Well it works rp wise or just ooc.I mean, I don’t know how this shit goes anymore. I guess, what is alcohol release and how does it make it different from most other custom elements?
Okie dokie. Next one is just the basic - all CE got.hmm... so in the grand scheme of things this technique seems to be just for storyboard purpose. id say it needs a update, perhaps make it reference toxins as a whole similar to that of poison release and etc that way its a viable use to every day combat? what do you think?
anyways, im ready for the next technique!![]()
as well as rendered unable to discern subtle genjutsu from realityOkie dokie. Next one is just the basic - all CE got.
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Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns, and unable to use any alcohol techniques above A-rank the following turn. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.
D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.
C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).
B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.
A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).
S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.
Questions?
1. I'd like to say - it doesn't say a rank, but just use your discretion, it merely means they'll have more trouble realizing they are in a genjutsu.as well as rendered unable to discern subtle genjutsu from reality
To what extent are we talking about regarding rank?
In the first turn the opponent will be unable to perform forbidden ranked techniques
Does this apply to all turns of intoxication or is it simply replaced by other status effects as the turns go?
Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion
Any interesting ways i could possibly make this happen that you've found? I believe this could be paired quite well with a jashinist or blood eye doujutsu user either via myself being so or a ally right?
After that we can proceed!
hmmm... okay, regarding the genjutsu stuff it does leave me with QUITE a few questions but for now im gonna assume that its of a weaker form where just basic genjutsu applies instead of things like: Yin Gen, or MS gen, etc.1. I'd like to say - it doesn't say a rank, but just use your discretion, it merely means they'll have more trouble realizing they are in a genjutsu.
2. Replaced as the turns go on.
3. You're correct, I haven't played this game in a long time, so I don't really remember ways to use it.
Next;
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Type: Supplementary
Rank: A-Rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: The user will gather Alcohol chakra and concentrate it in their brain and apply precise control to cause the beneficial effects of Alcohol on themselves. This carefully controlled intoxication will bring about a decrease in the sensation of pain. While this technique is active the user is capable of suppressing the pain of severed limbs capable of enduring them. Of course, the wound itself will still cause the various negative side effects such as death if the user is bleeding profusely. Movement for the user is not hindered by the alcohol for the first two uses of the technique unless muscles that are important to movement have been severed or severely damaged, such as a tendon.
Note: The effects of this technique last for three turns and they cannot be removed once they are applied.
Note: While active the user will have trouble performing hand seals and their techniques will require an additional 10 chakra to perform.
Note: On the third use of this technique the user will have much greater difficulty performing hand seals and their techniques will require 20 additional chakra to perform.
Note: Can be used three times per battle.
Yeah, basic. None of that advanced shit.hmmm... okay, regarding the genjutsu stuff it does leave me with QUITE a few questions but for now im gonna assume that its of a weaker form where just basic genjutsu applies instead of things like: Yin Gen, or MS gen, etc.
Interesting technique, i do believe this would be used as a last resort kinda thing where if i happen to be damaged in such a way id use this ONLY if i didnt have a way to heal myself otherwise which is always good to have a plan B. Id also assume this technique would drastically hinder the user towards genjutsu being that it numbs the pain receptors which would leave me ideally open to a very strong artform of such. No questions!
no questionsYeah, basic. None of that advanced shit.
Yup, good.
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Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.
Note: This cannot be used on the opponent's water techniques
Cool beans.no questions
can this be used to counter water techniques? and if so would it negate this particular technique in the process of doing so?Cool beans.
