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Hello everyone. I'm selling spots to my cjs/ces.

Starting off with Custom Elements;


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Bisumaton = 2 spots left
Custom element Japanese name:
(Ekitai) - Bisumaton
Custom element English name:
Liquid Bismuth
The element is based on:
Earth + Fire + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
Bismuth is a metal that is found naturally underground and as many other earth-based metals and other elements is proven to exist in the narutoverse just because the fact that the narutoverse is very similar to that of the real world when it comes to both metals and crystalline structures. We have also seen multiple uses in the manga that it is indeed possible to mixture earth chakra to create other metals such as steel and iron sand. Even the cannon crystal release is a proof of that, albeit unknown its origin of elemental. The fact that steel and other metals are already present in the narutoverse should be indicating proofs of the existence of other metals in the earth's surface. In the manga and anime context we can also see the usage of computers and modern technology. Seeming this technology is based on the same technology we have in real life, we can then assume they are built the same. Bismuth is a metal that is used in much computer technology. Since it has an extremely low thermal conductivity, it is used in refrigerators, computers and other usages where lead has been involved in.
How it works:
Bismuth has a very low melting point for being a metal and is one of the few metals, who's density actually increases through the melting process which makes molten bismuth actually more dense that it would be in its solid form. The metal melts at 271.5 °C. That process is made through the use of the fire release as normal fire can extend to a much higher temperature than that. However, just because bismuth melts at 271.5 °C doesn't mean that the release form is going to be that temperature but can actually extend up to 1564 °C, which is bismuth's boiling point. However to achieve that sort of temperature requires a lot of chakra through the use of the fire element. Now, bismuth has three properties that makes it special compared to other metals. First of all, it has one of the lowest the thermal conductivity of all metals. This means that bismuth doesn't conduct temperature nearly as much as other metals, making it very resistant to cold and hot temperatures. On contact with cooler elements, liquid bismuth will transfer the heat and burn the material it touches. A significant parallel to regular steel or iron, which both conducts heat easily. Bismuth is proven to be the most naturally diamagnetic metal there is. The liquid form of Bismuth in addition to the vast magnetic deflecting capablities the metal already has makes it uncontrollable by magnetic fields like other metals.Lastly, what sets it unique compared to other metals aside from the low melting point, the low thermal conductivity and ability create its own magnetic fields, bismuth is a very poor electric conductor. This means that electricity won't easily be spread through the metal at all compared to other metals, who are easily cut to pieces through strong currents. Sure, massive amounts of electricity will destroy the metal but it has a certain resistance towards it. As mentioned earlier, the density of bismuth increases through liquid state, which is why it is chosen to be used in that state. Which again, also is quite a unique feature as far as metals go in terms of usage in the ninjaworld of the RP. However, having these features are really incredible as an element but. Bismuth oxides albeit slowly in a solid state as well as in its release form, which is liquid, in contact with oxygen. This can be done through the use of the cannon wind and water releases as both of which contains significantly large amounts of oxygen. This can be seen as a weakness or a neutral deflection. However, due to the extreme temperature of the liquid bismuth, water will evaporate and remain uncontrollable on impact with the liquid bismuth. This means they are considered neutral towards each-other. Low/high-temperature releases such as ice and lava are considered weak towards the liquid bismuth because of its extremely high resistance to temperature interaction that it gains from its low thermal conductivity. It also means that it is strong towards radiation as well. When it comes to another weakness, the lightning element is indeed strong towards liquid bismuth, even though it has a very high electrical resistance. That is because the focused usage of lightning can cut through the metal, like most of them.

In terms of jutsu application, the element is divided into two uses, depending on the use from an existing earth source or from the users body:

Existing Source Usage:
The user will focus the earth and fire chakra to produce bismuth from existing sources of earth. Using the earth element will gather the elements to produce the bismuth while the fire element will be able to turn the metal into a liquid. The bismuth will be formed in underground. Based on the users precision and creativity, pools, seas, waves can be formed by the user through their use of bismuth in its liquid form.

Self Source Creation Usage: The user will focus earth and fire chakra into themselves in order to produce liquid bismuth through exhaling or extrude them from their body. This release is mostly to used in close combat and in aggressive forms of bismuth. But it can also be used in short-notice defensive actions as well.

Physics of Bismuth:

Sound Interaction: Liquid Bismuth is stronger than its solid form. Interfering sound-waves would create a kinetic impact on the element but would fall flat as the element would be able to re-shape back as it is in a solid nature. Because of this, sound could be considered weak towards liquid bismuth as its density is high enough and it is "massaged" by the soundwaves, but not more than that.

Temperature Interaction: As previously stated, bismuth is very resistant on taking on heat as well as cold. It has a very low thermal conductivity and will not spread heat to any other elements or material it touches. This includes the self-regenerated heat it gains from being liquid.

Impact Interaction: Bismuth in its release state is liquid. This means that bismuth will spread large amount of impact through the whole source and won't crack like solid metals, however, it will deform easier. Because the metal is in such a high temperature when used in battle, the heat factor plays a part in taking blunt damage but the heat will also interact as a damage factor as its very hot. Facing matter denser liquid bismuth will consider a weakness towards the release unless the structure of the material has a very unstable formation in temperatures below 1564 °C. Like many metals, bismuth is ageless. However it has a heavy impact on oxidation unlike some heavier metals. It has high resistance to radiation.

Jutsu Usage Examples:

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)



(Bisumaton: Funka | Bismuth release: Eruption)



(Bisumaton: Oboreta no ījisu | Bismuth release: Aegis of the Drowned)



Conditions to be able to use it:

Completed Earth and Fire elements.

Is weak to:
Wind & Variations
Wind contains oxygen, which will oxidase bismuth. Cold usages of wind will not impact bismuth as it won't react much through its low thermal conductivity.

Lightning & Variations
Even though bismuth has a very bad conductivity, the sheer force of concentrated lightning would still pierce through it.

Is strong against:
Earth & Variations
Liquid bismuth is both denser and hotter than regular earth and will easily defeat it. Variations of earth - such as weaker minerals/metals etc are also considered weak towards liquid bismuth. Lava included.

Fire & Variations
Liquid bismuth already contains fire as hot as it can be. Adding more fire to the element will make it more loose in consistency and add more density to the metal, making the metal stronger the hotter it becomes. When it comes to extreme temperatures, liquid bismuth will not be very affected either due to the low thermal conductivity. Radiation included.

Water & Liquids
Liquid bismuth will evaporate water in such a rapid process that the oxygen in the water will scatter and not be a part of a destructive process to the bismuth. Poisons and other common liquids will face the same fate.

