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Skorm

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lol​

Custom element Japanese name:
Parajiumu Metarufōmurirīsu
Custom element English name:
Palladium Metal Foam
The element is based on:
Fire + Wind + Earth + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
Metal foam is made out of any metal that is molten and with added foam/gas it becomes metal foam. There isn't anything in the process of making metal foam that is redundant in the context of the narutoverse, pretty much everything you need to make it has been seen used in the ninja world. Metals, air(or other gases) and even liquefying metal or other earthen materials such as lava.
How it works:
Using the earth release to salvage palladium from the earth's core, the user then heats up the palladium and adds air into the mixture. This then forms metallic foam which will become the release form itself. As a structure it will remind of polystyrene but remain very hard and be able to take on huge amount of force. The fact that the metal now contains a large amount of air inside of it, it also has no problem facing lightning release as the air pockets isolate the conductivity of the lightning itself. When it comes to thermal(heat/cold) conductivity, it remains the same as the level of palladium would have in normal cases. Sound vibrations are also neutralized(within reason) since the air pockes again provides a "defensive" property of the metallic foam. The foam is also very light and flexible.
Self Source Creation Usage:
Blablabla
Physics of metal foam:
blablabla
Sound Interaction:
blablabla
Temperature Interaction:
blablabla
Electricity Interaction:
blablabla
Jutsu Usage Examples:

Blablabla

Conditions to be able to use it:
Completed Wind, Fire and Earth.
Is weak to:
Neutral
Is strong against:
Neutral

Co-creator:
You wish
Students I passed this custom element on too: ? & ?
They wish
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Custom element Japanese name:
Metarufōmurirīsuton
Custom element English name:
Metal Foam
The element is based on:
Fire + Wind + Earth + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
Metal foam is made out of any metal that is molten and with added foam/gas it becomes metal foam. There isn't anything in the process of making metal foam that is redundant in the context of the narutoverse, pretty much everything you need to make it has been seen used in the ninja world. Metals, air(or other gases) and even liquefying metal or other earthen materials such as lava.
How it works:
Using the earth release to salvage palladium from the earth's core, the user then heats up the palladium and adds air into the mixture. This then forms metallic foam which will become the release form itself. As a structure it will remind of polystyrene but remain very hard and be able to take on huge amount of force. The fact that the metal now contains a large amount of air inside of it, it also has no problem facing lightning release as the air pockets isolate the conductivity of the lightning itself. When it comes to thermal(heat/cold) conductivity, it remains the same as the level of palladium would have in normal cases. Sound vibrations are also neutralised(within reason) since the air pockets again provides a "defensive" property of the metallic foam. The foam is also very light and flexible, maintaining the same physics as a regular plastic foam but with metallic properties. When elemental nature transformations are clashing with metal foam the interactions differ but with pretty much the same end result. When clashing with lightning, the metal will conduct the electricity but lead the lightning chakra into the air-pockets that are inside the metal, neutralising it. When in clash with water, the metal foam is a double-edged sword as the metal itself would be strong towards water, the air-pockets in the metal will make it light enough for water to push it away. When clashing with wind, the same happens as when clashing with water, the material itself is fine but will easily be pushed back. However, fire will require extreme heats to trigger the metal foam to melt and the gas be ignited, causing explosions. This means that using fire against metal foam as a counter could be dangerous for the user of the fire technique himself. Sharp, extra hard elements can cut through the metal foam but will still face the properties of foam itself, bouncing back most of the kinetic force. Cooling elements will make the metal foam lose its properties of being malleable but it won't be destroyed or lose any strength. There are two ways the user can create the metal foam and the same metal needs to be used all times though; Palladium. The user can mould the
Metarufōmurirīsuton chakra from their body or use the ground as a source for their techniques. When the former is used, the user will combine the attributes of earth, fire and wind to create the process and the metal will be naturally created just like regular earth techniques. It can be expelled like regular, mouth and or hands. There's also the earth-source usage of the technique, which is shared with many solid custom elements. The user will mould their Metarufōmurirīsuton chakra into the ground, using natural palladium in the progress and create metal foam structures to rise from the earth. Like most solid nature types, metal foam will stay on the field til destroyed.
Jutsu Usage Examples:
(Metarufōmurirīsuton: Suponjibobu | Metal Foam release: Sponge Bob)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: 60
Description: The user will gather up their metal foam chakra and either spit out or have it erupt from underground, a large creature that is made up by metal foam. The creature has two arms and two legs but it's face, head and brain are all connected directly to its main body, meaning it has no neck. Sponge Bob can move around the field, deal heavy blunt damage and use all metal foam techniques the user knows.

(Metarufōmurirīsuton: Yori ōkina kinzoku fōmu no sōzō | Metal Foam release: Greater Metal Foam Creation)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather up their metal foam chakra and either spit out or have it erupt from underground, a large compound metal foam to create tools, structures, armor etc made out of the material. The jutsu is very versatile and is only hindered by the users imagination.

(Metarufōmurirīsuton: Shokkuabusōba | Metal Foam release: Shock Absorber)
Type: Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will gather up their metal foam chakra through their hands and create two pistons out of metal foam that they will use to bounce/block incoming projectiles or solid matter. The metal foam will act like a shock absorber and take on all the impact from incoming techniques up to S rank.
Conditions to be able to use it:
Completed Wind, Fire and Earth.
Is weak to:
N/A
Is strong against:
N/A
Co-creator:
That'd probably be myself..
Students I passed this custom element on too: ? & ?
N/A
 
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Skorm

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(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu). Half of the wielders consciousness will remain dormant in the earring and upon impact with a high level genjutsu or other mind-altering techniques the earring will swap the affected consciousness with the unaffected one in the earring. However this has a few drawbacks, it can fend off any type of genjutsu and mind-altering jutsu but only once per battle (at the users' discretion). Even though their consciousness is split in half, the earring and the Yamanaka wielder will have a special bond with each-other and thus the dormant consciousness cannot be affected by foreign jutsu unless it's swapped in battle and put under another influence jutsu. (Redundant and unnecessary. This doesn't add anything to the technique, take it out) In that case, both the Yamanaka's consciousnesses are affected but also split and thus puts the wielder in a very bad spot. This means that the Yamanaka cannot break free from genjutsu above B rank for 2 turns after using the ability of the earring as their consciousness(s) are both affected. After 5 turns however, the Yamanaka can break free from genjutsu normally again. (This doesn't make sense, if you can't break B-rank and above for 2 turns how does it take 5 turns for you to break genjutsu normally? After using this weapon's ability, you can't break genjutsu above B-rank for 3 turns. That's what you'll add. Also work the wording)

[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, Yamanaka and Yin techniques by either one rank or +20 damage passively (up to S-rank). A Yamanaka also gains one more spiritual rank in battle prior to their initial one based on their ninja rank(an S-class Yamanka becomes Sannin in terms of Yamanaka holding/casting). This makes the wielder of this earring that much more a force to be reckoned with. All potential wielders needs to have genjutsu and/or Yin-release as their specialty in order to have the damage potential increased to said field. Otherwise it only affects the Yamanaka abilities.
(Take this out, this is too much with the current rules)

Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate(swap of consciousness)
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be used by Skorm.

☷ Declined ☷
Close to approval
(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu). Half of the users consciousness will lie dormant and sealed inside the Flux-earring and respond to foreign chakra influencing the user. In other words, it's purpose is giving the user the oppertunity to swap their affected consciousness with the one lying dormant in the earring. Doing this spends one move and makes the wielder able to break free from any genjutsu and mind-altering technique. However, after usage, the user cannot break free from B-ranked genjutsu and above for 3 turns by using the power of the Flux earring.