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Type: Supplementary
Rank: C - S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+15 to Katon techniques)
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. This in effect releases numerous alcohol molecules throughout the air on the battlefield which prevent water techniques to be created from moisture in the air through its hygroscopic properties causing it to attract and hold water molecules. The alcohol molecules themselves do not directly harm opponents in any form be it intoxication or inhalation from the particles in the air. The strength of Hamon Abusan can vary greatly depending on the needs of the user. Hamon Abusan’s strength is directly related to what rank of water techniques can be prevented through the usage of the technique. Because Shuton is neutral to water release the rank used of Hamon Abusan will prevent the same rank and below of water technique from being materialized in the air. For example, should Hamon Abusan be applied at A-Rank strength it will then directly prevent the materialization of water techniques A-Rank and below for the duration of Hamon Abusan. Should the user apply Hamon Abusan at B-Rank or higher the result will be that a significant amount of water molecules have been absorbed to the point where fire release techniques become uninhibited in their strength and are not held back by water molecules in the air. As such fire release techniques of both the user and opponent gain +15 in strength when this technique is used. Of course, the opponent will not understand fully what has happened upon the release of Hamon Abusan without further information. This technique, at A-Rank and above requires a series of three hand seals. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. This acts as a double-edged sword for the user as it also leaves him or her unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.
Note: A – S Rank usage of this technique prevents the usage of alcohol techniques in the same turn and the user cannot use S-Rank and above Alcohol Techniques in the following turn.
Note: Water techniques that manipulate existing water or are otherwise unrelated with the materialization of water are unaffected
Yeah, and no I don't think it would.can this be used to counter water techniques? and if so would it negate this particular technique in the process of doing so?
no other questions after that!
damn hell yeah thats kinda op though but so PERFECT for my build!Yeah, and no I don't think it would.
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Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of a single type familiar composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiar created by this technique have certain shared qualities as well as their own unique abilities. The first aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of a Kage Ranked ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can be created in the same instance.
Raijin Thunderkeg; Raijin is gifted with powerful supplementary abilities to aid the user and his companions in battle by creating unique combinations. Raijin when formed will form as the standard humanoid familiar. His supplementary abilities is based on his liquid composition of alcohol. Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. While in his dispersed form Raijin will move like mist would and roughly at the speed of a normal ninja allowing him to reform elsewhere on the battlefield. However, the molecules of alcohol in this state are entirely harmless in all ways and cannot intoxicate any beings on the battlefield. His supplementary ability comes into play by coating himself on projectiles, constructs, and weapons creating Alcohol/X combinations. For example, Raijin can coat himself onto a kunai thrown in the air coating the kunai in potent Alcohol. Or he can coat himself on a slab of earth launched from the user’s position creating an Earth/Alcohol combination. This technique costs a move per turn and can only be used on physical elements and structures. The strength of the technique depends on Raijin’s strength at creation. Should these coatings enter an opponent’s body through injection or wounds into the bloodstream it will induce a powerful intoxication lasting four turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden Ranked techniques and use advanced taijutsu techniques (A-Rank and above). In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques as well as be unable to use taijutsu above B-Rank. In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques, be unable to use taijutsu above C-Rank, and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques and will be unable to use advanced taijutsu (A-Rank and above).
Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.
Yup, that's fine. These were made before the updates anyway.damn hell yeah thats kinda op though but so PERFECT for my build!
this technique is kinda crazy, i love it. although one error i see in this technique is the reference of kage level speeds seeing how kage rank was replaced/removed from the system so im gonna assume by modern stipulations that it will be considered a basic speed of a jonin. if that is okay with you?
'' Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. ''
does this mean he can evade elemental techniques or just physical taijutsu/freeform based assaults? and if elemental as well then what kinds regarding strengths and weakness?
no questions after that!
its alrightYup, that's fine. These were made before the updates anyway.
Only elemental techniques that alcohol is strong against.
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Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is one of the very few offensive techniques, this technique is aimed to distort the opponent’s sense of smell. The user begins by releasing a large amount of alcohol molecules from their body into the air which are visible to the naked eye, they give off a slight tinge, and a very faint smell of alcohol. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it around the location of (cannot be created directly beneath the opponent, or from within the ground, only created in the air) the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the opponent to have shorten of breath as well as sweats due to the desert like conditions created. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapour into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapour. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for three (3) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.
Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for three (3) turns thereafter upon which they will only be able to smell burning alcohol.
Sorry for the late ass reply btw.
Cool beans.its alright
i understand this technique fully and i have no questions