Co-creator:
N/A
Students I passed this custom element on too: ? & ?
N/A

Note on Approval: I removed the "neutral" section of the Elemental Strengths & Weaknesses. Custom Elements do not have a section for elements they are neutral to. Those elements not explicitly listed in the strengths and weaknesses are treated as neutral regardless. Magnetism remains neutral, as it is not explicitly listed.


I, Drackos, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Skorm, our loyal member, gave on the date September 20th, 2018 a request for a Patent on his custom element (Starlight); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following:
Bisumaton
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Copyright © 2018, Skorm, AnimeBase.me
Created[5]
1. (Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.

2. (Bisumaton: Jigokunomokujiroku | Bismuth release: Apocalypse Now)
Type:
Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: One of the most devastating techniques in the arsenal of liquid bismuth but a rather simple technique in itself. The user will form 5 handseals; Monkey - Horse - Serpent - Ram - Bird. As the last sign(Bird) forms, they will stomp the ground and channel a massive amount of liquid bismuth into it. The ground will then evaporate and explode rapidly in all directions while a huge stream of liquid bismuth will flow straight upwards and spread all across the battlefield like a huge fountain of hell. The amount of chakra it takes to create the technique takes a toll on the user and will thus leave them slightly damaged by a chakra recoil. They will also not be able to use any other liquid bismuth techniques for 3 turns. The remains of the liquid bismuth of the initial technique will remain on the battlefield, dormant like a huge molten graveyard. The spread of the torrent can reach up to 15 meters in the air and spread out in a diameter of 25 meters. The user will of course direct the torrent away from themselves and either let it hit everything or direct it to a specific target. This technique can only be used once per battle.

Note: Usable once per battle.
Note: No Bisumaton techniques the following three turns and no techniques above S-rank of the elements composing Bismuth during the same time.

3. (Bisumaton: Baiojeneshisu | Bismuth release: Abiogenesis)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn)
Damage: 80(on touch)
Description: Abiogenesis is an advanced application of the Bisumaton release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into liquid bismuth while still maintaining their original size they become heavy and slow but also very warm and squishy. This is an extremely good counter for taijutsu but also for evading other elemental techniques too. The user will become movable but halves their speed due to the density of the element they are now the form of. While in this stage the user can only perform bismuth/earth/fire techniques. Due to the liquid state of the bismuth the user can take shapes that aren't humanoid, for example they can stretch themselves outwards up to mid-range. On touch the user will burn anything it comes in contact with and cause 80 damage.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Bisumaton and no S rank and above Fire/Earth techniques after usage.
Note: Can only be taught by Skorm.

4. (Bisumaton: Ōame | Bismuth release: Heavy Rain)
Type:
Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40(-20/turn)
Damage: 80/turn
Description: The user performs three handseals and ignites the skies by channeling bisumaton chakra into the skies above them. Standard sized droplets of molten bismuth will start to rain down on the field from Mid-Long range of where the user is, and the user cannot adjust the size or location of the droplets. This can be done with or without sourceless materializing although if the user does not have that specialty they will need to form a gigantic pillar of molten bismuth that they stretch out from behind them and let go as it reaches the skies and expands into a barrage of rain. The only real advantage the user gets if they possess the sourceless materializing is the element of surprise. While this technique is ongoing, the user is limited in terms of that they can perform. This limits them to only using fire, wind and earth as well as KGs/AEs/CEs based on either one of those elements. Regular skills are not affected although no forbidden techniques. Each droplet of the rain causes extreme pain and will sink through the skin, flesh and bones through any limb or body it hits until it has passed through. Each drop falls faster than that of regular rain as bismuth is by far heavier and denser making the technique almost unavoidable, but it is still possible for the user to catch sight of the rain long before it actually makes contact with them. The user can only use the bismuth to form techniques from the bismuth or to create more bisumaton techniques only once the bismuth has hit the ground. This technique can only be used twice per battle and can stay on the field for two turns while it requires a two-turn cool-down. The user can only use two other moves while this is active.

Note: Can only be taught by Skorm.

5. (Bisumaton/Fūinjutsu: Mākuobuinfamī | Bismuth/Sealing arts: Mark of Infamy)
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is based on sealing tags capability of storing chakra and apply it wherever it is placed through tags. The user places a tag on any solid object that is within their reach. This tag is infused with huge quantities of liquid bismuth. When the seal is placed on a specific solid object(could be on anything), the user then performs a seal to act as the trigger. This activates the seal and tranforms the interior of the object that the seal is places on and replaces it with liquid bismuth, however, the exterior of the affected object remains the same. This is a perfect deception technique that can very well be placed on the ground, activated, and as soon as someone steps on the surface it will burst and entrap their feet in hot bismuth. The tag contains enough bismuth to affect objects that are 10 meters long. If used on a human, their entire interior will graduately start to become heavier and they will feel extreme pain as the liquid bismuth starts to spread inside of them. If the seal is not removed within two turns after its activated it will kill the target. The seal can be placed on enemy tools or weapons to destroy them from the inside. The seal itself is A rank but the quantities of bismuth stored in the seal and the damage it seals is S rank. Only four seals can be used per battle and once it has been placed, the user cannot use bismuth techniques above A rank until one turn after the seal has been activated.

Note: Can only be taught by Skorm.

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Porisuchiton = 2 spots left
Custom element Japanese name:
Porisuchiton
Custom element English name:
Polystyrene
The element is based on:
Wind + Earth + Fire
Facts that prove the element to be possible (in the manga context):
Polystyrene is one of the most commonly used plastics, mainly for usage of isolating buildings and used in the construction areas. Not only that, but the elements that build up polystyrene is hydrogen and carbon and both of these elements are found in the narutoverse in either other custom elements or seen in the manga context. I think there's even a very large possibility that the element is even shown in the manga as its also used in the fast-food industry as it is a great insulator of heat. This means that the mixture actually is present in the narutoverse.
How it works:
Polystyrene is made by hydrogen and carbon, creating a chemical compound that resembles that of both rubber and plastic. It is a natural insulator, like paper, plastic and rubber. While polystyrene can come in various shapes, this initial element is always going to have it formed by miniature pellets about 5mm thick. The surface of the pellets, or grains, are quite thick and even if the material is quite spongy, hard to squeeze together as they are pressurized by the wind element. The fire and earth release has almost always been necessary to compose excavate elements from underground and convert them to other materials that require heat and or pressure to be created. The regular carbon release is an example of that while the wind element is used to pressurize the pellets and give them an extremely dense composition. Polystyrene, like many other organic materials does decay but very slowly. It is easy to burn it however, and since the pellets are packed with pressurized wind they will burn very easily and consumed by the heat. However, polystyrene does have a very low thermal conductivity and for instances like boiling water or freezing temperatures it does have an advantage. It's not uncommon to have house isolation made from polystyrene for that reason. As pellets, the polystyrene has the capability of being manipulated like the sand release and effectively take any form the user wants really. The pellets can also travel quite fast and can be regarded as miniature bullets as far as impact goes. Since they very light they can be accelerated faster than normal sand or regular variations and thus exceeds in speed compared to those elements. At about 100 C, polystyrene faces it's glass transition and will become a sort of semi-fluid. Since it is highly pressurized in this release form, it outperforms regular soil and rock formations in terms of hardness. When grinded together, the pellets also creates thermal heat which can be used for a slightly burning application. Naturally, since it's an element that exists of components in the earths crust it can only be formed from the user directly or from the ground.