[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, Yamanaka and Yin techniques by either one rank(up to S rank) or +20 damage passively. If the user is to have these passive traits of Truth, they need to specialise in genjutsu and yin techniques to have the damage boost included to them. The Yamanaka will always have the boost active for their hidden abilities though.
Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate(swap of consciousness)[/B]
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be used by Skorm.


CJ ideas ^_~

(Meiton: Kurōbāfīrudo) Dark Arts: Cloverfield
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: 80
Description: A dark technique that utilises stored chakra in the users dark mark after having absorbed a technique. 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 that is one rank stronger than the absorbed technique. 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 mid-range but the reach of the technique is Long-range. The coating will remain intact til detonated or destroyed but costs 10 chakra per turn to maintain.

Note: Must have completed meiton up to S rank.
Note: Can only be used twice per battle with a 3 turn cool-down.
Note: Must have absorbed a technique before-hand.
Note: Can only be taught by Skorm.

(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short
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 defense against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can withstand. The barrier is self-repairing and if breached will patch itself together passively with the cost of extra chakra. 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. Two other rather unique features with the barrier is that it can make the user invisible to the naked eye as well, just like typhoon and wind being able to refract light. This costs a move though. The other feature is that the barrier can make the user very light, infact light enough to make the user able to fly in 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. 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 flight-speed is reaching as far as twice as fast as the users running speed.

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: Arashi no Kokoro) Typhoon Style: Storm Heart
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80(+20 to kenjutsu)
Description: The user will focus their typhoon chakra to create an invisible barrier around any physical object that they touch. This barrier will make the object weightless, invisible and able to withstand anything that S-rank typhoon chakra can withstand. If the user would slap their hands on the ground and use the technique, they could coat the ground around them with typhoon chakra and thus forming a "minefield". The chakra will respond very aggressively in both scenarios when foreign chakra or physical contact is happening. On impact, the typhoon chakra will expand and create a huge typhoon that deals blunt damage (80) to anything that touches it besides the user of the technique. 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 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: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: 80(-20 to fire, water and lightning)
Description: The user will summon a huge typhoon from a large water source 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 major cutting wounds, along with the 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 4 turns but in the same instance are unable to utilise elemental 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. Fire will be very hard to start, not only because of the cold but the fact that the wind is so intense it will easily blow away fire techniques. 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.
 
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Skorm

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Skyfall
Chakra-based drone system. This back-sized drone is linked to the user through a specific chakra connection. As most drones, Skyfall can fly and due to its size it can carry up to one person(unless they make themselves lighter through other jutsus). Skyfall has an intergrated camera that directly sends images through the chakra link, providing the user a full overview of the battlefield. The drone is also chakra-fueled and requires the user to spend chakra to keep it aactivated. When not used, Skyfall will hang on the users back like a rugsack. It is made out of a combination of carbonfibre, steel and rubber.
 
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Skorm

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Borealis
Chakra-based Sniper-rifle
The Borealis is fueled by any chakra that the user possesses and will shoot a projectile at the desired target with uncompromised precision. Each bullet travels atleast at the speed of sound(which can be further altered depending on chakra type of the bullet). Energy-based chakra natures will travel faster as they lack mass or just in general produce very low air-resistance.
Bullets can be made out of any chakra the user knows, this doesnt limit ce’s or other advanced chakra natures either. When Borealis is loaded, the pipe texture changes color to match the chakra color of the used element. The reach is very long, and can travel up to two landmarks. The scooe is quite advanced as well with enchanted target acquisition and low-long adjustable sight.
 

Skorm

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(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short
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 defense against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can withstand. The barrier is self-repairing and if breached will patch itself together passively with the cost of extra chakra. 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. Two other rather unique features with the barrier is that it can make the user invisible to the naked eye as well, just like typhoon and wind being able to refract light. This costs a move though. The other feature is that the barrier can make the user very light, infact light enough to make the user able to fly in 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. 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 flight-speed is reaching as far as twice as fast as the users running speed.

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.


Declined

Awesome idea, awesome name. A little too much going on with it however. Remove the highlighted portions; the invisibility and regenerating part isn't going to fly. Other than that, it's good to go.[/QUOTE]​


(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short(Barrier) - Long(Flight reach)
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 and even move through landmarks un-noticed. 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.

(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and fatal genjutsu. What the opponent will feel is that time around them happens to freeze and start to fade to black slightly. They will smell nothing but fire and through their ears they will only hear an increasingly pitched melody that will raise so high that their ears will start to bleed and ultimately deafen them. But the song will continue even though the target feel that their ears explode, only to give them even more madness and stress. The surroundings at this point has started to go black and white and the sky will appear to be dark. Time now goes in retrospect and thus the user will see everything that has already happened prior to the genjutsu being released. The only thing that doesn't go away is the song and the increasing darkness around them. They will then see a new version of the moon, this time it will have a large intimidating face laughing as it comes crushing down to earth. The last the target will experience is that the moon crashes down and that they die. In reality they are left immobilized and completely consumed by the genjutsu. If left untreated the damage to their mind will stop their heart due to the stress and most likely kill the target. Performing the genjutsu leaves the user of the technique in some stress as well as they will not be able to utilize other genjutsu for a while.

Song:
[video=youtube;aroBdjZqq7M]https://www.youtube.com/watch?v=aroBdjZqq7M[/video]

Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.

(Kōmoridako No Jutsu: Shokushu) - Vampire Squid Arts: Tentacles
Type: Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: 30-80
Description:A contract holder of the mentioned summoning animal will form blood-red tentacles to appear on various places on their body(minimum of 1 and up to 4). The jutsu itself is rank based and for each rank rising, one more tentacle will be able to be used. C rank is one tentacle, B rank is two etc. These tentacles will be able to grant the user of extra limbs, they can obviously not perform handseals but they can assess the user in close combat, being able to pack a real punch. It also lets the user grant the ability of climbing really high and even vertical/tilting walls or other objects as the tentacles provides extra grip and stability(see dr octavious >_>). The only thing the tentacles really can release is the vampire squid mucus and water techniques. Other than that they are really just an additional set of limbs that can be cut off or burnt off easily with fire or wind. It's up to the user where he/she will have the tentacles grow on their body so they will have to be quite specific. The tentacles are blood-red or black and they will be as long as the user is tall(meaning the taller character the longer the tentacles). The user can retract the tentacles at any will and damage dealt to them will induct direct pain to the user as if it was really their own limbs. The mucus that can be released is quite sticky and releases a nausea giving toxin that, if released inside the mouth or other openings that leads directly inside a body(giggity) will result in direct paralysation that lasts for 2 turns. If contact of the mucus is spread on the skin it can result in stinging pain and local paralysation(lasting for 1 turn).

