosphere. Because Divine Wind is strong to Water Release the strength of the Divine Wind used will correspond to one rank lower than the rank of Water Release that cannot be materialized in the air. As such, should the user apply the A-Rank strength of this technique then both opponent and user will be unable to materialize water in the air one rank higher (S-Rank). The second advertent effect of this is that the Divine Wind lingering in the air, while it cannot directly harm the user, will cause any fire techniques produced by both opponent and user to gain +20 in damage. This is due to both the removal of moisture in the air which would naturally inhibit Fire techniques and the presence of Divine Wind which naturally empowers Fire techniques. However, the opponent will not be aware of this without some additional information about what has occurred at the beginning of the technique’s application. The third effect of this is that fire techniques that are uninhibited by moisture in the air and empowered by the Divine Wind gain electrical properties to them which in essence create Divine Wind/Fire combinations. A and S-Rank applications of this technique require the use of one and two hand seals respectively.
Note: A-S ranked variants can be used three times per battle collectively.
Note: A/S Rank usages of this technique prevent the use of S-Rank and above Divine Wind techniques in the following turn.


 Declined  This doesn't need multiple ranks. You are charging the atmosphere with divine wind to prevetn, as far as I understand, the usage of water while improving your usage of fire. However, the properties of divine wind make this very "lethal". I suggest simplifying, making it a single rank and limiting its duration. Don't forget, Divine Wind is weak only to earth.
Rewording the first completely so no bold in description or notes/restrictions, don't like how it's created and worded on second thought; my issue for letting someone else type it lmao

( Kamikazeton: Bokumetsu Enerugī no Eos ) ‡‡ Divine Wind Style: Eradicating Energy of Eos
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30 ( -10 per turn )
Damage: N/A ( +20 to Fire techniques )
Description: Channeling Divine Wind chakra, the user mixes this with existing air, invisible to the naked eye. Due to the inherent properties of the element this causes the air around the user and up to long range away from him to superheat and reduce the moisture in the air. However, this isn't the sole effect; producing a three effect jutsu, the first of these is that due to the removal of the moisture in the air, it prevents the opponent from utilizing Water jutsu. Due to Divine Wind's strength over Water, this makes it so that Water jutsu of one rank higher than this jutsu become unusable while in effect. In addition to this, because of the dormant Divine Wind chakra in the air, it creates a dry effect that enhances Fire jutsu, empowering them one rank or +20 damage, whichever is higher in each scenario. Lastly, and perhaps most useful, due to the Lingering Divine Wind chakra, this causes the user's Fire jutsu to become mixed with this chakra, imbibing it with properties of Divine Wind and making it capable of causing electrical Burns and other effects of Divine Wind. While these properties mix, this doesn't cause the Divine Wind chakra to combustion as the user still maintains his control over it. However, should the user form one hand seal, he is able to cause it to prematurely combust, mixing the Divine Wind and Fire together for a more powerful short range width explosion of S ranked power. This alternative release can only be used twice per battle.
Note: This can be used up to 4 times, each time lasting up to 3 turns. Water Release based elements deemed weak to Divine Wind are also affected by this.
Note: After ending, the user cannot use any Divine Wind jutsu of S rank that same turn and must wait 3 turns before being able to utilize again.
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
12.
Ibiton: Kiga no Abaddon | Decay Release: The Hunger of Abaddon
Type: Offensive/Supplementary/Defensive
Rank: D-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description:
Using the properties of Decay Release's main form, the user will trigger "flames" of decay release in any object or material in the field he wishes to. The exception to the use of the technique is that it cannot directly target an enemy's flesh; basically, it can't target sentient beings with chakra systems (summons included). In essence, its impossible to do actions such as decaying someone's head, but its possible to decay their clothes, weapons, scrolls, etc with a defensive or offensive purpose. The target of the technique will instantly be "consumed" by said "flames", which will decay it, following all the properties of Decay Release's main form.

Declined - not because it's a bad jutsu, but from the rank of it, at this point you could only effect jutsu or things of D rank or below? Dpedning on s/w that is. But the problem for me is, what happens when you use this on their clothes does it act as amaterasu and keep burning? How long does it take as D rank is a really weak form of it. All in all, i can't believe i'm saying this, could you add more detail to the limits and how it works when actually applied.
 
