Menu
Forums
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Premium
Roleplay
Ninja World Map
The Outer Lands
Roleplay Guide
Roleplay Sensei List
Members
Current visitors
Anime
Anime Week Schedule
Log in
Register
What's new
Search
Search
Search titles only
By:
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Menu
Log in
Register
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Mirai's Palace of Artistry
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
Reply to thread
Message
<p>[QUOTE="Mirai, post: 22051506, member: 86283"]</p><p style="text-align: center"><span style="font-family: 'Georgia'"><img src="https://i.pinimg.com/originals/a8/6d/fe/a86dfea3d348a68ee95363a61da37281.jpg" data-url="https://i.pinimg.com/originals/a8/6d/fe/a86dfea3d348a68ee95363a61da37281.jpg" class="bbImage " style="width: 229px" alt="" title="" /></span></p> <p style="text-align: center"><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)"><span style="font-size: 18px">Solar Wind Release </span></span></span></p><p><span style="font-family: 'Georgia'"><strong>Custom element japanese name:</strong> Taiyofuton 太陽風</span></p><p><span style="font-family: 'Georgia'"><strong>Custom element english name:</strong> Solar Wind</span></p><p><span style="font-family: 'Georgia'"><strong>The element is based on:</strong> (Wind + Lightning + Fire)+ Chakra</span></p><p><span style="font-family: 'Georgia'"><strong>Facts that prove the element to be possible (in the manga context):</strong></span></p><p><span style="font-family: 'Georgia'">The solar wind is a stream of charged particles ejected from the upper atmosphere of the Sun. It mostly consists of electrons and protons with energies usually between 10 and 100 keV. The stream of particles varies in temperature and speed over time. These particles can escape the Sun's gravity because of their high kinetic energy and the high temperature of the corona.</span></p><p><span style="font-family: 'Georgia'">The solar wind creates the heliosphere, a vast bubble in the interstellar medium that surrounds the solar system. Other phenomena include geomagnetic storms that can knock out power grids on Earth, the aurorae (northern and southern lights), and the plasma tails of comets that always point away from the Sun.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Knowing the relationship between Wind + Fire and Water + Lightning, it is understood that elements could be mixed together to obtain a better result. Wind amplifies the power of fire, as long as there isnt a greater amount of wind than there is fire. Water conducts lightning and makes it a strong combination, but it doesnt enhance the shape of lightning like Wind does Fire and instead spreads it over a vast area of water. After sitting down for awhile, Loki figured that because water was an object that could be shaped in anyway possible, it was impossible to combine it with any of the three elements to get the result that Wind + Fire share, and thus made the element unnecessary. Having dropped that element, Lightning still played a major part of his equation. With it being hotter than the sun itself, and yet having a weakness to wind, Loki knew that a Lightning + Wind + Fire Kekkai Tota would be rather dangerous, and that with their intangiblity, together they would fuse together for the best result possible. It took Loki over a year to perfect the technique, but he finally reached his goal. The result was Solar Wind. Green in color, it was an electrically charged wind that was super hot to the touch. Loki, having trained with the Kekkai Tota for so long, has become immune to its effects. Loki traveled the world, testing it against every known element. Any fire, wind, or lightning or heat based (light/dark) jutsu done against this would only fuel the technique, making it stronger. Ironically, Water was his techniques strongest downfall for the same reason that he took it out of the equation. It disrupted the balance between the Kekkai Tota. Also, the technique could not be used over a body of water. Any Earth or metal techniques would cause such a clash, that it would cause the earth or metal to reform into its liquid state, making it unusable to the owner.</span></p><p><span style="font-family: 'Georgia'"><strong>Idea behind its creation:</strong> Knowing that Fire is the only element that can have another element amplify its power without changing the element and actually fuse with it more than really becoming a combination, I wanted to make another such element that could be fueled by another element(s). Any Fire, Lightning, or Wind or heat based or lack there of (Light/Dark) Jutsu used against this technique would fuel its abilities like wind would do to fire with the same exception rules of being one rank stronger as well.