Note: Need to be a signer of the Vampire Squid contract.
Note: S rank version can be used twice, A rank thrice, B rank four times and C rank five times per battle.​
 
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Summoning Animal: Kalong | Karan
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: ♂ Takeo
Other Summoning Animals tied to contract: TBA
Description and Background:
The Kalong or Kalang as they are also called are one of the largest flying mammals in the world. They are the largest type of bats and live not on blood but on fruits that they find in tall trees. They live in tropical climates around the southern hemisphere and can fly very long distances. The hairs on much of its body are long and woolly, but are shorter and more erect on the upper back. The colour and texture of the coat differ between sexes and age classes. Males tend to have slightly stiffer and thicker coats than females and the immature individuals are almost all dull gray-brown. Young have a dark-colored mantle that becomes lighter in males when they mature. The head has hairs that range in colour from mahogany-red and orange-ochreous to blackish. The ventral areas are brown or blackish, tinged with chocolate, gray or silver. The mantle can vary from pale dirty-buff to orange-yellow, while the chest is usually dark-golden brown or dark russet. The large flying fox has a large and robust skull and they have a total of 34 teeth.The large flying fox's wings are short and somewhat rounded at the tips and this allows them to fly slowly, but with great maneuverability. The wing membranes are only haired near the body. Like other bats, the Kalong can utilise ultrasound hearing to navigate through the dark. The biggest difference is that they do indeed not drink blood or hunt other animals as prey but live on fruits or other natural sweets. They can still be rather intimidating as they dwarf a regular bat a couple of times. They also fly faster and have greater strength and even though they thrive on fruit they can still bite really hard.
Role Play Background:
The Kalong are naturally thriving on the Moon Isle southeast of the world out in the sea. They are extremely cunning flyers and are home at the sea. These animals are both close and long range fighters and very connected to the Yin aspect. Most of them are experts in fire wind and genjutsu. They also possess the ultrasound sensing to see in the dark as well as air current sensory which helps them detect anomalies in the air as they fly. In the RP the Kalong, like other summoning animals, grow much larger than in real life. The biggest kalong, Takeo, has a 150 meters wingspan and is 40 meters long. They are most useful in a dark scenario where there is absence of clear visibility as that is never a hinder for them. The kalong can also dive underwater as they thrive naturally along islands but it is a very rare behaviour. They're not excellent swimmers but can still grab large objects underwater. As for flying these guys are an absolute joy. Transporting troups and materials across the whole ninja world is a picnic when flying the Kalong. They are very intelligent and flies smoothly in the air.

Signers of the contract are bound to their summoning tattoo:
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Skorm

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Summoning Animal: Kuro Māgai | Black Margay
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: ♂ Takeo
Other Summoning Animals tied to contract: ♀ Neith
Description and Background:
The margay (Leopardus wiedii) is a small wild cat native to Central and South America. A solitary and nocturnal cat, it lives mainly in primary evergreen and deciduous forest. The black margay are simply black versions of the margay, same as panthers are black versions of jaguars and or leopards. The margay is very similar to the larger ocelot in appearance, although the head is a little shorter, the eyes larger, and the tail and legs longer. Most notably the margay is a much more skillful climber than its relative, and it is sometimes called the tree ocelot because of this ability. Whereas the ocelot mostly pursues prey on the ground, the margay may spend its entire life in the trees, leaping after and chasing birds and monkeys through the treetops. Indeed, it is one of only two cat species with the ankle flexibility necessary to climb head-first down trees (the other being the clouded leopard, although the poorly studied marbled cat may also have this ability). It is remarkably agile; its ankles can turn up to 180 degrees, it can grasp branches equally well with its fore and hind paws, and it is able to jump up to 12 ft (3.7 m) horizontally. The margay has been observed to hang from branches with only one foot. While margays are nocturnal, in some areas they have also been observed to hunt during the day. They prefer to spend most of their life in the trees, but also travel across the ground, especially when moving between hunting areas. During the day, they rest in relatively inaccessible branches or clumps of lianas. Like most cats, they are solitary. Margays have been discovered to hunt by mimicking the vocalisation of a prey species, pied tamarin (Saguinus bicolor), which has been compared by scientists to tool-use by monkeys.

Role Play Background:
The black margays are very rare and skillful close-combat fighters with one of the most, if not the most agile and balanced body distribution in all of narutoverse. They can jump insane distances, hunt flying prey and ground-based prey. Their scent is superb and allows them to detect any movement within a whole landmark. The boss, Takeo is not that large but he's very wise and strong. Even though he's not the fastest cat-animal he's probably the most agile and adaptable. With the right terrain, the black margay summon can attack from any angle at any time. That's why their native area in the narutoverse is surrounded by cliffs. Because they have a distinctive dark fur and hunt in the dark they become almost invisible, as if their extreme agility isn't enough. Ninjutsu-wise, the black margay can perform all taijutsu moves the summoner knows with a +20 damage boost. Their claws are sharp as steel and can be coated with ninjutsu the user knows(custom elements for example). Each Margay is equipped with an energy-based element(lightning/fire/wind or AE's/KG's/CE's that are energy-based). This depends on the summon but their main specialty is pure stealth and taijutsu. If a margay is capable of using an energy-based element, they can only use up to the rank the summon is itself. They can take physical damage up to their corresponding rank as well. Takeo is a user of the dark release, Neith is a user of the typhoon release.

Signers of the contract are bound to their summoning tattoo:
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Resubs;

(Taiton: Arashi no Kokoro) Typhoon Style: Storm Heart
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80(+20 to kenjutsu)
Description: The user will focus their typhoon chakra to create an invisible barrier around any physical object that they touch. This barrier will make the object weightless, invisible and able to withstand anything that S-rank typhoon chakra can withstand. If the user would slap their hands on the ground and use the technique, they could coat the ground around them with typhoon chakra and thus forming a "minefield". The chakra will respond very aggressively in both scenarios when foreign chakra or physical contact is happening. On impact, the typhoon chakra will expand and create a huge typhoon that deals blunt damage (80) to anything that touches it besides the user of the technique. 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 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.

☪ Declined ☪

Typhoon release doesn't provide for some of the effects that you're claiming it does in your recent submissions (weightlessness and invisibility). This also doesn't need to be S rank, and seems to be two separate concepts for techniques combined into one (the minefield bit and the object coating are unrelated). Decide how you want to proceed; either go with the concept of coating objects, or the other bit. If the former, it'll be A rank at most, and if the latter, hand seals will be needed.

(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and fatal genjutsu. What the opponent will feel is that time around them happens to freeze and start to fade to black slightly. They will smell nothing but fire and through their ears they will only hear an increasingly pitched melody that will raise so high that their ears will start to bleed and ultimately deafen them. But the song will continue even though the target feel that their ears explode, only to give them even more madness and stress. The surroundings at this point has started to go black and white and the sky will appear to be dark. Time now goes in retrospect and thus the user will see everything that has already happened prior to the genjutsu being released. The only thing that doesn't go away is the song and the increasing darkness around them. They will then see a new version of the moon, this time it will have a large intimidating face laughing as it comes crushing down to earth. The last the target will experience is that the moon crashes down and that they die. In reality they are left immobilized (How? You do all this and they're immobilized because? No) and completely consumed by the genjutsu. If left untreated the damage to their mind will stop their heart due to the stress and most likely kill the target. (No) Performing the genjutsu leaves the user of the technique in some stress as well as they will not be able to utilize other genjutsu for a while ("a while" is not a unit of measurement we use for this kind of thing. You know this).

☷ Declined ☷
This is doing too much. Ok if you have an obvious genjutsu, but keep the amount of happenings in it simple instead of trying to tell an intricate story. Keep useful features in such as the time freeze, which you can get away with masking the reality of what occurs around the enemy and the music which deafens them. Add actual drawbacks...

Song:


Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.