Last edited by a moderator:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards


カ Kapusaichinton: Īsariaru no bōmei | Capsaicin Release: Ethereal Exile
Type: Offensive/Defensive
Rank: A rank
Range: Self/Short to Mid
Chakra: 30
Damage: 60
Description: Ethereal Exile is a technique that allows the user to coat his body or body parts with a 2 inch thick layer of Capsaicin. This technique was developed as a defensive technique that allows the user to avoid direct physical damage by coating the point of impact with the waxy substance that is Capsaicin. Using his own chakra, channeling it into the desired part of his body and then by shape manipulating the chakra allows the user to coat that body part into Capsaicin. It is worth to notice that the user creates a layer of chakra in between the Capsaicin coating and his skin in order to prevet direct contact with the substance and in order to increase control over the coating layer as well as its durability. Since Capsaicin is waxy and malleable it deforms its shape on physical impact without losing its structure. This provides a great defensive mechanism for the user in order to avoid taking direct physical damage. The added advantage of this technique, is the fact that once the opponent hits the users coated body part, the opponent would get into contact with the high SHU Capsaicin, causing a burning sensation and pain. While the technique is used, the user can also use the coated body parts to apply the Capsaicin on touch. This works mainly for hands because they are most likely to be used for contact. If the user coats his fists/feet with Capsaicin, he can swing his arms/legs and throw fist/feet sized globules of Capsaicin at the opponent, up to mid range. This can only be done once for each fist/foot per usage, before needing to reform the coating.
Note: Can only be user 3 times per battle Last 4turns

Approved - made edits
Updating.

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

Approved
 
Last edited by a moderator:

Ryūjin

Active member
Supreme
Joined
Sep 25, 2010
Messages
21,826
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Arumiton: Ōkuninushi no Daihei) – Aluminum Release: Great Wall of Ōkuninushi
Type: Defensive
Rank: Forbidden
Range: Short (Extends up to Mid Range)
Chakra Cost: 50
Damage Points: N/A
Description: Using a massive amount of Aluminum chakra, the user can release a gigantic structure resembling a three layered wall in either circular formation around him, or either in front of behind them, while simple in nature, each wall of Aluminum is made of gigantic proportions, being two times the height of (one of the Rashomon) gates and a radius of 100 meters wide each and 5 meters thick. The user can make up to 4 wall structures that big, but it is purely used for defensive purposes. The wall structure have a type of animal carved into it's formation and a shiny silver color. The animal that's carved into the wall formation is whatever animal contract that the user has, but it is there for cosmetic purposes and serves no function. The wall formation is so gigantic that it leaves quite a mark on the battlefield when it is summoned. The walls can only be made with the ground as a medium, rising up from it with the user being able to cause the ground to swallow it once more as means of deactivation. The thickness and sheer strength of the wall formation can guard up to Forbidden Rank techniques that the Aluminum element is strong against or neutral to, but can also guard against S-Rank techniques that the Aluminum is weak to. Using this technique requires a vast amount of chakra and drains the user's stamina from the chakra overuse, cutting his speed in half for two turns after the technique is used.
Note: Can only be used once per battle.
Note: No Aluminum techniques for 3 turns after the usage of this technique.

[COLOR="#800080'']Declined - the sheer size of them seems a bit too much for my liking, half that. Also needs more drawbacks for the size and scale of it.[/COLOR]

[B](Arumiton: Naraku no Hakaishi – Aluminum Release: Tombstone of Hades[/B]
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user starts by forming 3 handseals as he gathers a large amount of Aluminum chakra, causing a gigantic cube of Aluminum to form around his opponent, being of equivalent size to the (Lightning Release: Sixteen Pillar Bind) technique. The walls of the Aluminum cube are formed out of the ground (with the ground below the opponent turning into Aluminum as well, with a thickness of 3 meters deep), basically rising from it, while the ceiling of the cube is formed in the thin air, basically entrapping the opponent within. What makes this technique so deadly is that after the formation of the box, the user intensifies the Fire chakra used within the structure of the Aluminum, basically adding more fire chakra and causing the Aluminum to turn into an extremely hot liquid state. In turn, the heat within the Aluminum cube raises substantially, frying anyone unlucky enough to be caught in its formation. While the Aluminum turns into a hot liquid state, the cube starts losing it's formation and collapses onto the opponent from all direction around him. The Aluminum cube walls are 3 meters thick each and big enough to grasp a large summoning such as Gamabunta. Using this technique puts a strain on the user's body from chakra overuse, causing his speed to be cut in half for 2 turns after using the technique.
Note: Can only be used once per battle.
Note: No Aluminum techniques above B-rank for 3 turns
Note: No fire techniques above S-rank in the same and next turn.