Existing Source Usage: The user will focus the wind, earth and fire chakra to produce polystyrene from existing sources of carbon and hydrogen. Using the wind and earth elements will gather the elements to produce the polystyrene while the fire element will be able to mix the two together along with the users chakra. The polystyrene will be formed underground as the carbon and hydrogen is mixed together. This means the user can chose to "erupt" polystyrene from underground and form it into different shapes. These constructions are most likely based on larger constructs such as pillars, plateaus, hills or other structures.

Self Source Creation Usage: The user will focus wind, earth and fire chakra into themselves in order to produce polystyrene through exhaling sources or extrude them from their body. It could be used to be able to take on greater blunt damage and "harden" the users body as well as creating hand-held items such as shields or weapons.

Jutsu Usage Examples:

(Porisuchiton: Yugudorashiru no Tsūru) - Polystyrene Release: Tools Of Yggdrasil




Conditions to be able to use it:

Completed Wind, Earth, and Fire

Is weak to:
Fire
The pellets are dense since they are highly compressed with the wind element, this makes them very flammable and frankly explosive. High temperatures, that of above 100c is also bad news for polystyrene as it will melt and become uncontrollable by the user.

Water
Polystyrene is more dense than water but it's essentially carrying no weight against it and can thus easily be defeated by masses of water.
Is strong against:
Earth
Polystyrene in this form is more dense than naturally occuring earth and can pierce through it like the sand release.

Lightning
Polystyrene is a natural insulator and since each pellet is very pressurized and dense by the wind element, they cannot easily be blasted through by the lightning element.

Wind
The mass of polystyrene is greater than that of pure wind, the hardness and speed of each pellet can also pierce through hurricanes. Polystyrene can freeze but does so poorly and can therefore be considered strong toward cold applications of wind as well, such as ice, dry ice etc. Sound is basically vibrating wind and faces the same fate.

Dark
Polystyrene is solid and is not easily absorbed through the applications of dark release.

Co-creator:
Gajeel Redfox

Students I passed this custom element on too: ? & ?


☣ P a t e n t C e r t i f i c a t e ☣


I, Joestar, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Skorm, our loyal member, gave on the date March 2nd 2019, a request for a Patent on his custom element (Porisuchiton); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Porisuchiton


Powered by Lord of Kaos


Copyright © 2019, Skorm, AnimeBase.me

Note: Edited the CE slightly; removed the strength to Magnetism. Being non-magnetic isn't enough of a reason to be strong to Magnet Release. Water isn't magnetic, yet isn't strong to it. Nothing in your CE warrants it being anything but neutral to magnetism.
Created[4]
1. (Porisuchiton: Shiroi Sabaku | Polystyrene Release: White Desert)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn)
Damage: 20-80
Description: The jack of all trades release for the porisuchiton release. The user can form any structures from the polystyrene pellets they want. The user can create weapons, armour and well anything that they need. D and C ranked usage requires no handseals, B rank requires one, A rank requires two and S rank requires three handseals. D, C and B rank may be used indefinitely as long as the user has a chakra pool, A ranks can be used 5 times per battle and S rank can be used 4 times per battle. A rank variation has a cooldown of one turn per use, S rank has a cooldown of two turns after use. This lets the user channel porisuchiton chakra through the earths crust and create miniature sinkholes or other structures. The user can also form polystyrene directly from their body. Unless the user fuels chakra into the polystyrene, it will fall flat on the earths surface as it is too light to sustain any forms by itself unlike other solid materials.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 5 times per battle, with a cooldown of one turn, S rank 4 with a cooldown of two turns.
Note: No other Polystyrene techniques in the same turn S-rank version is used

2. (Porisuchiton: Tesserakuto | Polystyrene Release: Tesseract)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40(-20/turn)
Damage: N/A
Description: Tesseract is an advanced application of the porisuchiton release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into polystyrene pellets while still maintaining their original size they become extremely light, sturdy and fast but also sharp. This is an extremely good technique when the user needs to move fast and having to tank jutsus that porisuchiton is strong to. The user will become stretchable as they are now in a "white sand" form and while their charactersics such as facial appearance etc has dissolved in the new form they still pertain the same volume. However, due to the extremely light material the user now consists of they can move at exremely fast speeds, up to twice their normal speed while gaining extreme flexibility of evading techniques. The pellets can also grind techniques that passes through the user to dust(within reason and S/W of porisuchiton). The downside of the technique is that the user cannot perform any elemental techniques except from porisuchiton/fire/earth/wind techniques. The user can reform at any time and if they continue to be in this form they need to spend additional chakra.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Porisuchiton and no S rank and above Fire/Earth/Wind techniques after usage.
Note: Can only be taught by Skorm.
Note: Can only be used to dodge techniques(within reason) once per turn.

3. (Porisuchiton: Jūryoku o Ushinau | Polystyrene Release: Gravity Forfeit)
Type:
Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn)
Damage: 80(+20/in combinations)
Description: The user performs three handseals and then slams their hands on the ground. They will then channel massive amounts of porisuchiton chakra through it to gather up a miniature sea of the material underneath a certain area. This amount of polystyrene will then replace the earth underneath the target and due to the lightness of pomystyrene, most targets will fall through the material down to a depth of several meters. As they fall, the surrounding pellets will smack into them with high speeds and crush them into a pulp, similar to some sand techniques. This technique can be sustained at the cost of additional chakra. The technique gains extra damage if the user adds weight into the crater to push the polystyrene down on the target harder and thus gains a +20 dmg boost if combined with earth/water or other heavy elements that can be concentrated into the pit.