(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and possibly fatal genjutsu. Once cast upon the target, the target will feel the world around them slow down. This process will decrease the targets reaction-speed by half in the end of the genjutsu, but it doesn't stop there. The time around the target will decrease so much that ultimately it will start going backwards and thus showcasing everything that happened prior to the genjutsu being cast. As this happens, a song plays, continuously and with a steadily increasing volume. In the end of the genjutsu, the time and space around the target will appear to have gone back all the way to their childhood and the song would've deafen them at that point. In reality the target is left unconscious due to the affects of the genjutsu. The drawbacks of this genjutsu is that it puts a stroll on the user, and renders them unable to utilise genjutsu up to B rank for two turns. The technique can be used twice per battle.

Song:
[video=youtube;aroBdjZqq7M]https://www.youtube.com/watch?v=aroBdjZqq7M[/video]

Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
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. If the user would slap their hands on the ground and use the technique, they could coat the ground around them with typhoon chakra and thus forming a "minefield". The chakra will respond very aggressively in both scenarios when foreign chakra or physical contact is happening. On impact, the typhoon chakra will expand and create a huge typhoon that deals blunt damage (80) to anything that touches it besides the user of the technique. 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.

(Meiton: Kurōbāfīrudo) Dark Arts: Cloverfield
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: 80
Description: A dark technique that utilises stored chakra in the users dark mark after having absorbed a technique. 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 that is one rank stronger than the absorbed technique. 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 mid-range but the reach of the technique is Long-range. The coating will remain intact til detonated or destroyed but costs 10 chakra per turn to maintain.

Note: Must have completed meiton up to S rank.
Note: Can only be used twice per battle with a 3 turn cool-down.
Note: Must have absorbed a technique before-hand.
Note: Can only be taught by Skorm.
 
Last edited:

Skorm

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Name: Zora Akiyama
Nick: Dawn
Gender: Female
Age: 20
Clan: Yamanaka

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Basic Info:

Looks

Zora is a tall and strongly built woman. She has dark grey hair and red/orange eyes with a powerful gaze. She has a kind face, but in battle she really knows how to put on a war-face. Since she comes from Sunagakure she originally had those type of common desert clothes. However, when she went rouge she started wearing an intimidating armor made out of common metal, however that is not the case anymore and even if she would wear it at some occasions it is entirely cosmetic. When Zora finally found the Sanguine Earrings, she has had them on her person ever since. Due to the affects of the earrings, however, she has locked away half of her consciousness inside one of the earrings which has taken some toll over her personality. Outside battle, Zora wearing casual clothing and she's quite the bohemic and just wears what she thinks is very comfortable rather than going for the most stylish attires. She carries a sword on her back that she has given the name "Igudorashiru | イグドラシル" and she uses it in battle when she wants to use kenjutsu. She carries one tattoo on her body. A vampire squid contract tattoo on her right shoulder which gives her the ability to either summon the massive sea creatures or lend their abilities on herself in battle.
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Personality
Zora might look intimidating, but she has a heart for justice. In the battle she's a fierce and strong woman, sometimes letting her heart act before her mind. Despite that, she's an excellent tactician and uses her unique abilities extremely well. Her preferred way of execution is to crush her enemies minds into dust or just simply crush the entire opponent to dust through her typhoon release or her hidden Yamanaka abilities. She likes to experiment in battles and sometimes uses completely different approaches depending on her mood and the situation of the battle. She does this to hone her skills, and gain information that could be very helpful to develop new ninjutsu in the future. Outside battle she's kind of shy but not towards the people she knows and loves. She doesn't have a lot of friends, but she chooses quality over quantity in that regard. She can easily get offended, but like most girls, it's easy to put out the blaze of her fire in the heat of the moment. She enjoy walks and she loves to be outside and to experience the beautiful world, something that is shared with her clan-mate Alucard. Her main passion is to fight for the right of others and to do anything to make it right.
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Village Info:
Village of Birth
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Custom Weapon
Clan of Alliance
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Rank/Chakra info: Sannin/1,200
Advanced Element: Taiton

Ninja Rank: Sannin
--Specialty: Suiton/Genjutsu --
Elements
_Jutsu_
____ ____ ____ ____ ____ ____
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____
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Vampire Squid Summoner/Owner:
Alucard, along Zora Akiyama was the one who created the signing contracts with these mighty and beautiful beasts. He and she has been with them for quite some time now after they discovered that they had been the chosen one to awaken their slumber. Having a deep connection with the vampire squids being their eternal master, it is their responsibility to make them combat ready once again.
Vampire Squid Ninjutsu:
There hasn't been any development in regards of combat/utility ninjutsu so far within the summoning. So far the vampire squids are getting used to mold chakra again after such a long time. In the future, Alucard and his companion Zora will have made many techniques that are utilized with cooperation with the vampire squids.
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Some of her favorite Jutsus:

(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.
(Shinranshin no Jutsu ) - Mind Body Disturbance Technique
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage: N/A
Description: A ninjutsu where one sends their chakra into the subject's nervous system, thus gaining complete control of the target's body. Those caught in the technique will fall completely under the user's control, as their bodies become disconnected from their will. The difference between this and the Mind Body Switch Technique is that the caster doesn't project their consciousness into the target's body. Situations of numerical superiority for the adversary are precisely where this technique, which freely manipulates human beings, will display its efficiency, by getting enemies to turn on one another. Control can be exerted even from long distances. At a minimum, this technique allows for the user to manipulate the body of the target to perform non-chakra oriented movements and actions. Yamanaka with considerable strength over their opponent can force targets to use chakra and techniques through force of will. With this technique the user can issue any command from killing a teammate, releasing a jutsu, revealing secrets, etc. The limitation to this technique is that the user cannot order the victim to kill themselves or cause otherwise fatal injuries.
Note: Against opponents or otherwise unwilling participants that are of higher rank than the Yamanaka, the user can only force non-chakra related actions such as taijutsu. For equal ranked opponents, the user can force opponents to release active techniques such as modes, summons, and clones, though cannot force their hand at casting techniques. Against weaker opponents, the user can compel the use of other ninjutsu and other chakra based techniques.
Note: This technique lasts 6 turns unless broken prior. While utilizing this technique, the user becomes incapable of utilizing techniques above A-rank or advanced ninjutsu such as Fuin, Medical, Y-Y, etc for three turns. After complete control over the user they are capable of using their techniques S-rank and below.
Note: This technique requires a cool down equivalent to the number of turns it was sustained.
(Shintendou no Jutsu) – Mind Body Confusion Technique
Rank: A - S
Type: Supplementary
Range: Short - Mid
Chakra cost: 30 - 40 (-10/15 per turn)
Damage points: 60 - 80
Description: This technique causes damage to all foes on the battlefield as well as confuses the main target. This is unique technique within the Yamanaka as it deals with causing mental damage as opposed to actually controlling another's body or will. This technique can be directed at multiple targets though the power would be divided among them. The damage translates into a blaring migraine that causes opponent's minds senses to become fuzzy affecting their ability to react to movements (negating chakra based sensory and heightened base 5 senses) and perform techniques (Above S-rank or A-rank depending on the rank of the technique). When performing this technique, however, Yamanaka are limited to performing only A-rank techniques and below. As well, the more targets under this technique's effects, the stronger, the shorter the duration of the technique. Against one person the technique lasts 3 turns. For every target double the number, the turn duration decreases by 1 meaning this technique can be cast on a maximum of 4 people at any given time.
Note: This technique can only be performed 4 times per battle with a cool down of 3 turns in between each use. S-rank usage of this technique can only be performed twice

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TBA

TBA
WSE:
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╔═══════════════════════════╗

Artifacts: N/A ___...........___ Tools: N/A

╚═══════════════════════════╝
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Background Info:

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It starts with a dream
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Zora lived and grew up in the chaotic period of Sunagakure when the city was in desperation and war with the other countries, mostly because of their possession of the bijuu. Zora's family ties are relatively unknown except for the fact that she has a slight tint of green in her eyes and her father was a Yamanaka clan member from Konohagakure. Her mother was pretty much a nobody, but possessed formidable talent when it came to the wind style. Not much is known about the dark winds of legends except they originate from Sunagakure. Her father, belonging to the Yamanaka clan was a natural sensor and possessed the typical abilities of the clan with a strong mental capacity. He and her mother fought bravely in the wars but were both killed in battle, leaving Zora on her own when she was 13 years old. Throughout the rest of the war, Zora had to handle herself with the powers she had been given from her parents. She would be recognized as "Dawn" or first light of her generation. The name Akiyama came from both her parents combined family names.
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After Some Years
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As she grew up in warfare, Zora had to rely on her abilities to defend herself as she was on her own. She roamed the land of wind by herself for years, honing her chakra control and her abilities passed on to her through her parents. She could read minds to a certain extent and conjure up black winds. Along with that she possessed great skills with martial arts. The first two basic elements she came to learn was the wind element and the water element. Weeks had passed and she had now also learned how to tame the earth element. After some time in training in recent months, Zora gained more knowledge and power. Now being able to perform all basic elements bar one, she harnessed a neutralizing capability that was a force to be reckoned with.
Not only that, she had also extended her usage of her own clan techniques, now making her opponents practically dance to her will. Her typhoon release had also gained some improvement, for the first time in history, Zora had created the black wind clone. Like the clones, Zora had also created a technique that made herself become invulnerable towards most physical attacks as she now could turn her own body into typhoon chakra.
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The Good, The bad, The Ugly
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Zora's expertice with the typhoon element only grew stronger and stronger for ever day since she learned how to fully control it. She now possessed the most techniques for the release in the entire world as she had continuously experimented with it and drawn from its strengths to apply to new techniques she was the master of. She had learned how to float in mid air using the typhoon as an air-resistance cleaner and she could now fly freely as long as she manipulated the 1mm thick "shield" around her. She had also learned how to manipulate the sea that surrounded the island that she and Alucard had their bases on to create hefty vortexes using the typhoon release amazing capabilities and the weight of the water to create the deadly water typhoon. She didn't stop there however, as Zora was master of water she continued to experiment with the two elements and using the properties of water to create the glorious ice typhoon. It would serve as an excellent defensive mechanism in case of invasions or in case of other battles that where positioned in the great sea. As she had studied the water affinity to great extent she had also learned how to use all water jutsus she knew with just a single handseal and she could also use one of the strongest water techniques there was, the Water Dragon Biting Explosion. Her strengths in the Yamanaka style abilities had also grown exponentially now that she had finally recovered the clans most fabled artifact, The Sanguine Earrings. Using the earrings came at a high price though, and she had to seal half of her own mind in one of the earrings. But then again, that would only mean she could once per battle escape any and all genjutsu there was. All her hidden abilities and her secondary mastery of genjutsu got a boost in power. She could now be considered as one of the most gifted Yamanakas in present time or even in all time.
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The Formation of Hellsing
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Zora and Alucard recently discovered the ancient forces of the sea known as the Kōmoridako or in common tongue, the Vampire Squids. Not only that, but she had also together with Alucard and Aoi formed the Hellsing Orginisation. With some important ground-breaking missions done by Alucard, they had now established a major base on the Moon Isle as their home. Together with her clanmates, Alucard and Aoi, Zora was thriving on the island with its inhabitants and weird moon acolytes. They had just recently avenged their names by assassinate the leader of their first major invaders and although it nearly costed the immortal one his life, Alucard and Zora returned safely home once again. There was, however, alot of things to do still and they gained a lot of the new worlds currency without using it. It's not entirely clear yet, but at some point in present time, Zora and Alucard recieved an invitation to learn the sealing arts from a mysterious sensei on the mainland to teach them the arts. How that goes, stay tuned..
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Alucard
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Zora and Alucard go way back and he was her first real friend. Being a sole immortal and just as weird as she was, they had formed as previously mentioned the Hellsing Organisation with the help of their third clanmate who is very unspoken about *cough Azu needs to get on NB z.z*. Together they had started a new civilzation on the island and they were constantly out on walks and talking with the mysterious nature in the dark nights. They loved the surroundings and the fact they were pretty much shut off from the rest of the world. The sheer mysterious nature of the grand sea that surrounded them just felt like home to Zora and the winds that brushed the life on the island were just perfect. While enjoying the surroundings alot it also gave the two room to develop new and interesting techniques that no one in the world had ever thought about before. Through some connections and vast practice they were on their way to create their first own element(s) yet. However they could not just yet use any of them, but they had high hopes and dreams about one day being able to use them.
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Other:​

Current


Theme Song & Background Music


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Battles:
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Won: Definitely ___...........___ Lost: Maybe

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Heavy update of [ ]
Rank update [ ]
Fuinjutsu purchase [ ]
Liquid Sublime [ ]
Metal Foam [ ]
 
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(Taiton: Oribia no Uta) - Typhoon Release: Olivia's Song
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50(-20/turn)
Damage: 90(+30 Taiton/Wind)
Description: One of the ultimate treasured typhoon jutsus that are currently only known to Zora Akiyama. By harnessing the strongest currents a typhoon has ever produced and gaining the speeds of it, the user needs to focus extreme amounts of typhoon chakra throughout their entire body to become one with the air around them. The user will transcend into a wind itself but pertain a human posture albeit being able to extend their limbs or infact shape their body into anything they would want. While in this form, the user can take on anything that forbidden typhoon release can take on. Not only that, but they will gain ludicrous speeds are able to travel as fast as the fastest typhoons measured which above a third of the speed of sound. This speed is mostly only used offensively as the user is well shielded and serves well to deliver powerful punches and kicks but also blasts of wind that would shred mountains like butter. The user gains increased power towards typhoon and wind techniques but also custom elements that are composed by wind. However, the user is also limited to only use such elements as well. Two other perks of the jutsu is that once per use/battle it can regenerate and regain full capability if taking on damage that is on par with the technique itself. This must occur in the same turn as the technique is taken down however. This shortens the duration by one turn but could be proven useful in some circumstances. Another perk of the technique is that like other typhoon techniques it erases air-resistance and makes the user practically weightless. This means that the user can pretty much go anywhere on the field not bound by tools or etc to fly or even dig under the earth. The downsides towards this jutsu is that it can only be used once per battle/event and leaves the user drained of chakra to the point they cannot perform S rank and above jutsus for two turns after either deactivating or losing the power of the jutsu. Nor can they use typhoon or wind jutsus above B rank for two turns.

Note: Cannot be used more than once.
Note: Lasts for 4 turns.
Note: Regeneration costs a move and cuts the duration down by two turns total.
Note: Makes the user unable to use chakra above A rank for two turns and B rank taiton/wind for two turns after usage. Even if deactivate on purpose.
 