</span></p><p><span style="font-family: 'Georgia'"><strong>Conditions to be able to use it:</strong> Mastery of Wind, Lightning and Fire Jutsu</span></p><p><span style="font-family: 'Georgia'"><strong>Is weak to:</strong> Water/Rain and Earth/Sand</span></p><p><span style="font-family: 'Georgia'"><strong>Amplified by and <em>strong against</em>:</strong> Any type of Wind, Fire, Lightning (and any CE Variation or combination of the three)....Light/Dark</span></p><p><span style="font-family: 'Georgia'"><strong>Strong against:</strong> Metals (ie gold, silver, copper, iron, aluminum, carbon etc.. turning them into liquid form)</span></p><p><span style="font-family: 'Georgia'"><strong>Neutral to:</strong> Caramel, Chocolate and other CEs made up of Water and Earth or are liquid forms......also Ice, Crystal and crystaline based CE</span></p><p><span style="font-family: 'Georgia'"><strong>Co-creators (if any):</strong> N/A</span></p><p><span style="font-family: 'Georgia'"><strong>Students i passed on this custom element:</strong> Typhon and Hokusai</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">[spoiler][/spoiler]</span>[spoiler]</p><p><span style="color: rgb(0, 168, 133)"><span style="font-family: 'Georgia'">(Taiyofuuton: Tsukiakari no Toake ) Solar Wind Release: Dawn of Moonlight</span></span></p><p><span style="font-family: 'Georgia'">Type: Supplementary</span></p><p><span style="font-family: 'Georgia'">Rank: A - Rank</span></p><p><span style="font-family: 'Georgia'">Range: Short - Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 30</span></p><p><span style="font-family: 'Georgia'">Damage: N/A</span></p><p><span style="font-family: 'Georgia'">Description: Dawn of Moonlight is a supplementary technique designed to inflict immense bright green light into the terrain. By making a single hand seal; the user causes a light breeze to blow over the terrain and then form into a ‘moon’ made of Solar Wind to form directly over the terrain. The moon would then in turn emit a bright light composed of said energy, drowning the battlefield out with it. This causes those who don't possess the element to become blinded by the light. This is a reduction in tracking capabilities - reducing their base tracking by -4. This also causes the terrain to become superheated, though doesn’t cause any actual damage to the opponent though this is purely cosmetic, unable to heat the area up enough for the use of techniques like Kirin. This lasts three turns, while capable of being used twice per battle. Technique has a cool down of twos turn being able to be used again.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">(Taiyofuuton: Aruto Ria) Solar Wind Release: Altria</span></span></p><p><span style="font-family: 'Georgia'">Type: Offensive, Defensive</span></p><p><span style="font-family: 'Georgia'">Rank: C/B Rank</span></p><p><span style="font-family: 'Georgia'">Range: Short – Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 15/20</span></p><p><span style="font-family: 'Georgia'">Damage: N/A</span></p><p><span style="font-family: 'Georgia'">Description: Altria is a basic evasive/defensive technique utilized with Solar Wind. Through precise yet small bursts of Solar Wind into the soles of the user’s feet, they are capable of constantly releasing these small localized bursts. As they do, it would allow elevation so to speak, as though the user is walking on the wind itself but in reality, it is strictly releasing bursts of the energy. This can be used to travel across places without the need of touching the ground while remaining high in the air or at lower elevations if desired. While this is done, the user moves at their base speed due to it essentially being a combination of physical and chakra movement. However, there is an advanced version of this technique, utilized with a single hand seal. Upon the hand seal being made, the user is capable of releasing a similar burst of Solar Wind but rather than just their feet, it’s from their entire body. The burst of chakra would propel the user into the opposite direction (i.e making the burst directed to the user’s left will propel them right) at speeds equal to twice their base speed. This would create a quick form of evasion, allowing the user to avoid techniques easily though it should be noted that it doesn’t do well against techniques of wide scale. The user has control as to how far they travel in the opposite direction but can only move up to ten meters away. The C rank application is requires – 5 chakra per turn in order to sustain the movement while the B rank application can be used four times per battle, once per turn and goes on a cool down of two turns after use. </span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">(Taiyofuton: Nunki ) Solar Wind Release: Nunki</span></span></p><p><span style="font-family: 'Georgia'">Type: Offensive, Supplementary</span></p><p><span style="font-family: 'Georgia'">Rank: B - A Rank</span></p><p><span style="font-family: 'Georgia'">Range: Short</span></p><p><span style="font-family: 'Georgia'">Chakra: 20 - 30</span></p><p><span style="font-family: 'Georgia'">Damage: 40 - 60 (+ 20 )</span></p><p><span style="font-family: 'Georgia'">Description: Nunki is a technique designed to be combination of one's use of Solar Wind & Taijutsu. By charging their body with an aura of emerald green energy; the user is capable of dealing a physical strike towards the opponent. Due to the aura, the user's physical strike also yields the ability to burn the target's skin on contact. This would cause the areas being struck to be singed, melting flesh from the area easily but also dealing bone breaking blows. Nunki can be utilized in a weaker but stronger form, but can also be used in conjunction with another taijutsu based technique; granting the technique in question an additional damage increase of +20 damage. The B - Rank version of this technique can be used three times per battle, while the A rank can only be used twice. The conjunction use can only be used twice per battle, and utilized in the same time frame as the original technique. The technique overall can only be used thrice per battle, in which the technique goes on cool down for two turns regardless of which variant is utilized while no Solar Wind above A rank can be used in the same and next turn. Aura lasts only the turn it is utilized on, affecting all taijutsu related techniques used that turn. </span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]</span></span></p><p><span style="font-family: 'Georgia'">Type: Attack</span></p><p><span style="font-family: 'Georgia'">Rank: A</span></p><p><span style="font-family: 'Georgia'">Range:Short-Long</span></p><p><span style="font-family: 'Georgia'">Chakra Cost: 30</span></p><p><span style="font-family: 'Georgia'">Damage Points: 60</span></p><p><span style="font-family: 'Georgia'">Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.</span></p><p><span style="font-family: 'Georgia'">Note: Cannot be used over a large body of water.</span></p><p><span style="font-family: 'Georgia'">Note: Can only be used 3x per battle.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="color: rgb(0, 168, 133)"><span style="font-family: 'Georgia'">(Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Stars</span></span></p><p><span style="font-family: 'Georgia'">Type: Attack, Supplementary, Defensive</span></p><p><span style="font-family: 'Georgia'">Rank: D - S</span></p><p><span style="font-family: 'Georgia'">Range: Short - Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 10 - 40</span></p><p><span style="font-family: 'Georgia'">Damage: 20 - 80</span></p><p><span style="font-family: 'Georgia'">Description: Age of the Stars allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind. </span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(26, 188, 156)">(Taiyofuton: Urano Metoria ) Solar Wind Release: Urano Metria</span></span></p><p><span style="font-family: 'Georgia'">Type: Offensive, Defensive</span></p><p><span style="font-family: 'Georgia'">Rank: S</span></p><p><span style="font-family: 'Georgia'">Range: Short - Long</span></p><p><span style="font-family: 'Georgia'">Chakra Cost: 40</span></p><p><span style="font-family: 'Georgia'">Damage Points: 80</span></p><p><span style="font-family: 'Georgia'">Description: After doing three handseals, the user creates an array of solar wind bubbles all around the opponent (made at least 5 meters away). These bubbles of heat give off such an immense amount of heat that the target will feel it before bubbles of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and hand seals by making there body shaky and in need of water. Once formed, the bubbles converge on the target's position - after which explode creating a 5 meter radius explosion. The heat is capable of inflicting a Speed reduction of four base levels to victims of the heat. Additionally techniques that require hand seals require more effort, thus an additional two hand seals are needed per technique.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Note: Can only be used 2 times per battle, and requires 2 turns between use, preventing usage of S rank and above solar wind during this time.