Note: Can be sustained for up to three turns per use.
Note: The user is only able to use earth/fire/wind- based elements up to A-rank while sustaining this technique.
Note: Requires a cooldown of two turns and can only be used twice per battle.
Note: Can only be taught by Skorm.
Note: No Polystyrene Above A-rank after this technique ends.

4. (Porisuchiton/Fūinjutsu: Riddiculus | Polystyrene Release/Sealing Arts: Riddiculus)
Type:
Supplementary
Rank: S rank
Range: N/A
Chakra: 40
Damage: 80
Description: This technique is simple but very effective. The user places a seal that contains compressed polystyrene quantities inside of it on a physical object and when it is triggered the mass of polystyrene will expand rapidly and while it does deal blunt damage it will also create a knockback AoE effect towards the area affected by its expanse. Because of the shock absorbing and repelling properties of polystyrene the concentrated mass will behave like a huge spherical trampoline and knock everything back in the opposite direction of their relation to where the expansive mass of polystyrene originates from. The mass expands up to mid range from wherever the seal activates from in a huge sphere. The seal is the source of the mass and so the seal and anything that the seal touches initially is unharmes as the mass expands from the top of the seal. This makes it ideal for protecting goods or make a troll kunai for example. The user cannot use polystyrene techniques above B rank while the seal is in place, active or not as well as hindering the user from fuinjutsu above A rank. The mass will disperse after being on the field for one turn. The seal is triggered by spending a move and performing three hand seals.

Note: Can be used 4 times per battle and requires two turns after one seal is triggered and a new seal can be placed. The user can only have one seal active on the field at one time.
Note: The user can passively place the seal but to activate the seal requires a move.

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Kuriputon = 2 spots left
Custom element Japanese name:
(Ekitai) Kuriputon
Custom element English name:
Liquid Krypton Release
The element is based on:
Wind + Lightning + Water
Facts that prove the element to be possible (in the manga context):
Krypton is a naturally occurring noble gas in the common air. It is one of the rarest ones but still always present. The fact that it is present in the ninja world is because there is no evidence to suggest why this element would be the only noble gas rejected from its reality. Other noble gases have already been turned into elements. This one is not different.
How it works:
First of all, air is always present in the narutoverse making it the primary source of Krypton. The wind release is also a source for krypton although it is not pure. This is where the lightning element comes into place and acts as a catalyst and using its raw energy to divide and purify krypton from the wind element or present air. While pure krypton is formed in grand scales the wind release together with water release sub freezes the krypton into an absolutely devastating cold liquid form. This is then the release form of the element and how it us made. Now the properties of liquid krypton as suspected, is that its extremely cold and can quite frankly liquify air or at the bare minimum transform it into sub zero temperatures. As being part of the noble gases, krypton does not react chemically easily with anything. This includes acids, heat, cold etc. Krypton is also completely odorless and colorless(this is only true for when it is a liquid, and when it is a vapour or a gas it will change into a light blue/cyan color scheme). Even though krypton is naturally occurring in air it takes chakra to produce and sustain it in its liquid and pure form which means it cannot be self sustained unless chakra is constantly put into the element to have it constantly cold. The element possesses weight and surface although both are very minimal and can be broken by sheer force easily. Although matter can pass through liquid krypton easily doesn't mean that it doesn't react towards its sub zero temperatures. Solids that have very low thermal conductivity such as bismuth will have a very easy time defeating liquid krypton though. When it comes to lasers or plasmas they will be directly affected by the ultra cold properties of liquid krypton and because it has low thermal conductivity itself, liquid krypton will disintegrate plasmas or lasers for that reason. A person cannot breathe in a lot of krypton without passing out either because of the lack of oxygen. The user will lose control over the element if it goes into any other phase than the liquid one unless it is an intended transfusion that occurs with techniques that allows this, such as the Yin technique Change into Heaven.

(Kuriputon: Fuyu no Namida| Liquid Krypton release: Tears of Winter)
Type: Supplementary
Rank: A-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The user liquifies portions of the air around a target and forces it to drop to subzero degrees. This will freeze movement speeds and slowly paralyse their senses while also suffocate them.

Conditions to be able to use it:
Completed Water, Wind and Lightning.
Is weak to:
Wind
Wind is an element that is both the source and bane of liquid Krypton. Because air takes a considerably longer time to freeze, is very thermodynamically stable and brute, it can push back the very light substance that is liquid krypton.
Earth
Earth is denser, heavier and packs a punch compared to liquid Krypton. Because of its density, earth doesnt care if it freezes to a very cold temperature when engaging with liquid krypton by itself. However. Earth and metals will drop to subzero temperatures when interacting with this liquid and will easily shatter to pieces if interacted with a hard surface directly afterwards.
Is strong against:
Water
Water is less dense and freezes very rapidly being in contact with liquid krypton. It therefore loses its structure and forms into ice which cannot be controlled by water chakra while also makes it become so brittle that it shatters on touch with liquid krypton. Acids that are liquid share the same fate.
Fire
Burning oxygen(that is fire) doesn't react with krypton whatsoever and will instead be extinguished by the noble gas as it doesn't provide any reactive oxygen to keep the fire going. This includes super hot fire variations as well as lava because of the fact that liquid krypton is too thermodynamically stable.
Lightning
Lightning is a plasma and therefore will be obliterated by the stable and unreactive ultra cold liquid krypton. When these nature types collis, lightning will lose its speed and physical properties and fall flat. The same goes with lasers and other plasmas. Energy elements that are not plasmas can be considered weak towards liquid krypton unless they are proven to have very poor thermonuclear interactive capabilities.
Organic materials
Organic materials such as wood, bones, blood etc are considered weak towards liquid krypton because of its temperature drop and lack of oxygen that most organic materials are needed to have around them to suffice in structure.

Co-creator:
Skorm
Students I passed this custom element on too: ? & ?


☣ P a t e n t C e r t i f i c a t e ☣

I, Punk Hazard, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Elmage G Ace, our loyal member, gave on the date May 23rd, 2020, a request for a Patent on his custom element ((Ekitai) Kuriputon); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Insert Stamp Here

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Copyright © 2020, Elmage G Ace, Animebase.me

1. (Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)
Damage: 20-80
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.