[COLOR="#800080"]Declined - the ceiling would need to grow from the walls to form but can be dont as they grow. Last note is filler, Say no A rank or above jutsu in the following turn.[/COLOR]
(Arumiton: Ōkuninushi no Daihei) – Aluminum Release: Great Wall of Ōkuninushi
Type: Defensive
Rank: Forbidden
Range: Short (Extends up to Mid Range)
Chakra Cost: 50
Damage Points: N/A
Description: Using a massive amount of Aluminum chakra, the user can release a gigantic structure resembling a three layered wall in either circular formation around him, or either in front of behind them, while simple in nature, each wall of Aluminum is made of gigantic proportions, being the same height of as (one of the Rashomon) gates and a radius of 50 meters wide each and 5 meters thick. The user can make up to 4 wall structures that big, but it is purely used for defensive purposes. The wall structure have a type of animal carved into it's formation and a shiny silver color. The animal that's carved into the wall formation is whatever animal contract that the user has, but it is there for cosmetic purposes and serves no function. The wall formation is so gigantic that it leaves quite a mark on the battlefield when it is summoned. The walls can only be made with the ground as a medium, rising up from it with the user being able to cause the ground to swallow it once more as means of deactivation. The thickness and sheer strength of the wall formation can guard up to Forbidden Rank techniques that the Aluminum element is strong against or neutral to, but can also guard against S-Rank techniques that the Aluminum is weak to. Using this technique requires a vast amount of chakra and drains the user's stamina from the chakra overuse, cutting his speed in half for two turns after the technique is used.
Note: Can only be used once per battle.
Note: No Aluminum techniques for 3 turns after the usage of this technique.
Note: No Earth/Fire techniques of A-rank and above for the same turn this is used in.


(Arumiton: Naraku no Hakaishi) – Aluminum Release: Tombstone of Hades
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user starts by forming 3 handseals as he gathers a large amount of Aluminum chakra, causing a gigantic cube of Aluminum to form around his opponent, being of equivalent size to the (Lightning Release: Sixteen Pillar Bind) technique. The walls of the Aluminum cube are formed out of the ground (with the ground below the opponent turning into Aluminum as well, with a thickness of 3 meters deep), basically rising from it, while the ceiling of the cube is formed from the walls of the cube as it rises, basically entrapping the opponent within. What makes this technique so deadly is that after the formation of the box, the user intensifies the Fire chakra used within the structure of the Aluminum, basically adding more fire chakra and causing the Aluminum to turn into an extremely hot liquid state. In turn, the heat within the Aluminum cube raises substantially, frying anyone unlucky enough to be caught in its formation. While the Aluminum turns into a hot liquid state, the cube starts losing it's formation and collapses onto the opponent from all direction around him. The Aluminum cube walls are 3 meters thick each and big enough to grasp a large summoning such as Gamabunta. Using this technique puts a strain on the user's body from chakra overuse, causing his speed to be cut in half for 2 turns after using the technique.
Note: Can only be used once per battle.
Note: No Aluminum techniques above B-rank for 3 turns
Note: No Earth/fire techniques of A-rank and above the following turn

Both approved
 
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
Resubmitting:
(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
Rank: S-Rank
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: By forming a single handseal and utilizing their own person as a focal point this technique allows the user to create multiple blades of Empyrean Wind rotating in fixed orbits around them. The blades are formed from the very air and are thus already in motion upon creation. The technique’s appearance is reminiscent of an atom, with the user acting as the core and the blades fulfilling the role of electrons. Just as atoms possess varying numbers of electron shells so can the user create varying numbers of blades at varying distances, though these must be organized in layers of rings rotating in fixed, circular patterns. The user can thus not control the shape of the technique’s orbit, but is able to freely manipulate its velocity. The blades themselves are paper-thin and can be maintained for a limited time, during which the user can freely create and dispel any number of them, though using them defensively and/or offensively after their initial creation costs a move. The logical nature of the technique’s orbit can be exploited by an opponent to bypass it.
While active this technique removes the user's ability to use elemental ninjutsu other than Wind and elements consisting primarily of Wind.
-Lasts a maximum of three (3) turns.
-Can only be used twice (2) per battle.