</span></p><p><span style="font-family: 'Georgia'">Note: Mentioned effects last two turns; while the user remains immune to the effects and damage created by this technique. </span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">Taiyofuton: Ororaōraburasuto [Solar Wind: Aurora Aura Blast]</span></span></p><p><span style="font-family: 'Georgia'">Type: Attack/defense</span></p><p><span style="font-family: 'Georgia'">Rank: S</span></p><p><span style="font-family: 'Georgia'">Range: Short - Long</span></p><p><span style="font-family: 'Georgia'">Chakra cost: 40</span></p><p><span style="font-family: 'Georgia'">Damage points: 80</span></p><p><span style="font-family: 'Georgia'">Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.</span></p><p><span style="font-family: 'Georgia'">Note: No A ranked or above solar wind techniques for one turn.</span></p><p><span style="font-family: 'Georgia'">Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.</span></p><p><span style="font-family: 'Georgia'">Note: Can only be used 2X per battle</span></p><p><span style="font-family: 'Georgia'">Note: User must wait 4 turns to use this technique again</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">(Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa</span></span></p><p><span style="font-family: 'Georgia'">Type: Offensive, Defensive</span></p><p><span style="font-family: 'Georgia'">Rank: A/S Rank</span></p><p><span style="font-family: 'Georgia'">Range: Short – Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 30/70</span></p><p><span style="font-family: 'Georgia'">Damage: N/A</span></p><p><span style="font-family: 'Georgia'">Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up to A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on S/W of Solar Wind chakra interactions. The barrier can absorb and redirect neutral techniques of equal rank, one rank lower for elements strong to Solar Wind, and one rank higher for elements weak to Solar Wind. Users without Adv. Fuinjutsu can only perform the A-Rank variant, while those with Adv. Fuinjutsu can only perform the S-Rank variant. The latter's upper limit for absorption is 70 chakra. </span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">Taiyofuuton: Furasshu Bakudan {Solar Wind: Flash Bomb}</span></span></p><p><span style="font-family: 'Georgia'">Type: Supplementary/Attack</span></p><p><span style="font-family: 'Georgia'">Rank: S</span></p><p><span style="font-family: 'Georgia'">Range: Short - Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 40</span></p><p><span style="font-family: 'Georgia'">Damage: 80</span></p><p><span style="font-family: 'Georgia'">Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.</span></p><p><span style="font-family: 'Georgia'">Note: Can only be used once every 5 turns per battle.</span></p><p><span style="font-family: 'Georgia'">Note: No Solar Wind above A Ranked for 1 turn.</span></p><p><span style="font-family: 'Georgia'">Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens.</span></p><p><span style="font-family: 'Georgia'">Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.</span></p><p><span style="font-family: 'Georgia'">Note: If used 5 times, Solar Wind cannot be used for rest of battle</span></p><p><span style="font-family: 'Georgia'">Note: The balls have a short range blast radius.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">Taiyofuton: Fukusū no Uzu Tatsumaki [Solar Wind: Multivortex Tornadoes]</span></span></p><p><span style="font-family: 'Georgia'">Type: Attack/defense</span></p><p><span style="font-family: 'Georgia'">Rank: Forbidden</span></p><p><span style="font-family: 'Georgia'">Range:Short-Long</span></p><p><span style="font-family: 'Georgia'">Chakra cost: 50</span></p><p><span style="font-family: 'Georgia'">Damage points: 90</span></p><p><span style="font-family: 'Georgia'">Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground.</span></p><p><span style="font-family: 'Georgia'">Note: Can only be used 1x per battle.</span></p><p><span style="font-family: 'Georgia'">Note: No solar wind techniques for above B Rank for 3 turns</span></p><p><span style="font-family: 'Georgia'">Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion.</span></p><p><span style="font-family: 'Georgia'">Note: Cannot be used over a large body of water.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(0, 168, 133)">(Taiyofuuton: Shiriusu) Solar Wind Release: Sirius</span></span></p><p><span style="font-family: 'Georgia'">Type: Offensive</span></p><p><span style="font-family: 'Georgia'">Rank: F – Rank</span></p><p><span style="font-family: 'Georgia'">Range: Short – Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 50 (- 10 per turn)</span></p><p><span style="font-family: 'Georgia'">Damage: 90 (-20 to user)</span></p><p><span style="font-family: 'Georgia'">Description: Sirius has been described as one of if not the most powerful Solar Wind Techniques to be crafted. After weaving four hand seals; the user will immediately be kneading their Solar Wind energy into the surroundings. This will cause a dome