2. (Kuriputon: Arisu | Liquid Krypton Release: Alice)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40(-20/turn)
Damage: 80(on touch)
Description: Alice is an advanced application of the kuriputon release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will form three handseals and transform themselves into a pool of liquid kuriputon while still maintaining their original size they become extremely light, extremely cold, but also very resistant and malleable. This is an extremely good technique when the user needs to move fast and having to tank jutsus that krypton is strong to. The user will become a hyper cold liquid but still pertains facial features, legs, arms etc. This form does make the user extremely light too as krypton is a very light element which gives the user an upper hand in flexibility which results them in an easier time evading techniques. The liquid can also cool down techniques that passes through the user to to ultra cold temperatures(within reason and S/W of Kuriputon). The downside of the technique is that the user cannot perform any elemental techniques except from kurpiton/water/lightning and wind techniques. The user can reform at any time and if they continue to be in this form they need to spend additional chakra.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Krypton and no S rank and above water/lightning and wind techniques after usage.
Note: Utilizing the flexible form to evade techniques costs a move per turn and can only be done within reason/respect to the size of the technique evaded

Next we have Cjs.


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Genjutsu

1. (Genjutsu: Taishō-sei no kigen) - Illusionary Arts: Origin of Symmetry
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points:
Description: Origin of Symmetry is the crown jewel genjutsu of Zora Akiyama. The user will start by performing five handseals:
Hare - Tiger - Snake - Boar - Ox
They will then release a massive amount of their chakra into the mind of their opponent to trigger the illusion to start. While the illusion begins, the target will feel as they are shrinking down second by second and for every second they become smaller and smaller down to the quantum realm where they only can see the world as it is described in quantum theories. Which is just a huge realm of floating giant crystals in different colors. While they can move inside this world, their real body is locked in the position it was when the illusion was triggered and unless breaking the illusion it remains immobile. Albeit their senses remain intact, they are now also only picking up what can be heard in the quantum realm. Which is complete silence, following huge vibrations as molecules and shards mash into eachother.

Note: Can only be used once per battle
Note: No genjutsu above B rank in the same turn and two turns after usage
Note: Can only be taught by Skorm.

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Dark

(Meiton: Kurōbāfīrudo) Dark Arts: Cloverfield
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80
Description: A dark technique that utilises stored chakra in the users dark mark after having absorbed a technique of equal strength. The user will then press their hand(s) against a surface of an object, could be the ground, a summon, a person, a sword etc and coats it with 1 mm thick dark chakra. The coating itself will retain the visuals of regular dark chakra. If a coated object is touched by foreign chakra or physical touch(not the user of the technique's) it will explode with dark chakra and blast it away like a bomb. This is very useful to coat rocks or swords or even clones to make them into walking bombs of dark chakra. Covering the ground can also be done by slamming the dark mark on the surface and extend it to a large field of dark chakra that will work as a minefield. Albeit not being able to trigger the explosion itself by mistake, the user of the technique is by no means resistant to the technique itself and will have to use it with extreme precaution. Each blast will cover up to short-range but the reach of the technique is mid-range. The coating will remain intact til detonated or destroyed but costs 10 chakra per turn to maintain.

Note: Can only be used twice per battle with a 3 turn cool-down.
Note: Must have absorbed a technique of equal strength before-hand.
Note: Can only be taught by Skorm.

2. (Meiton/Raiton: Ordnitaulin) - Dark/Lightning Arts: Ordnitaulin
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Ordnitaulin is an advanced application of dark and lightning release where the user needs to use both of the releases in a fast succession of the other. The user begins by making 4 handseals and creating an immense omni-directional blast of lightning that is designed to paralyse anyone it makes contact with, stretching out up to mid-range from the user. The user will then place their palms with the dark marks on said target and use the lightning current that remains inside of them to absorb it into dark chakra, directly piercing them from inside out with powerful dark chakra.

Note: Can only be used twice per battle
Note: No dark release technique A rank and above for one turn
Note: Can only be taught by Skorm
Note: Counts as 2 out of 3 Jutsu per turn.

3. (Meiton: Desuabatā) - Dark Arts: Death Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Death Avatar is a technique that is influenced on the dark clone technique but instead of summoning clones, an avatar of darkness issummoned on the field. The user performs a sequence of three handseals and creates the entity. The death avatar may vary in size stretching down from human size to that of a large vampire squid. Being made by the dark release itself, the death avatar can tank anything that S rank dark release can tank. Albeit being very similar to the dark clones, the death avatar has a very unique feature except its size variation and strength and that is that it can inhabit a summoning (Animal Contracts only) by merging with a summoning they control. This will coat the affected body with the chakra the death avatar is made by and while at the same time giving the affected body the same resistance as the death avatar, also being controlled by the user of the technique. In combat, the death avatar may perform all dark techniquesand even custom fighting styles based on dark release that the user knows up to A-rank. The death avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the death avatar (S-ranked dark chakra). Once used as a coating, Death Avatar loses the ability to use techniques. Due to this being a sustaining technique, The user may only use Dark Release, Fire, Lightning and non-elemental ninjutsu as long as Death Avatar is on the field. The creation of the death avatar requires absorption of an S-ranked technique through the users dark marks.

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the dark release up to S rank.
Note: No dark release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.

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Typhoon

(Taiton: Ai Obu za taigā) Typhoon Style: Eye of the Tiger
Type: Offensive
Rank: C
Range: Short-Mid range
Chakra: 15
Damage: 30
Description: The user performs the tiger handseal and summons 5 typhoons. One to the right, one to the left, one behind and one infront. The last typhoon will be summoned under the target(no delay), carrying them upwards. Unlike the Pirouette jutsu, the typhoon that lifts up the user will not have a floor on its top rotating counter-wise to the typhoon itself. This means the user will spin around in high speeds, creating nausea and lack of coordination. While this happens, the other four typhoons will come closer to the target, ultimately to hit it in all four directions at the same time. The target is then left lifeless as they fall back to the ground, heavily damaged by the fall, the typhoons and the nausea.

Note: Can only be used by Typhoon users who has the potiential of creating atleast C-ranked Taiton jutsus.
Note: Can only be taught by Skorm.

(Taiton: Kuroi Kaze Bunshin) Typhoon Style: Black Wind Clone
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The user summons up to four shadow-clones that are made up by taiton chakra. These clones shares the same characteristics of the release form itself and thus are resistant to most physical attacks and kinetic energy as taiton is an energy itself. As a clone, they can perform any and all typhoon release jutsus the user knows + the basic wind element. As the jutsu itself is of B-rank, anything that B-rank taiton can handle, these clones can handle. Another unique feature to these clones are that they can turn invisible(passively) due to being made by the advanced element based on wind. Wind can refract light and make it unable for anyone to see the clones unless chakra sensing or dojutsu is used.
Note: Can only be taught by Skorm.