Declined - They just appear out of thin air fully formed and rotating? You'd have to build up the motion using your chakra to cause the wind to move, or, release it outwards from your body using the chakra from your system as the rotation builder

(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
Rank: B-Rank
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20 (-5)
Damage points: 40
Description: A multipurpose technique with roots in non-elemental Ninjutsu. By forming a single handseal the user is able to create a medium-sized egg made of chakra within short range of themselves from which a steady stream of small chakra creatures will pour forth. The creatures can take the form of any small animal, though their form is purely cosmetic, and are made entirely of Empyrean Wind. Possessing the innate properties of the element the small creatures are designed to devour any target. Both the creatures and the egg itself can be controlled at will by the user. Should the egg itself be destroyed the technique ends.
-Lasts a maximum of four (4) turns.
-Must wait a turn after deactivation before reactivation is possible.

Declined - still the same as before, a raw chakra egg creating them and even if cosmetic say what you can make.

New submission:
(Amatsu Fūton ♦ Shinimasu) – Empyrean Wind Release ♦ Flatline
Rank: S-Rank
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: A technique based on Kaze no Yaiba, but with a twist. Through an infusion of chakra this technique allows the user to spawn ribbons of wavy light around a limb or weapon in their possession. The ribbons are not solid, but act as indicators of how many blades the technique has been divided into and thus the technique does not end until they have all been expended. By swinging the limb or weapon the user is able to transmit paper-thin blades of Empyrean Wind that travels along the surface of any and all objects, emerging to strike anywhere that the user can see. The user is able to freely control the blades at all times.
-Can only be used twice (2) per battle.
-No techniques above S-Rank during the turn where this technique is used.

Declned - dnr - almost an exact rip of a wind jutsu by Anbu junior
Resubmitting:
(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
Rank: S-Rank
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: By forming a single handseal and utilizing their own person as a focal point this technique allows the user to create multiple blades of Empyrean Wind rotating in fixed orbits around them. The blades are formed from the very air and build velocity very quickly upon creation. The technique’s appearance is reminiscent of an atom, with the user acting as the core and the blades fulfilling the role of electrons. Just as atoms possess varying numbers of electron shells so can the user create varying numbers of blades at varying distances, though these must be organized in layers of rings rotating in fixed, circular patterns. The user can thus not control the shape of the technique’s orbit, but is able to freely manipulate its velocity. The blades themselves are paper-thin and can be maintained for a limited time, during which the user can freely create and dispel any number of them, though using them defensively and/or offensively after their initial creation costs a move. The logical nature of the technique’s orbit can be exploited by an opponent to bypass it.
While active this technique removes the user's ability to use elemental ninjutsu other than Wind and elements consisting primarily of Wind.
-Lasts a maximum of three (3) turns.
-Can only be used twice (2) per battle.
- No jutsu above A rank while active

Approved - made edits

(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
Rank: B-Rank
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20 (-5)
Damage points: 40
Description: A multipurpose technique with roots in non-elemental Ninjutsu. By forming a single handseal the user is able to create a medium-sized egg made of Empyrean Wind within short range of themselves from which a steady stream of small chakra creatures will pour forth. The creatures can take the form of any small bird, lizard or fish, though their form is purely cosmetic, and are made entirely of Empyrean Wind. Possessing the innate properties of the element the small creatures are designed to devour any target. Both the creatures and the egg itself can be controlled at will by the user. Should the egg itself be destroyed the technique ends.
-Lasts a maximum of four (3) turns. Usable 4 times
- While active this technique removes the user's ability to use elemental ninjutsu other than Wind and elements consisting primarily of Wind.
-Must wait a turn after deactivation before reactivation is possible.

Approved - made edits
 
Last edited by a moderator:

Zaphkiel

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

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. On the fifth turn the target will die if no immediate attention is had, at which point the technique would come to an end. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (3) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- While active, the user can only perform Seraphic Water techniques as well as its components: Doton and Suiton.

Decline - nice technique. But what if they breathe it in on only one turn then blow it away? Doe th effects not evolve then? Make that clear please. Reduce how long it lasts too due to the rank of it.

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Ram>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them.

Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn after this is performed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

Declined - not heavy enough drawbacks and it will cost a move per turn to control the effects of this. And while remaining active it will cost a move per turn due to the control of such a large mass
 
Last edited by a moderator:

Zaphkiel

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

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. On the fifth turn the target will die if no immediate attention is had, at which point the technique would come to an end. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (3) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- While active, the user can only perform Seraphic Water techniques as well as its components: Doton and Suiton.