of emerald green energy to form; trapping the enemy but also the user within the confines of the dome. The target is quite literally within a time bomb – as the more the dome remains active, the more heat it absorbs from the surroundings to increase in power. This in turn causes anyone but the user within it to start to become dehydrated swiftly, as their mental focus becomes strained and unable to utilize more than two techniques per turn or techniques that require more than four hand seals without fumbling them (effects starting in the second turn, last till the end the turn should contact with the Solar Wind is removed). As mentioned, the more the dome remains the more power it gains over time, starting at 90 DMG while gaining +10 DMG per turn, though this can only gain a total of +30 altogether. This technique's damage cannot be increased except through its own charging capability. Once the user desires it or at the start of the final turn, the dome itself will explode, crafting a green fiery explosion. Like mentioned, the user is immune to their own DMG and affects from Solar Wind but due to the nature of the technique and how taxing it is to remain active, it hurts them to an extent. Due to the overtaxing nature of the element; the user will sustain 20 DMG to their body upon activation while taking another -5 per turn the technique remains in effect. The dome can only remain active for three turns, starting at 90 DMG then every turn increases by +10 DMG (starting at the end of the initial turn). While in effect, the user will be unable to mold chakra for any other elements other than Solar Wind and its sub elements (Fire, Wind and Lightning) though these cannot be used above A rank either but is capable of utilizing non elemental techniques up to A rank as well. Activating the explosion(whether prematurely or not) requires a move slot to be utilized except on the first turn of activation; counting as one move slot if triggered immediately. Once the explosion is triggered, the user is incapable of utilizing B rank and above Solar Wind Techniques for three turns after use. This technique can only be used once per battle, while also the user’s eyes and body will glow a bright emerald green color and the ground would lightly turn into lava though these are more for cosmetic affect.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="color: rgb(26, 188, 156)">(Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix</span></span></p><p><span style="font-family: 'Georgia'">Type: Supplementary</span></p><p><span style="font-family: 'Georgia'">Rank: B – Rank</span></p><p><span style="font-family: 'Georgia'">Range: Short – Long</span></p><p><span style="font-family: 'Georgia'">Chakra: 20 (+10 Chakra)</span></p><p><span style="font-family: 'Georgia'">Damage: N/A</span></p><p><span style="font-family: 'Georgia'">Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required. </span></p><p><span style="font-family: 'Georgia'"></span>[/spoiler]<span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Learned: </span><a href="https://animebase.me/threads/viento-solar.778475/"><span style="font-family: 'Georgia'">https://animebase.me/threads/viento-solar.778475/</span></a></p><p>[/QUOTE]</p>
[QUOTE="Mirai, post: 22051506, member: 86283"] [CENTER][FONT=Georgia][IMG width="229px"]https://i.pinimg.com/originals/a8/6d/fe/a86dfea3d348a68ee95363a61da37281.jpg[/IMG] [COLOR=rgb(0, 168, 133)][SIZE=18px]Solar Wind Release [/SIZE][/COLOR][/FONT][/CENTER] [FONT=Georgia][B]Custom element japanese name:[/B] Taiyofuton 太陽風 [B]Custom element english name:[/B] Solar Wind [B]The element is based on:[/B] (Wind + Lightning + Fire)+ Chakra [B]Facts that prove the element to be possible (in the manga context):[/B] The solar wind is a stream of charged particles ejected from the upper atmosphere of the Sun. It mostly consists of electrons and protons with energies usually between 10 and 100 keV. The stream of particles varies in temperature and speed over time. These particles can escape the Sun's gravity because of their high kinetic energy and the high temperature of the corona. The solar wind creates the heliosphere, a vast bubble in the interstellar medium that surrounds the solar system. Other phenomena include geomagnetic storms that can knock out power grids on Earth, the aurorae (northern and southern lights), and the plasma tails of comets that always point away from the Sun. Knowing the relationship between Wind + Fire and Water + Lightning, it is understood that elements could be mixed together to obtain a better result. Wind amplifies the power of fire, as long as there isnt a greater amount of wind than there is fire. Water conducts lightning and makes it a strong combination, but it doesnt enhance the shape of