(Taiton: Minakami taifū) Typhoon/Water Style: Water Typhoon
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40(+20 to suiton techniques)
Description: The user will focus their typhoon chakra into a body of water nearby(up to mid-range) and through shape-manipulation create a gigantic water typhoon. The mass of the water makes the typhoon even deadlier and through the capabilities of the typhoon release, it can shred through solid material like butter. This jutsu is meant to not only attack opponents but also create new water sources of the users liking. The water can dig itself down very deep and the only limit is the users imagination. The trail of the water typhoon will drench everything it leaves behind it.

Note: Requires water source or a conjunction with another water jutsu.
Note: Can only be taught by Skorm.

(Taiton: In'ei) Typhoon Style: Shadestep
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid(travel)
Chakra: 20
Damage: N/A
Description: The user will gather up typhoon chakra throughout their entire body and take the shape of their release. Their body will become dark wind and thus making the user invulnerable towards physical attacks and lightning whilst neutral to B-rank wind/fire. When the user move they will leave a trace of dark wind that takes the shape of the user, creating a trail of the users chakra shaped as a series of bodies to appear as they run. This will confuse the opponent
and make them wonder where user is. At this state however, the user cannot perform ninjutsu until they solidify, but due to the fact the user becomes relatively weight-less they become fast(1.5x faster). As wind, the user will be able to refract light, making them invisible to the naked eye.

Note: Can only be used 4 times per battle.
Note: Can only be taught by Skorm.

(Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10/turn)
Damage: 80
Description: The user will summon a huge typhoon from a large water source after performing three hand seals and use the freezing capabilities of wind to create microscopic ice patterns in the air that it affects. The typhoon will have a temperature of -50 degrees and being caught inside the storm will result in death within two turns. The first turn will result in major frostbite. The ice particles that are wrapped up in the typhoon will also create cutting wounds, along with any debris that is caught inside of it. As the temperature is so dropped, everything will move much slower and running speeds are directly affected by the cold. This results in everyone caught in the storm is limited to walking-speed at max while they will try to counter it. The user themselves are in the eye of the storm, unaffected by the cold and cutting forces of the ice typhoon. They can maintain the typhoon for 3 turns but in the same instance are unable to utilise any ninjutsu other than typhoon and wind as the ice typhoon is taking a large toll to maintain. In the storm, elemental jutsu is also affected by the cold. Water techniques will freeze instantly and lightning techniques are just nullified of the winds intensity. The ice typhoon requires a watersource before use or can be used in conjunction with a large-scale water jutsu. All effects of the ice typhoon are nullified in the eye of the storm, regardless of if you're the user of the technique or not.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Supirittoabatā) Typhoon Style: Spirit Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Spirit Avatar is a technique that is influenced on the black wind clone technique but instead of summoning clones, an avatar of typhoon release is summoned on the field. The user performs a sequence of three handseals and creates the entity. The spirit may vary in size stretching down to the size of a stone golem. Being made by the typhoon release itself, the spirit avatar can tank anything that S rank typhoon release can tank. Albeit being very similar to the black wind clones, the avatar spirit has a very unique feature except its size variation and strength and that is that it can inhabit the user by merging with their body or that of a summoning they control. This will coat the affected body with the chakra the avatar spirit is made by and while at the same time giving the affected body the same resistance as the spirit avatar, also being controlled by the user of the technique. In combat, the avatar spirit may perform all wind/typhoon techniques based on wind and even custom fighting styles based on wind that the user knows up to A-rank. The spirit avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the spirit avatar (S-ranked typhoon chakra).

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the typhoon release up to S rank.
Note: No Typhoon release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.

(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defence against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Another feature is that the barrier can make the user freely fly through the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards or other directions. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The Aeronaut can be released at any time, even high up in the air. There is no limit to how high the user can fly but they will eventually start to freeze if going too high up or if they run out of chakra they will just fall to their death(probably).

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Harikēn no Michi) Typhoon Style: Hurricane's Path
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: N/A(+20 to kenjutsu/bukijutsu)
Description: The user will focus their typhoon chakra to create a barrier around any physical object that they touch. This barrier will make the object air-resistant and will get very much lighter because of it, while able to withstand anything that A-rank typhoon chakra can withstand. It can be used to coat weapons, kunais or other structures around the user to give it these properties. When used on blunt weapons or swords, their strength is increased and kenjutsu techniques gains an additional +20 damage due to the fact the weapon becomes so much lighter and easier to handle. The user cannot coat themselves with the technique though.

Note: Can only be used thrice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Zora's no serenāde) - Typhoon Release: Zora's Serenade
Type: Supplementary/Defensive/Offensive
Rank: A-S
Range: Short-Long
Chakra: 30-40(-10/turn)
Damage: 60-80
Description: The technique that defines the mastery of Typhoon style. Zora developed the technique inspired by many other jack-of-all-trades techniques. The user can utilize their typhoon chakra to create tools, pillars, platforms, swords and any sort of structure with this technique and keep it going by constantly fueling it with typhoon chakra. Unless the user is a practitioner of Yin/Yang they lose the ability to use any other elemental techniques while doing so however. There are two levels of the technique, one of which is of a bit less in power and one that is stronger but requires more chakra.

Note: A-variation can be used 4 times, S-variation 2 times per battle.
Note: A-rank can last up to 3 turns, S rank can last up to 2 turns per initial use.
Note: The user becomes unable to perform elemental ninjutsu other than typhoon and wind if they chose to fuel their techniques to keep it going.
Note: Can only be taught by Skorm.

(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60(per tag)
Description: Prometheus is a pair of tags that works in conjunction with each other. One seal is always active on the user and must therefore be stated in the bio. This seal has the kanji "プ" - Pro inscribed to it and must be placed inside one of the users hands, like a dark mark. This seal will work with up to three other seals that the user carries with them in person. These three seals can be placed anywhere. The trick is that the user will then create either a pushing torrent of typhoon chakra or a suction vortex in their other hand and then press it towards the other hand with the sealing tag applied to it. This chakra will then be transferred into the other remotely placed seals and the typhoon chakra will be blasted out of those tags that are marked with the kanji "メ" - Metheus. Since there are two applications of this technique, a suction and a pushing the suction type lets the user control a remote vacuum cleaner and suck up anything up to mid-range from the remote tag and ultimately seal it inside of the tag like a fuin fuda technique. Anything with a mass is affected and the force is of A rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with A ranked typhoon force. These tags can be placed right next to each other or up to long-range away from each other. However, they corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. Each tag will be destroyed after been used twice but the user may replenish the tags for another battle. The user becomes unable to use fuinjutsu and typhoon techniques above A rank while using the technique. Nor can they use elemental techniques besides wind and typhoon while using this technique. Each seal can be used twice per battle and all three seals can be laid out in the same time-frame albeit only with short-range from eachother. If the user wants to spread out the tags in a more strategic manner they need to do so within multiple time-frames.