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Custom element Japanese name:
Metaroechiren
Custom element English name:
Metallic Ethylene
The element is based on:
Fire + Wind + Earth + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
Metallic Ethylene is based on the gas itself by the name of Ethylene which is based on hydrogen and helium. It is a flammable gas and given the right pressure and temperature it will turn into a metallic state, giving the gas the properties of itself as a gas but also that of a metal. Metallic gases are already known to exist inside of gas planets(metallic hydrogen for example) and the properties of these gases are that of a common metal, giving them the ability to lead heat and act conductor in electric stances. This element is based on the Ethylene gas which is proven to exist and the metallic state of gases which is also proven to exist.
How it works:
Metallic Ethynele is highly explosive and uses its electrical conductivity as a trigger. The state of the gas is somewhat in between that of a gas and a metal, acquiring a semi solid state on touch. Since the gas itself is pushed to so high pressure it cannot be contained for that long unless the user uses massive amounts of chakra to suppress it on the field. The release itself is odor-less and even lacks in color making it a grey-ish tone when visible to the eye. The gas in its metallic state is extremely hot and pressurised. Any means of touching it will vaporize skin and limbs instantly. The user has to focus great amounts of wind and fire to keep the temperature and pressure in check to achive the metallic transition. The earth element is there to compensate for the carbon that is needed to generate the Ethynele's supply of carbon as carbon is scarce in air itself. The release itself is mostly used in very offensive manouvers and will explode in contact with drastic temperature changes which includes to rapid heat of fire or rapid cooling given by wind release or water release. Because of the fact it's half metallic, the Ethylene is able to take some blunt damage as well and even dealing it. Metallic Ethylene stays metallic on the field and if the user at any point stops powering it with wind and fire chakra to concentrate its properties to be contain the gas will explode due to the temperature and pressure differences. This can deal self-inflicted damage but also work as a trigger to be used offensively. Visually, the element is semi-solid and will look like a common metal but give out high amounts of colorless gas. Fiery effects will most likely also occur on the surface of the element due to the extreme heat that is required to keep it metallic. The element is unique in its ability to take on both solid and gases properties and react accordingly when taking on an opposing force. In contact with fire technique, the metallic ethylene will explode and vaporise into its common gas form and trigger a chain reaction of explosives til the gas has been blended out with the air around. In contact with water it will do the same thing due to the cooling down factor of water but water also has a great advantage here and that is that it easily can contain the aftermath of said explosion. In contact with wind, the pressure and temperature differences will make the metallic ethylene revert back to its regular gaseous state and become uncontrollable by the user. Earth will vaporize on contact with the release, while lightning will be able to only conduct heat through the semi-solid to trigger it to explode. Unlike water, lightning doesn't have any means of containing the aftermath of the trigger of impact so it will be considered weak towards metallic ethylene. Not only that but the element in question is half gas as well so it wouldn't exactly have anywhere to go either. Since the gas is semi-solid it will not easily be absorbed by the means of meiton. It is highly dangerous defend against with temperature interacting elements. Sound-waves can crack the solidity of the element but will have little to go against towards the pressure and temperature. Metals and other solids in contact will explode and crack, just like regular earth.
Jutsu Usage Examples:

(Metaroechiren: Niji | Metallic Ethylene release: Rainbow)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: 60
Description: The user will perform a sequence of handseals and conjure up a large amount of metallic ethylene around them to form a rainbow above them of the release. They will then use the formation to hover above themselves to use as any means of offensive and defensive manouver.

(Metaroechiren: Yori ōkina kinzoku echiren hōshutsu | Metal Foam release: Greater Metallic Ethylene Creation)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather up their metallic ethylene chakra and either spit out or have it erupt from underground, a large compound metal foam to create tools, structures, armor etc made out of the material. The jutsu is very versatile and is only hindered by the users imagination.

(Metaroechiren: Kami panchā | Metal Foam release: God Puncher)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather up their metallic ethylene chakra around their fist and make a layer of the semi solid to form around their fist. On contact with an opponent the fist will then explode and vaporize the skin, flesh and bones of the opponent unless an appropriate defense is given.
Conditions to be able to use it:
Completed Wind, Fire and Earth.
Is weak to:
Wind + Water
Is strong against:
Earth + Lightning + Fire
Co-creator:
That'd probably be myself..
Students I passed this custom element on too: ? & ?
N/A
 
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Name: Zora Akiyama
Nick: Dawn
Gender: Female
Age: 20
Clan: Yamanaka

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Basic Info:

Looks

Zora is a tall and strongly built woman. She has dark grey hair and red/orange eyes with a powerful gaze. She has a kind face, but in battle she really knows how to put on a war-face. Since she comes from Sunagakure she originally had those type of common desert clothes. However, when she went rouge she started wearing an intimidating armor made out of common metal, however that is not the case anymore and even if she would wear it at some occasions it is entirely cosmetic. When Zora finally found the Sanguine Earrings, she has had them on her person ever since. Due to the affects of the earrings, however, she has locked away half of her consciousness inside one of the earrings which has taken some toll over her personality. Outside battle, Zora wearing casual clothing and she's quite the bohemic and just wears what she thinks is very comfortable rather than going for the most stylish attires. She carries a sword on her back that she has given the name "Igudorashiru | イグドラシル" and she uses it in battle when she wants to use kenjutsu. She carries one tattoo on her body. A vampire squid contract tattoo on her right shoulder which gives her the ability to either summon the massive sea creatures or lend their abilities on herself in battle.
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Personality
Zora might look intimidating, but she has a heart for justice. In the battle she's a fierce and strong woman, sometimes letting her heart act before her mind. Despite that, she's an excellent tactician and uses her unique abilities extremely well. Her preferred way of execution is to crush her enemies minds into dust or just simply crush the entire opponent to dust through her typhoon release or her hidden Yamanaka abilities. She likes to experiment in battles and sometimes uses completely different approaches depending on her mood and the situation of the battle. She does this to hone her skills, and gain information that could be very helpful to develop new ninjutsu in the future. Outside battle she's kind of shy but not towards the people she knows and loves. She doesn't have a lot of friends, but she chooses quality over quantity in that regard. She can easily get offended, but like most girls, it's easy to put out the blaze of her fire in the heat of the moment. She enjoy walks and she loves to be outside and to experience the beautiful world, something that is shared with her clan-mate Alucard. Her main passion is to fight for the right of others and to do anything to make it right.
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Village Info:
Village of Birth
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Custom Weapon
Clan of Alliance
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Rank/Chakra info: Sannin/1,200
Advanced Element: Taiton

Ninja Rank: Sannin
--Specialty: Genjutsu + Ninjutsu | Fuinjutsu --
Elements
_Jutsu_
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Vampire Squid Summoner/Owner:
Alucard, along Zora Akiyama was the one who created the signing contracts with these mighty and beautiful beasts. He and she has been with them for quite some time now after they discovered that they had been the chosen one to awaken their slumber. Having a deep connection with the vampire squids being their eternal master, it is their responsibility to make them combat ready once again.
Vampire Squid Ninjutsu:
There hasn't been any development in regards of combat/utility ninjutsu so far within the summoning. So far the vampire squids are getting used to mold chakra again after such a long time. In the future, Alucard and his companion Zora will have made many techniques that are utilized with cooperation with the vampire squids.
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Favorite Creations:

(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: 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: 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.

(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and possibly fatal genjutsu. Once cast upon the target, the target will feel the world around them slow down. This process will decrease the targets reaction-speed by half in the end of the genjutsu, but it doesn't stop there. The time around the target will decrease so much that ultimately it will start going backwards and thus showcasing everything that happened prior to the genjutsu being cast. As this happens, a song plays, continuously and with a steadily increasing volume. In the end of the genjutsu, the time and space around the target will appear to have gone back all the way to their childhood and the song would've deafen them at that point. In reality the target is left unconscious due to the affects of the genjutsu. The drawbacks of this genjutsu is that it puts a stroll on the user, and renders them unable to utilise genjutsu up to B rank for two turns. The technique can be used twice per battle.