lightning like Wind does Fire and instead spreads it over a vast area of water. After sitting down for awhile, Loki figured that because water was an object that could be shaped in anyway possible, it was impossible to combine it with any of the three elements to get the result that Wind + Fire share, and thus made the element unnecessary. Having dropped that element, Lightning still played a major part of his equation. With it being hotter than the sun itself, and yet having a weakness to wind, Loki knew that a Lightning + Wind + Fire Kekkai Tota would be rather dangerous, and that with their intangiblity, together they would fuse together for the best result possible. It took Loki over a year to perfect the technique, but he finally reached his goal. The result was Solar Wind. Green in color, it was an electrically charged wind that was super hot to the touch. Loki, having trained with the Kekkai Tota for so long, has become immune to its effects. Loki traveled the world, testing it against every known element. Any fire, wind, or lightning or heat based (light/dark) jutsu done against this would only fuel the technique, making it stronger. Ironically, Water was his techniques strongest downfall for the same reason that he took it out of the equation. It disrupted the balance between the Kekkai Tota. Also, the technique could not be used over a body of water. Any Earth or metal techniques would cause such a clash, that it would cause the earth or metal to reform into its liquid state, making it unusable to the owner. [B]Idea behind its creation:[/B] Knowing that Fire is the only element that can have another element amplify its power without changing the element and actually fuse with it more than really becoming a combination, I wanted to make another such element that could be fueled by another element(s). Any Fire, Lightning, or Wind or heat based or lack there of (Light/Dark) Jutsu used against this technique would fuel its abilities like wind would do to fire with the same exception rules of being one rank stronger as well. [B]Conditions to be able to use it:[/B] Mastery of Wind, Lightning and Fire Jutsu [B]Is weak to:[/B] Water/Rain and Earth/Sand [B]Amplified by and [I]strong against[/I]:[/B] Any type of Wind, Fire, Lightning (and any CE Variation or combination of the three)....Light/Dark [B]Strong against:[/B] Metals (ie gold, silver, copper, iron, aluminum, carbon etc.. turning them into liquid form) [B]Neutral to:[/B] Caramel, Chocolate and other CEs made up of Water and Earth or are liquid forms......also Ice, Crystal and crystaline based CE [B]Co-creators (if any):[/B] N/A [B]Students i passed on this custom element:[/B] Typhon and Hokusai [spoiler][/spoiler][/FONT][spoiler] [COLOR=rgb(0, 168, 133)][FONT=Georgia](Taiyofuuton: Tsukiakari no Toake ) Solar Wind Release: Dawn of Moonlight[/FONT][/COLOR] [FONT=Georgia]Type: Supplementary Rank: A - Rank Range: Short - Long Chakra: 30 Damage: N/A Description: Dawn of Moonlight is a supplementary technique designed to inflict immense bright green light into the terrain. By making a single hand seal; the user causes a light breeze to blow over the terrain and then form into a ‘moon’ made of Solar Wind to form directly over the terrain. The moon would then in turn emit a bright light composed of said energy, drowning the battlefield out with it. This causes those who don't possess the element to become blinded by the light. This is a reduction in tracking capabilities - reducing their base tracking by -4. This also causes the terrain to become superheated, though doesn’t cause any actual damage to the opponent though this is purely cosmetic, unable to heat the area up enough for the use of techniques like Kirin. This lasts three turns, while capable of being used twice per battle. Technique has a cool down of twos turn being able to be used again. [COLOR=rgb(0, 168, 133)](Taiyofuuton: Aruto Ria) Solar Wind Release: Altria[/COLOR] Type: Offensive, Defensive Rank: C/B Rank Range: Short – Long Chakra: 15/20 Damage: N/A Description: Altria is a basic evasive/defensive technique utilized with Solar Wind. Through precise yet small bursts of Solar Wind into the soles of the user’s feet, they are capable of constantly releasing these small localized bursts. As they do, it would allow elevation so to speak, as though the user is walking on the wind itself but in reality, it is strictly releasing bursts of the energy. This can be used to travel across places without the need of touching the ground while remaining high in the air or at lower elevations if desired. While this is done, the user moves at their base speed due to it essentially being a combination of physical and chakra movement. However, there is an advanced version of this technique, utilized