Note: Needs completion of regular Fuinjutsu.
Note: Needs completion of regular Typhoon.
Note: Each tag can only be used twice per battle, but after that they can be renewed by the user for another battle.
Note: User becomes unable to use fuinjutsu and typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

(Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(+20 due to Katon)
Description: The Lava storm is a pretty simple technique and extremely lethal. Through a clever twist using the typhoon chakra in a very specific way, the user will slam their hands on the ground, channeling the typhoon chakra through it. From there it will dig itself deep underground shaking the ground until it finally erupts and shreds the ground underneath the target like a huge power-drill. The strength of the wind is so massive that the debris it will carry with it will grind itself together. In use of another Katon technique that the user knows, or ally they can combine that fire technique with the storm to melt the rocks and debris that are trapped inside the storm. This results in the magnificent Lava Storm. The wind itself will not combust no matter how strong the fire chakra is due to the elemental strength of the black winds itself being neutral towards fire unlike regular wind. Like most typhoon ninjutsu the user can continuously channel chakra into the storm to feed it with fuel, making it last longer. No chakra sensory or dojutsu will be able to see or detect anything that is inside the storm as it is filled with chakra raving all over the place. This also goes for the user, leaving them unable to see or detect their target unless use of other sensory.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 2 turns per use
Note: Requires a cool-down of turns per use.
Note: Can only be taught by Skorm.

(Taiton: Datsuraku) Typhoon Arts: Shedding
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Shedding is a form to amplify the destructive capabilities of the typhoon release. The user will have released any type of defensive, supplementary or offensive typhoon technique and add two hand-seals to have an ongoing storm shed itself by creating semi storms that spread outwards in a desired trajectory. These shedded storms correspond to the quantity of semi-storms and the initial storm. It follows the normal splitting rules upon use, while weakening the initial storm.
Note: Needs completion of Typhoon and have an active storm released beforehand.


(Taiton: Āsubakyūmu) Typhoon Arts: Earth Vacuum
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: 60
Description: The user will form two handseals and stomp the ground or slam their hands on the ground and channel typhoon chakra into it. The typhoon will then dig itself downwards and cover up a desired perimeter around a target. Using typhoons suction capabilities, the chakra will then dig itself inwards and shred all surrounding earth to smithereens. This will create a large hole under the target where the winds are raging on. It's a perfect counter for swamps, lakes or other environmental enhancing techniques as everything on the surface will be dragged down and cut to shreds. The user can also let the storm rage on for more than one turn by fueling the pit with more typhoon chakra up to three turns. They lose the ability to use any other elements than typhoon while doing so unless possessing Y/Y.

Note: Can only be used 3 times per battle.
Note: Lasts a maximum of 3 turns per use.
Note: Once this technique expires, the user is unable to use Typhoon Release techniques above A-Rank for a single turn
Note: Can only be taught by Skorm.

14. (Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
Type: Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40/turn
Damage points: 80(+20/if used with fire)
Description: The ash storm is a combination technique where the user will conjure up a huge typhoon and then fill it with explosive and burning hot ash either after they create the typhoon or along with a companion who can use the fire release. Starting off
the user will start by making three handseals;
Dragon - Ox - Boar
This will create the ash wind that is fueled by typhoon and fire(in ash format) that the user or an ally with spew out into the storm. If the user does it by themselves it will take up two moveslots, but if using an ally to create the ash it takes one.The technique create the ash typhoon which the user will have total control over and like the ice typhoon and lava typhoon it is contains enough mishmash of chakra signatures that it negates dojutsu users ability to see through it. The ash is burning hot and will give 1st degree burns on anything that comes in contact with the wind. The ash is also explosive, as previously mentioned, and can be ignited anytime if the user produces a special handseal. This explosion will consume the entire storm and anything inside of it will explode.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 2 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

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Shikotsumyaku/Dead bone Pulse

1. (Shikotsumyaku/Meiton: Pokettoinfiniti | Pocket Infinity)
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Pocket Infinity is a technique that incorporates the combination of dark and dead bone pulse KG's. The user needs to absorb a technique of S rank/higher through their dark mark before using this technique. This technique is started off by the user channeling their charged dark release mark into one of their fists and thus make it glow purple. The user then slams their closed fist into the ground and lets out a massive amount of energy knock back and cause internal damage to anything that is in close/mid range towards the user through sheer force. When their fist touches the ground, spikes of bones will start to root in the impact area and travel in a 360 degree fashion under the ground. This is completely hidden towards an opponent unless they can sense chakra or see through solid ground. The bones will spread and excavated behind the target as they are knocked back by the blast they get impaled by razor sharp spikes of bones(A-rank) that have protruded all around the field(up to mid-range). This technique can also counter ground based techniques weak/neutral towards dead bone pulse/dark of the same rank of the technique. This jutsu can be performed a maximum amount of three times per battle and with a two turn cool-down. In the same turn the technique is used, the user may not use dark/dead bone pulse above A rank. The Dark Shockwave is equivalent to A rank and the Bone spikes are equivalent to A rank totalling S rank in strength for the technique.

Note: Can only be taught by Skorm.

2. (Shikotsumyaku/Meiton: Puran C | Plan C)
Type: Supplementary/Defensive/Offensive
Rank: A/S
Range: Short-Mid
Chakra: 30
Damage: 60-80
Description: Plan C is a technique that combines dark release and dead bone pulse. The user absorbs either an A or S rank technique through their marks, whichever rank the absorption is is directly translated to the rank this technique will become. If A rank chakra is absorbed, this technique becomes A rank for example. They will then channel that dark chakra towards their dormant leg. The user will then stomp with the leg and channel a massive amount of bones in a 360 degree circle around them. The bones will escavate into razor sharp claws all lines up without any space in-between them. This stretches up to short range for A-rank usage but mid range for S-rank. As these bones form, the user channels the converted dark chakra through their feet and into the claws, coating them in dark chakra. The claws can get up to 5 meters tall for A-rank and 10 meters for S-rank. The dead bone pulse and dark chakra is divided 50/50 in this technique. B+B rank, A+A rank respectively. A rank can be used 3 times with a single turn cool down, S rank can be used twice with a two turn cooldown.