Decline - nice technique. But what if they breathe it in on only one turn then blow it away? Doe th effects not evolve then? Make that clear please. Reduce how long it lasts too due to the rank of it.

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Ram>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them.

Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn after this is performed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

Declined - not heavy enough drawbacks and it will cost a move per turn to control the effects of this. And while remaining active it will cost a move per turn due to the control of such a large mass
(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.

Approved - Made edits

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.

Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

Approved - made edits


.
(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses

Declined - Absorbing sound is fine within your c.e, but the thermal part isn't within how your c.e works and i don't believe you should gain access to a form of boil release through this. (will confirm with NK)

As agreed with Pervy, to be checked by NK.


(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses

‡ Approved ‡

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
(Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.

D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.

S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.

Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn

‡ Approved ‡

(Shinpiton: Meigo) Corium Release: Dark Hound
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique allows the user to generate Corium, either through creating the element through their body or by transforming the ground. The shape and amount of Corium created depends solely on the user's imagination, and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its tremendous heat, or use it as a ranged weapon. A supplementary usage of this technique, the user can also generate large bursts of Corium from beneath their bodies, creating a wave that resembles an eruption, that can carry the user at the same speed that they can move, allowing them to get close to deliver attacks or quickly transverse the field.
Note: A-rank version requires a single handseal
Note: S-rank variant requires 2 handseals and can only be used three times per battle
Note: S-rank version requires a cooldown of one turn before any Corium techniques can be used again

‡ Approved ‡

(Shinpiton: Dai Funka) Corium Release: Great Eruption
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will transform their fist into pure Corium before punching towards a target, releasing a large blast of Corium in the shape of a fist. Easily reaching several times larger than the user’s body, this technique causes a devastating explosion of Corium upon impact, causing everything within a short-range radius to be covered.
Note: Can only be used four times per battle
Note: Requires a cooldown of two turns before being used again

‡ Approved ‡

(Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used



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

Gutsy

Active member
Legendary
Joined
Nov 29, 2011
Messages
12,796
Kin
999💸
Kumi
7,554💴
Trait Points
0⚔️
CE Approval:

Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout the body and/or surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode, through the use of a handseal.
Note:
- S-rank versions can be used 3 times per match.
- A-rank and above of this technique requires a handseal
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Gunpowder techniques the following turn.

Approved - made edits


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

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

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

Approved - nice technique
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Ichor approved .

1. ( Noshoton: Panteon no sentaku ) Ξ Ichor Release: Choice of the Pantheon
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to the advanced nature of Ichor Release, when it is utilized the element shows up in a myriad of forms that give way to different effects when shown and used. This serves as a reference jutsu to be viewed when Ichor is used as it houses the general effects and results of us in one form as opposed to another. There are two main forms of Ichor, based on the two types of THC ( sativa and indica ). These two types are, respectively, Ambrosia and Nectar.

Ambrosia is associated with the Sativa strain of Ichor. Ambrosia Ichor is noted for it's uplifting and energetic effects on the body, often associated or linked to intense visual hallucinations/sensations, increased heart rate and blood flow, relief from pain, heightened spiritual awareness and mental capacities, and effects of similar ability. When applied to Ichor jutsu, this strain is able to be used for beneficial purposes such as increasing the body's resistance to pain, raising the user's mental defense, even increasing his speed, strength etc by increasing the blood flow. This type is commonly applied to himself and allies.

Nectar is associated with the indica strain of Ichor. Nectar Ichor is noted for it's feelings of sedation, "stoned" nature and relaxing effects on the body, often associated or linked to intense visual hallucinations/sensations, a distorted concept of time and space, sluggish/slow movements, overwhelming paranoia, forgetfulness, and in some scenarios headaches and intense migraines. When applied to Ichor jutsu, this strain is typically used for detrimental purpises, hindering opponents mainly as inherent side effects along eith the offensive nature of said jutsu. While the effects are often linked to detrimental uses, in some cases the user is able to utilize Nectar Ichor in a way that allows him to benefit from it, usually noted in specific jutsu.

Regardless of the strain, heavy dosages of Ichor can cause death, extreme irritation and even leave one comatose if severe, nonfatal amounts are taken.
Note: Most Ichor jutsu will follow one strain unless specifically noted to be a hybird strain of Ichor.
Note: A passive jutsu, this does not count towards the user's jutsu count if posted. Can be posted in conjunction with an Ichor jutsu, or at the start of battle.