with a single hand seal. Upon the hand seal being made, the user is capable of releasing a similar burst of Solar Wind but rather than just their feet, it’s from their entire body. The burst of chakra would propel the user into the opposite direction (i.e making the burst directed to the user’s left will propel them right) at speeds equal to twice their base speed. This would create a quick form of evasion, allowing the user to avoid techniques easily though it should be noted that it doesn’t do well against techniques of wide scale. The user has control as to how far they travel in the opposite direction but can only move up to ten meters away. The C rank application is requires – 5 chakra per turn in order to sustain the movement while the B rank application can be used four times per battle, once per turn and goes on a cool down of two turns after use. [COLOR=rgb(0, 168, 133)](Taiyofuton: Nunki ) Solar Wind Release: Nunki[/COLOR] Type: Offensive, Supplementary Rank: B - A Rank Range: Short Chakra: 20 - 30 Damage: 40 - 60 (+ 20 ) Description: Nunki is a technique designed to be combination of one's use of Solar Wind & Taijutsu. By charging their body with an aura of emerald green energy; the user is capable of dealing a physical strike towards the opponent. Due to the aura, the user's physical strike also yields the ability to burn the target's skin on contact. This would cause the areas being struck to be singed, melting flesh from the area easily but also dealing bone breaking blows. Nunki can be utilized in a weaker but stronger form, but can also be used in conjunction with another taijutsu based technique; granting the technique in question an additional damage increase of +20 damage. The B - Rank version of this technique can be used three times per battle, while the A rank can only be used twice. The conjunction use can only be used twice per battle, and utilized in the same time frame as the original technique. The technique overall can only be used thrice per battle, in which the technique goes on cool down for two turns regardless of which variant is utilized while no Solar Wind above A rank can be used in the same and next turn. Aura lasts only the turn it is utilized on, affecting all taijutsu related techniques used that turn. [COLOR=rgb(0, 168, 133)]Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream][/COLOR] Type: Attack Rank: A Range:Short-Long Chakra Cost: 30 Damage Points: 60 Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun. Note: Cannot be used over a large body of water. Note: Can only be used 3x per battle. [/FONT] [COLOR=rgb(0, 168, 133)][FONT=Georgia](Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Stars[/FONT][/COLOR] [FONT=Georgia]Type: Attack, Supplementary, Defensive Rank: D - S Range: Short - Long Chakra: 10 - 40 Damage: 20 - 80 Description: Age of the Stars allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind. [COLOR=rgb(26, 188, 156)](Taiyofuton: Urano Metoria ) Solar Wind Release: Urano Metria[/COLOR] Type: Offensive, Defensive Rank: S Range: Short - Long Chakra Cost: 40 Damage Points: 80 Description: After doing three handseals, the user creates an array of solar wind bubbles all around the opponent (made at least 5 meters away). These bubbles of heat give off such an immense amount of heat that the target will feel it before bubbles of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and hand seals by making there body shaky and in need of water. Once formed, the bubbles converge on the target's position - after which explode creating a 5 meter radius explosion. The heat is capable of inflicting a Speed reduction of four base levels to victims of the heat. Additionally techniques that require hand seals require more effort, thus an additional two hand seals are needed per technique. Note: Can only be used 2 times per battle, and requires 2 turns between use, preventing usage of S rank and above solar wind during this time. Note: Mentioned effects last two turns; while the user remains immune to the effects and damage created by this technique. [COLOR=rgb(0, 168, 133)]Taiyofuton: Ororaōraburasuto [Solar Wind: Aurora Aura Blast][/COLOR] Type: Attack/defense Rank: S Range: Short - Long Chakra cost: 40 Damage points: 80 Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice. Note: No A ranked or above solar wind techniques for one turn. Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals. Note: Can only be used 2X per battle Note: User must wait 4 turns to use this technique again [COLOR=rgb(0, 168, 133)](Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa[/COLOR] Type: Offensive, Defensive Rank: A/S Rank Range: Short – Long Chakra: 30/70 Damage: N/A Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up to A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on S/W of Solar Wind chakra interactions. The barrier can absorb and redirect neutral techniques of equal rank, one rank lower for elements strong to Solar Wind, and one rank higher for elements weak to Solar Wind. Users without Adv. Fuinjutsu can only perform the A-Rank variant, while those with Adv. Fuinjutsu can only perform the S-Rank variant. The latter's upper limit for absorption is 70 chakra. [COLOR=rgb(0, 168, 133)]Taiyofuuton: Furasshu Bakudan {Solar Wind: Flash Bomb}[/COLOR] Type: Supplementary/Attack Rank: S Range: Short - Long Chakra: 40 Damage: 80 Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with. Note: Can only be used once every 5 turns per battle. Note: No Solar Wind above A Ranked for 1 turn. Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens. Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size. Note: If used 5 times, Solar Wind cannot be used for rest of battle Note: The balls have a short range blast radius. [COLOR=rgb(0, 168, 133)]Taiyofuton: Fukusū no Uzu Tatsumaki [Solar Wind: Multivortex Tornadoes][/COLOR] Type: Attack/defense Rank: Forbidden Range:Short-Long Chakra cost: 50 Damage points: 90 Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground. Note: Can only be used 1x per battle. Note: No solar wind techniques for above B Rank for 3 turns Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion. Note: Cannot be used over a large body of water. [COLOR=rgb(0, 168, 133)](Taiyofuuton: Shiriusu) Solar Wind Release: Sirius[/COLOR] Type: Offensive Rank: F – Rank Range: Short – Long Chakra: 50 (- 10 per turn) Damage: 90 (-20 to user) Description: Sirius has been described as one of if not the most powerful Solar Wind Techniques to be crafted. After weaving four hand seals; the user will immediately be kneading their Solar Wind energy into the surroundings. This will cause a dome of emerald green energy to form; trapping the enemy but also the user within the confines of the dome. The target is quite literally within a time bomb – as the more the dome remains active, the more heat it absorbs from the surroundings to increase in power. This in turn causes anyone but the user within it to start to become dehydrated swiftly, as their mental focus becomes strained and unable to utilize more than two techniques per turn or techniques that require more than four hand seals without fumbling them (effects starting in the second turn, last till the end the turn should contact with the Solar Wind is removed). As mentioned, the more the dome remains the more power it gains over time, starting at 90 DMG while gaining +10 DMG per turn, though this can only gain a total of +30 altogether. This technique's damage cannot be increased except through its own charging capability. Once the user desires it or at the start of the final turn, the dome itself will explode, crafting a green fiery explosion. Like mentioned, the user is immune to their own DMG and affects from Solar Wind but due to the nature of the technique and how taxing it is to remain active, it hurts them to an extent. Due to the overtaxing nature of the element; the user will sustain 20 DMG to their body upon activation while taking another -5 per turn the technique remains in effect. The dome can only remain active for three turns, starting at 90 DMG then every turn increases by +10 DMG (starting at the end of the initial turn). While in effect, the user will be unable to mold chakra for any other elements other than Solar Wind and its sub elements (Fire, Wind and Lightning) though these cannot be used above A rank either but is capable of utilizing non elemental techniques up to A rank as well. Activating the explosion(whether prematurely or not) requires a move slot to be utilized except on the first turn of activation; counting as one move slot if triggered immediately. Once the explosion is triggered, the user is incapable of utilizing B rank and above Solar Wind Techniques for three turns after use. This technique can only be used once per battle, while also the user’s eyes and body will glow a bright emerald green color and the ground would lightly turn into lava though these are more for cosmetic affect. [COLOR=rgb(26, 188, 156)](Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix[/COLOR] Type: Supplementary Rank: B – Rank Range: Short – Long Chakra: 20 (+10 Chakra) Damage: N/A Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required. [/FONT][/spoiler][FONT=Georgia] Learned: [/FONT][URL='https://animebase.me/threads/viento-solar.778475/'][FONT=Georgia]https://animebase.me/threads/viento-solar.778475/[/FONT][/URL] [/QUOTE]
Insert quotes…
Preview
Name
Verification
Post reply
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Mirai's Palace of Artistry
Top