Note: Can only be taught by Skorm

3.(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Eye of Savathūn is a creation that combines dead bone pulse with dark release and requires both KGs to work. The user needs to absorb an S rank technique or higher through their dark marks before they can create this technique. When they have done so, the user then performs four handseals and creates a large orb of dark chakra that is casted inside a thick husk. It looks like a floating black orb with the characteristic dark flames inside it. The Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank individually, making it equivalent of forbidden in total. Eye of Savathūn can absorb chakra (based on Dark's absorption S&W) and redirect it towards a target like a projectile of dark flames(chakra). The damage of the projectile will reflect the power of the technique absorbed (1:1 conversion). This technique is majorly to mark a territory on the battlefield and can be used as an excellent protection. The shrieker stays on the field until it is destroyed or for a maximum of four turns. It can harden itself for protection once per turn. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. After the technique naturally ends or is destroyed, the user cannot perform release form dark jutsus for two turns or use dead bone pulse techniques for two turns either. The passive dmg resistance of Shikotsumyaku is not affected.

Note: Can only be taught by Skorm

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4. (Shikotsumyaku: Jigoku no hōyō | Hell Embrace)
Type: Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Hell Embrace is a particular shape manipulation that is used when a user needs to brace for a really hard impact that they cannot avoid or have the tools to defeat with their current situation. The user channels a large amount of chakra throughout their body and lets their skeletal structure manifest in such a state that it quadruples its density as well as fortifies vital organs with shielded coating outside their body with a bone armor that covers the users body but particular in those areas. The users spine gets locked in position to minimize back pain and paralysis. On the users feet, there are tendrils that grows out from the users heel and toes, creating a grappling hook to attach them to whatever surface they are standing on as they prepare for impact. Because the chakra is spread thoroughly from the user it counts as a full body surge of chakra which also can be used to cleanse the user from genjutsu one rank below(as per genjutsu instructions follow). The technique can be fortified further with coating techniques or other advanced fields such as Yang or Yin. The user practically immobilizes themselves for impact and lets them tank S-ranked damage following S/W of DBP.

Note: Needs two-turn cooldown.
Note: No other DBP jutsu in the same turn.
Note: Can only be used 3x per battle.
Note: Can only be taught by Skorm.

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Summoning Animal:
Vampire Squid | Kōmoridako
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background:
N/A
The vampire squids are one of the oldest deep-sea creatures that are living today and shares body attributes of both a squid and an octopus. However, unlike octopuses, vampire squids lack inc sacks and uses another type of defensive system. A vampire squid can be either blood-red or black in its pigmentation. They are very agile and have a very high rate of overall sensibility. When agitated, they shoot out a bioluminescent mucus that contains a seemingly unlimited amount of blue lights that will fool away their alleged predator. This mucus can shine for several minutes and lets the vampire squids swim away to safety. Along with this, like most squids, the vampire squids have very strong beaks they use to eat their food with. The tentacles are also equipped with light-producing organs (like the rest of their body) in which they can produce flashing blue lights that lasts for a fraction of a second or for several minutes. This system is used to disorient threats and causes nausea and blindness. They also use this system when they are the predator by surrounding their prey with the mucus of infinite light, only to show up where the prey least suspect them to come from.

The squids move through the waters by using their fins as a pair of wings that they flap just like a bird. The eyes of the squid are the largest in the whole animal kingdom by its body ratio(10% of their body length) and are red or blue in color. Vampire squids also have suction cups that they use to grab hold of objects. On the back of their heads, the vampire squids have an extra pair of eyes that also can generate luminosity. Squids in general have a more primitive way of hearing and this is applied to the vampire squid as well. This type of hearing differs from ours in the way that they sense the motion generated by sound waves, instead of detecting the changes in pressure associated with sound waves, like we do.

Signers of the contract are bound to their summoning tattoo:
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Custom technology:

(Sonikkutorakutābīmu) - Sonic tractor beam
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

(Toritonmasuku) - Triton Mask
Type: Tool
Rank: B
Range: N/A
Chakra: 20(-5/turn)
Damage: N/A
Description: The triton mask is an advanced yet tiny mouthpiece that lets the user breathe under water and in other hazardous environments where gases that chokes humans could be a threat. The mask simply converts water into breathable air when used under water, while in other situations store enough oxygen for the user to survive in hazardous instances for one hour before getting too low. Warnings are always given to the user whenever the mask starts to run low on oxygen and will start run the same type of program as when submerged underwater, which is to convert the surrounding gases or liquids into breathable oxygen. Obviously this doesn't work for the most potent poisons but up to B rank it could still be very dependable. The mask will always work underwater though until the device is either broken or faced with enough water pressure that it breaks. The users needs to spend chakra constantly to convert gases into breathable oxygen but not for water.

Note: Can counter poisonous gases or other hazards that affects the users breathing up to B rank at the cost of chakra per turn.
Note: Lets the user breathe under water indefinitely.

Mercy of Ahamkara
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate and classed as an advanced ninja tool that is placed behind the ear right on the skin on the wie
lder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielders mind. This means that it can detect mind altering techniques and classify them as abnormalties. While it cannot be used to break free from such techniques it can help the user realize their under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. Even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been casted.

Note: Can only be used 2 times per battle with a 3 turn cooldown period after each use.
Note: Can detect up to S rank techniques.

4. Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

5. Eye of Riven
Type: Tool
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: N/A
Description: The Eye of Riven is an advanced tech that is in the form of a very modernly designed monocle that is on the user either at all times or whenever they feel like using it. As the tool is small and easy to put on, it doesn't cost the user a moveslot to activate it. It draws from the users chakra immediately as it activates. The Eye of Riven is actually a spectrum of advanced technology that lets the user see different patterns through the monocle if they are behind a wall, behind a raging storm, mist or even underground.
The system works not unlike aircraft radar. But instead of bouncing off planes and returning to the ground, the signal here travels through the wall, bounces off a human (as we’re full of water), and comes back through the wall and into a detector, which is in this case the monocle. By using chakra, the user can interpret the signals coming through the monocle and browse through layers of material they are looking at through the monocle.
Note: Can only be made by Skorm.






Message me on Discord or here via VM/PM and we can discuss pricing.
P.S, if you purchase a CE slot and have ideas for CEJ's we'll discuss those together as well of course. They aren't full yet, which means there's room for potential.
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Skorm

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Update:
Liquid Krypton has had both of its slots sold out. In fairness of the much appreciated Kumi trade "Nerfs" - the roof prices are as follows:

Regular Custom Jutsu can only be sold for a maximum of 1,500 Kumi.
CFS/CE/CC/CSC can be sold for a maximum of 5,000 Kumi.
 
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