‡ Approved ‡

2. ( Noshoton: Kami no Seishin ) Ξ Ichor Release: Spirit of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( -10 per turn )
Damage: 60
Description: The user channels Noshoton chakra through his body, excreting Ichor in a thin armor. Appearing as if his skin has a golden hue, the Ambrosia Ichor is then reabsorbed through his skin as he fights, empowering him through convincing the body that pain does not exist. This allows the user's body to continue on despite injuries that could potentially break bones or cause bleeding. The waxy nature of Ichor when flowing through the blood, despite speeding the user's blood flow, orevents blood loss due to the blood being unable to pass through the thin layer of Ichor. While this empowers him mentally, this does little to actually heal the wounds afflicted and allows him instead to continue battle until actual healing is done. Due to the increase of blood flow, the users speed in slightly increased, moving at twice his speed and gaining a small +10 damage increase to Taijutsu.
Note: Lasts 4 turns at which time the injuries are felt once more and normal blood flow sets in.
Note: Can be used up to four times. After each use it takes the user 3 turns before this can be reused.
Note: While in use, Ambrosia based Ichor jutsu cannot be used on the user.

‡ Approved ‡

3. ( Noshoton: Pandora no Kenkin ) Ξ Ichor Release: Pandora's Gift
Type: Offensive/Defense/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 chakra per turn to sustain)
Description: The user is able to use his body, an existing Ichor source or Water as a source to create a massive single being of Ichor to help him. These creatures resemble humanoid figures of ancient lore, such as the Water Nymphs, ( humanoid figures similar to mermaids ), Olympians ( taller than human sized deities ) and Atlanteans ( Humanoid creatures with slight differences such as webbed hands/feet, gills on necks, etc ), among other beasts of legend. These beasts follow basic elemental strengths of weaknesses of Ichor and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. A golden hue emanating from them, these creatures are capable of being used as a source for other Ichor jutsu attacks sans dispersal of the figure. The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the Ichor to heat on contact, causing the liquid's temperatures to rise to levels of causing 3rd degree burns on contact, but doing this counts as a move per turn and costs 10 chakra. These creatures are capable of releasing Ichor jutsu from their body as well as using one of the elements that make up Ichor up to their rank (e.g. B-Rank creation will be capable of using B-Rank Ichor and Earth). These creations are generally a hybrid strain of Ichor, taking on traits of both Ambrosia and Nectar strains.

Note: A and S-Rank variants can last a maximum of four turns
Note: Can only be used 4 times a battle, creating a single beast each use.
Note: S-Rank version can only be used twice per battle. No S-Rank or above Ichor in user's same turn.
Note: Use of these beasts does not deter the user from using ninjutsu of his own.

‡ Approved ‡ Edited.

4. ( Noshoton: Panteon no Onkei ) Ξ Ichor Release: Blessings of the Pantheon
Rank: D-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points:20 - 80
Description: The user can create various constructs formed from Ichor in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Ichor source and third is from Water itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a small gel pill of Ichor to waves, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming ocean sized pools of Ichor in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns. No S-Rank or above Ichor on the turn after the S-Rank version is used. When used, the user has to specify which strain of Ichor is being utilized as the effects may vary.

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

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


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

Declined - sorry but bugs like fuuin, this isn't how it works. You can place the seal on the ground but not in that method. Plus S rank fuin jutsu needs permission or med mastery.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,022
Kin
3,688💸
Kumi
31,205💴
Trait Points
0⚔️
[karumera: Ichi Kurume Baindo Arankagiri] - Caramel Release: One Caramel To Bind Them All
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra cost: 50
Damage points: 90
Description: This is the strongest of the all the caramel jutsu, using the more deadly form of caramel, Liquid caramel. In this form it's pretty much molten sugar with extreme heat which sticks and binds with a heavy weight behind it. The user will clap their hands together performing a single handseal to active this jutsu, upon making this seal they will have chosen and epicenter for the jutsu, the center of concentration if you will. From under this spot and all around super heated liquid caramel will shoot up from every direction like a sudden 360 degree tital wave of liquid caramel. This caramel shoots up as fast as the Water Release: Gushing Water Imprisonment but with several differences. This comes from all around the epicenter up to mid range around the target and shoots up to touch at the top (20m high) and all comes crashing down in a compression type way in a giant orb of molten caramel stretching up to mid range. The user will need to be mid range from this so he doesn't get caught in it and will be 1m away from the edge of the orb. The caramel shoots up from the floor upd range around the epicenter, this will include under the target, meaning their feet would be stuck in the caramel much like the swamp jutsu. As the caramel shoots up all around it quickly compresses in into a binding orb as the outside of the caramel solidifies. The heat and preasure of the binding being more than enough to crush and kill who are inside (unless the use an effective armor ect), all this happens within a few seconds and when the orb forms the user can use an addition handseal creating an A ranked sealing formula sealing the caramel orb and anything inside it. This will cost an addition one of the users three jutsu per. This jutsu and method is similar to Gaara's sand binding and sealing style but through the use of molten hot caramel. The caramel would need to be hot so it can be controlled and bent and moved at the required speed.