Song:


Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.

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TBA

TBA


Permanent Summon
(Kuchiyose no Jutsu: Kano) Summoning Technique: Kano
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kano is a male vampire squid with a completely black skin. He's the most gifted ninjutsu user of the vampire squids and is a water style primary specialist. He gains a passive boost to water style (+20 OR +1 rank/technique) and can perform all regular water style jutsus without the user of extra handseals. His water techniques doesn't even require a water source even when they depend on it. His former master Tobirama Senju was of great influence of teaching him how to master the way of the sea and the water style. Kano has sacrificed his usage of the common vampire squid mucus to achieve his phenomenal strength in the water style. Although he cannot use the mucus, his tentacles are still able to generate quite the punch and gain gripping abilities on hard and even slippery surfaces. Kano means the god of water in japanese and is rightfully so fitting this vampire squid due to his mastery of the release. Although he's not as big as Nahla, he is still quite the beef and is about 70 meters tall including his tentacles. Kano is also a summon that is extremely fast underwater but does not depend on it as he easily can create his own water sources. Kano has a base speed level of 25(taken from speed chart) underwater which increases passively by one ever turn when he's submerged underwater. On land he is slow to move but his tentacles still have very rapid movement when it comes to it. As previously mentioned, vampire squids in general have high resistance to electricity and water but are weak towards fire. Kano can take on up to A rank lightning, water and earth, the latter of which still makes him take on the kinetic force of a technique. He is weak towards fire and can at most take on a C rank hit of fire. Other than that, Kano is so far the only male specimen found in the vampire squid realm. He's very smart and has lived a very long life even though it doesn't really seem like it due to his personality. He's very open to new technology and he, like all the other vampire squids are having their summon land of the Moon Isle.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by his tentacles or crushed under his body counts as S-ranked blunt damage.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

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Tools______________________________&___________________________Artifacts

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(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.
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Background Info:

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It starts with a dream
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Zora lived and grew up in the chaotic period of Sunagakure when the city was in desperation and war with the other countries, mostly because of their possession of the bijuu. Zora's family ties are relatively unknown except for the fact that she has a slight tint of green in her eyes and her father was a Yamanaka clan member from Konohagakure. Her mother was pretty much a nobody, but possessed formidable talent when it came to the wind style. Not much is known about the dark winds of legends except they originate from Sunagakure. Her father, belonging to the Yamanaka clan was a natural sensor and possessed the typical abilities of the clan with a strong mental capacity. He and her mother fought bravely in the wars but were both killed in battle, leaving Zora on her own when she was 13 years old. Throughout the rest of the war, Zora had to handle herself with the powers she had been given from her parents. She would be recognized as "Dawn" or first light of her generation. The name Akiyama came from both her parents combined family names.
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After Some Years
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As she grew up in warfare, Zora had to rely on her abilities to defend herself as she was on her own. She roamed the land of wind by herself for years, honing her chakra control and her abilities passed on to her through her parents. She could read minds to a certain extent and conjure up black winds. Along with that she possessed great skills with martial arts. The first two basic elements she came to learn was the wind element and the water element. Weeks had passed and she had now also learned how to tame the earth element. After some time in training in recent months, Zora gained more knowledge and power. Now being able to perform all basic elements bar one, she harnessed a neutralizing capability that was a force to be reckoned with.
Not only that, she had also extended her usage of her own clan techniques, now making her opponents practically dance to her will. Her typhoon release had also gained some improvement, for the first time in history, Zora had created the black wind clone. Like the clones, Zora had also created a technique that made herself become invulnerable towards most physical attacks as she now could turn her own body into typhoon chakra.
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The Good, The bad, The Queen
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Zora's expertice with the typhoon element only grew stronger and stronger for ever day since she learned how to fully control it. She now possessed the most techniques for the release in the entire world as she had continuously experimented with it and drawn from its strengths to apply to new techniques she was the master of. She had learned how to float in mid air using the typhoon as an air-resistance cleaner and she could now fly freely as long as she manipulated the 1mm thick "shield" around her. She had also learned how to manipulate the sea that surrounded the island that she and Alucard had their bases on to create hefty vortexes using the typhoon release amazing capabilities and the weight of the water to create the deadly water typhoon. She didn't stop there however, as Zora was master of water she continued to experiment with the two elements and using the properties of water to create the glorious ice typhoon. It would serve as an excellent defensive mechanism in case of invasions or in case of other battles that where positioned in the great sea. As she had studied the water affinity to great extent she had also learned how to use all water jutsus she knew with just a single handseal and she could also use one of the strongest water techniques there was, the Water Dragon Biting Explosion. Her strengths in the Yamanaka style abilities had also grown exponentially now that she had finally recovered the clans most fabled artifact, The Sanguine Earrings. Using the earrings came at a high price though, and she had to seal half of her own mind in one of the earrings. But then again, that would only mean she could once per battle escape any and all genjutsu there was. All her hidden abilities and her secondary mastery of genjutsu got a boost in power. She could now be considered as one of the most gifted Yamanakas in present time or even in all time.
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The Formation of Hellsing
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Zora and Alucard recently discovered the ancient forces of the sea known as the Kōmoridako or in common tongue, the Vampire Squids. Not only that, but she had also together with Alucard and Aoi formed the Hellsing Orginisation. With some important ground-breaking missions done by Alucard, they had now established a major base on the Moon Isle as their home. Together with her clanmates, Alucard and Aoi, Zora was thriving on the island with its inhabitants and weird moon acolytes. They had just recently avenged their names by assassinate the leader of their first major invaders and although it nearly costed the immortal one his life, Alucard and Zora returned safely home once again. There was, however, alot of things to do still and they gained a lot of the new worlds currency without using it. It's not entirely clear yet, but at some point in present time, Zora and Alucard recieved an invitation to learn the sealing arts from a mysterious sensei on the mainland to teach them the arts. How that goes, stay tuned..
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Alucard
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Zora and Alucard go way back and he was her first real friend. Being a sole immortal and just as weird as she was, they had formed as previously mentioned the Hellsing Organisation with the help of their third clanmate who is very unspoken about *cough Azu needs to get on NB z.z*. Together they had started a new civilzation on the island and they were constantly out on walks and talking with the mysterious nature in the dark nights. They loved the surroundings and the fact they were pretty much shut off from the rest of the world. The sheer mysterious nature of the grand sea that surrounded them just felt like home to Zora and the winds that brushed the life on the island were just perfect. While enjoying the surroundings alot it also gave the two room to develop new and interesting techniques that no one in the world had ever thought about before. Through some connections and vast practice they were on their way to create their first own element(s) yet. However they could not just yet use any of them, but they had high hopes and dreams about one day being able to use them.
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Other:​

Current


Theme Song & Background Music


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Won: Definitely ___...........___ Lost: Maybe

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Heavy update of [ ]
Rank update [ ]
Fuinjutsu purchase [ ]
Liquid Sublime [ ]
Metal Foam [ ]
 
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Skorm

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Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40/Bullet
Damage: 80/Bullet(non-sealing)
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 can shoot bullets that explodes on collision that creates an AoE effect reaching short-range in an omni-directional discharges from the point of impact. This discharge does half the damage of the actual bullet. The other type of bullet is actually a non-harming bullet that, on impact, creates a sealing mechanism that drains chakra on impact. The bullet travels at the same speed as the damaging bullet but creates no wound, instead a sealing formula will start to escavate from the impact point. Once completely imbedding the target, the forumal will statt glowing purple and drain the chakra of the target and charge the gun itself, not the user. When this charge has been active for two turns, the gun becomes ”overloaded” and fires projectiles with twice its power and speed for one turn. This doesnt necessarily need to be the same or the turn after it gets overloaded but it needs the charge to perform as such. The lightninh bullets are of S rank each and follows the s/w of said elements. The sealing bullet is also of S rank. When used, the user cannot use lightning techniques above A rank in the same turn as it is used. Once the overloaded bullet(s) have been used, the gun is reset to regular damage/speed. The overloaded factor can be repeated.