Note: Useable once
Note: If sealing method is used it takes up one of the three jutsu per turn.
Note: No caramel for 3 turns after
Note: No jutsu above A rank in the following two turns.

-------------








Combining the two and updating the description. Explaining limits and given detail to use.

(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the basic application of carbon release where the user will gather carbon in the air, the ground or create it from their own chakra (spitting it out ect) to form structures of carbon. This can be anything from weapons, to walls, to spikes, domes, anything innanimate which they can use as projectiles aswell. For example the user could create a kunai of carbon and launch it at their opponent. The larger the object the higher the rank. For objects larger than the user they will need to be A rank. To use the S rank version, the user will need to perform 1 handseal. This can also be used to reshape current carbon the user controls which they can use to attack with again, in a similar way to earth release but on a unique level. Due to the control required the user is not able to form microscopic carbon, they carbon they gather will be around the same size as a grain of sand and so always visible to normal ninja. With this the user can use their advanced knowledge of carbon to form different types of structures within the power of the c.e. So through the form of nano tubes the user could make extra hard carbon without the added weight which would be great for shields an such. A rank and below carbon structures can be made with either a hand gesture or with a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no carbon above B rank in following turn.



(karumera) - Caramel release
Rank: D - S
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the nescessary elements and create a liquid version of caramel on the battlefeild that they can use to attack or defend or just bind the opponents. The caramel can be made in various shapes and forms which can be held together with the users chakra if made with liquid caramel. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. If they release it from their body they will create a layer of chakra between them and the caramel so the heat wont burn them in liquid form. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For A rank and below the user will use hand gestures to form the caramel, for S rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Caramel dries up in 2 turns
Note: The target will be burnt by the caramel if its made hot by the user

✦ All Declined/Pending, where are the approval links? I think you accidentally deleted the first portion of this as you bolded a line in the first CEJ but don't have the previously submitted version. ✦


If you approved the combining of the carbon jutsu, this is a new jutsu to be checked to fill the slot left behind:

( kurokongousekiTainai no Jutsu ) - Carbon Body Technique
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: The user turns his own body into Carbon, or simply parts of it. While in carbon form, the user can stay solid for defense and attacks or break their body down into grains of carbon so he can cross long distances by soaring as a sandstorm of carbon. In this form, he is also invulnerable to attacks based on strengths and weaknesses of carbon. However, he is unable to attack during this form if he breaks down into the sandstorm of carbon. While in the solid state the users body is sense and can be used for stroke tai attacks, but is vulnerable to carbons weaknesses. If used to move, the user will move as fast as their normal movement speed, able to travel up to long range. Though the carbon grains need to stay close to each other. In this form if the users body is damaged, they can reform part of their body from a source of carbon by touching it.
Note: Can only use carbon and elements that make up carbon in this form
Note: Useable 3 times lasting up to 4 turns

Resubbing all to make it clear:




(kurokongouseki no jutsu ) Carbon technique
Rank: C
Type: attack/defence
Range: short - mid
Chakra Cost: 20
Damage Points: 30
Description: The user will use their chakra to create small pillars of carbon, small tools, and small shields of carbon.
____________
-Approved-



(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: A
Type: attack/defence
Range: short - long
Chakra Cost: 30
Damage Points: 50
Description: The user will use their chakra to create medium pillars of carbon, medium sized tools, and medium sized shields of carbon.
____________
-Approved-
Combining the two above jutsu to meet today's Rp and fix chakra costs ect:

(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the basic application of carbon release where the user will gather carbon in the air, the ground or create it from their own chakra (spitting it out ect) to form structures of carbon. This can be anything from weapons, to walls, to spikes, domes, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of carbon and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank version and higher, the user will need to perform 1 handseal. This can also be used to reshape current carbon the user controls which they can use to attack with again, in a similar way to earth release but on a unique level. Due to the control required, the user is not able to form microscopic carbon, the carbon they gather will be around the same size of a small pebble and so always visible to normal ninja. B rank and below carbon structures can be made with arm movements or a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no carbon above B rank in following turn.

✦ 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-
Updating:

(karumera) - Caramel release
Rank: D - S
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the necessary elements and create a caramel on the battlefield that they can use to attack, defend, or just bind the opponents. The caramel can be made in various shapes and forms. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. This can be done in one of two forms, either solid or liquid Caramel. Liquid Caramel can only be used in projectile, blasts, attacks from the ground or familiars, basically unable to be held by the user. Hardened Caramel however can be used in any way reasonable. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For B rank and below, the user will use hand gestures to form the caramel, for A rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Liquid caramel dries up in 2 turns

✦ Approved, edited parts ✦
New techniques:

[karumera: Ichi Kurume Baindo Arankagiri] - Caramel Release: One Caramel To Bind Them All
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra cost: 50
Damage points: 90
Description: This is the strongest of the all the caramel jutsu, using the more deadly form of caramel, Liquid caramel. In this form it's pretty much molten sugar with extreme heat which sticks and binds with a heavy weight behind it. The user will clap their hands together performing a single handseal to active this jutsu, upon making this seal they will have chosen and epicenter for the jutsu, the center of concentration if you will. From under this spot and all around super heated liquid caramel will shoot up from every direction like a sudden 360 degree tital wave of liquid caramel. This caramel shoots up as fast as the Water Release: Gushing Water Imprisonment but with several differences. This comes from all around the epicenter up to mid range around the target and shoots up to touch at the top (20m high) and all comes crashing down in a compression type way in a giant orb of molten caramel stretching up to mid range. The user will need to be mid range from this so he doesn't get caught in it and will be 1m away from the edge of the orb. The caramel shoots up from the floor upd range around the epicenter, this will include under the target, meaning their feet would be stuck in the caramel much like the swamp jutsu. As the caramel shoots up all around it quickly compresses in into a binding orb as the outside of the caramel solidifies. The heat and preasure of the binding being more than enough to crush and kill who are inside (unless the use an effective armor ect), all this happens within a few seconds and when the orb forms the user can use an addition handseal creating an A ranked sealing formula sealing the caramel orb and anything inside it. This will cost an addition one of the users three jutsu per. This jutsu and method is similar to Gaara's sand binding and sealing style but through the use of molten hot caramel. The caramel would need to be hot so it can be controlled and bent and moved at the required speed.

Note: Useable once
Note: If sealing method is used it takes up one of the three jutsu per turn.
Note: No caramel for 3 turns after
Note: No jutsu above A rank in the following two turns.

✦ Declined, for starters, clapping your hands and then performing a seal is so weird lol. Ayway, this can't work as fast as the Gushing Water Imprisonment; GWI creates a sudden burst of water that firsts blasts upwards with no damage then falls and reforms into a sphere around them. If approved like that, there isn't a counter because we can't counter the initial burst of water in the RP, iirc. Also, to heat your CE to levels beyond the normal heat would require adding in Fire release. From the first line it seems to suggest that it's hotter than normal liquid caramel. It also seems to suggest it's a mid range sized geyser "this comes from all around up to mid range" which is too much even for an F rank jutsu. ✦


( kurokongousekiTainai no Jutsu ) - Carbon Body Technique
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: The user turns his own body into Carbon, or simply parts of it. While in carbon form, the user can stay solid for defense and attacks or break their body down into grains of carbon so he can cross long distances by soaring as a sandstorm of carbon. In this form, he is also invulnerable to attacks based on strengths and weaknesses of carbon. However, he is unable to attack during this form if he breaks down into the sandstorm of carbon. While in the solid state the users body is sense and can be used for stroke tai attacks, but is vulnerable to carbons weaknesses. If used to move, the user will move as fast as their normal movement speed, able to travel up to long range. Though the carbon grains need to stay close to each other. In this form if the users body is damaged, they can reform part of their body from a source of carbon by touching it.
Note: Can only use carbon and elements that make up carbon in this form
Note: Useable 3 times lasting up to 4 turns

✦ Pending approval/declining of first jutsu ✦
 
Last edited by a moderator:
Status
Not open for further replies.
Top