Note: Needs completion of raiton and regular fuinjutsu.
Note: Bullets travel at the speed of the most high-end S-rank lightning techniques there is.


(Fūinjutsu: Garasu no bōruto) Sealing Arts: Vault of Glass
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The vault of glass sealing formula is designed specifically for sealing properties of value. It has no effect on people and only works on shut buildings. The seal is placed anywhere on the surface of the complex. When placed, a formula and several repeating kanji signs appear and soreads out to cover the complex. At the same time, a door is created to let the user in and out. When the door has taken its hape(any shape really), the user bites their thumb and smeaes blood on it. This makes the door capable of only open for the user of the technique. No exceptions. The barrier can be placed multiple times to ensure even more protection of the complex. However, since the seal is designed only for this basic job it will still require an anti-sealing technique of S rank to remove it. Double layered will require Forbidden and so on. This seal can only be placed on four complexes at the same time, or two places with double locks. A double locks safety mechanism is also not just sensitive to the users blood but also their mind and chakra. Unless a normal chakra flow is present in the user of the seal it will not open. This is to ensure that no matter if the user dies and their blood gets used to try open the door it wont. Neither if they’re under the influence of genjutsu/mind-control. This mechanic needs double seal though.

Note: Needs completion of regular Fuinjutsu.
Note: Can only be taught by Skorm.

Approval of Contract[x]
(Kuchiyose no Jutsu: Kano) Summoning Technique: Kano
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kano is a male vampire squid with a completely black skin. He's the most gifted ninjutsu user of the vampire squids and is a water style primary specialist. He gains a passive boost to water style (+20 OR +1 rank/technique) and can perform all regular water style jutsus without the user of extra handseals. His water techniques doesn't even require a water source even when they depend on it. His former master Tobirama Senju was of great influence of teaching him how to master the way of the sea and the water style. Kano has sacrificed his usage of the common vampire squid mucus to achieve his phenomenal strength in the water style. Although he cannot use the mucus, his tentacles are still able to generate quite the punch and gain gripping abilities on hard and even slippery surfaces. Kano means the god of water in japanese and is rightfully so fitting this vampire squid due to his mastery of the release. Although he's not as big as Nahla, he is still quite the beef and is about 70 meters tall including his tentacles. Kano is also a summon that is extremely fast underwater but does not depend on it as he easily can create his own water sources. Kano has a base speed level of 25(taken from speed chart) underwater which increases passively by one ever turn when he's submerged underwater. On land he is slow to move but his tentacles still have very rapid movement when it comes to it. As previously mentioned, vampire squids in general have high resistance to electricity and water but are weak towards fire. Kano can take on up to A rank lightning, water and earth, the latter of which still makes him take on the kinetic force of a technique. He is weak towards fire and can at most take on a C rank hit of fire. Other than that, Kano is so far the only male specimen found in the vampire squid realm. He's very smart and has lived a very long life even though it doesn't really seem like it due to his personality. He's very open to new technology and he, like all the other vampire squids are having their summon land of the Moon Isle.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by his tentacles or crushed under his body counts as S-ranked blunt damage.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

Declined: omit some of this squid's abilities (like the passive boost) and tone down the speed.


Removed extra water abilities such as they don't require water sources. Also removed the speed boost increasing effect/turn.
Approval of Contract[x]
(Kuchiyose no Jutsu: Kano) Summoning Technique: Kano
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kano is a male vampire squid with a completely black skin. He's the most gifted ninjutsu user of the vampire squids and is a water style primary specialist. He boasts a passive boost to water style (+20 or +1 rank/technique) and can perform all cannon suiton techniques. His water techniques doesn't even require a water source even when they depend on it. he cannot use the mucus, his tentacles are still able to generate quite the punch and gain gripping abilities on hard and even slippery surfaces. Kano means the god of water in japanese and is rightfully so fitting this vampire squid due to his mastery of the release. Although he's not as big as Nahla, he is still quite the beef and is about 70 meters tall including his tentacles. Kano is also a summon that is extremely fast underwater but does not depend on it as he easily can create his own water sources. He can swim as fast as the end-tier lightning jutsus. On land he is slow to move but his tentacles still have very rapid movement when it comes to it. As previously mentioned, vampire squids in general have high resistance to electricity and water but are weak towards fire. Kano can take on up to A rank lightning, water and earth, the latter of which still makes him take on the kinetic force of a technique. He is weak towards fire and can at most take on a C rank hit of fire. Other than that, Kano is so far the only male specimen found in the vampire squid realm. He's very smart and has lived a very long life even though it doesn't really seem like it due to his personality. He's very open to new technology and he, like all the other vampire squids are having their summon land of the Moon Isle.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by his tentacles or crushed under his body counts as S-ranked blunt damage.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm
 
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Skorm

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Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40/Bullet
Damage: 80/Bullet(non-sealing)
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 can shoot bullets that explodes on collision that creates an AoE effect reaching short-range in an omni-directional discharges from the point of impact. This discharge does half the damage of the actual bullet. The other type of bullet is actually a non-harming bullet that, on impact, creates a sealing mechanism that drains chakra on impact. The bullet travels at the same speed as the damaging bullet but creates no wound, instead a sealing formula will start to escavate from the impact point. Once completely imbedding the target, the forumal will statt glowing purple and drain the chakra of the target and charge the gun itself, not the user. When this charge has been active for two turns, the gun becomes ”overloaded” and fires projectiles with twice its power and speed for one turn. This doesnt necessarily need to be the same or the turn after it gets overloaded but it needs the charge to perform as such. The lightninh bullets are of S rank each and follows the s/w of said elements. The sealing bullet is also of S rank. When used, the user cannot use lightning techniques above A rank in the same turn as it is used. Once the overloaded bullet(s) have been used, the gun is reset to regular damage/speed. The overloaded factor can be repeated.

Note: Needs completion of raiton and regular fuinjutsu.
Note: Bullets travel at the speed of the most high-end S-rank lightning techniques there is.

¤ Declined, the first type of bullet doing "half the damage of the actual bullet" is worded weirdly and could imply it does more damage than the base for S rank bullets. Just a small rephrasing will fix that. The second ability is more confusing and contradictory; you say it makes no wound but later mention the effects will start will the bullet is embedded into the target. You also make no mention to how much chakra is drained or how this chakra is given to the gun; if the bullets absorbs chakra, how does this chakra return back to you if it's not connected in some way? The doubled power is also a no. Last note isn't needed because all bullets travel at the same base speed ¤

Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40/Bullet(+40/sealing)
Damage: 80/Bullet(non-sealing)
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 can shoot bullets that explodes on collision that creates an AoE effect reaching short-range in an omni-directional discharges from the point of impact. This discharge does half the damage of the actual bullet, which would be 40 damage points while the bullet also carries 40 damage points, resulting in totally 80 damage points. The other type of bullet is actually a non-harming bullet that, on impact, creates a sealing mechanism that drains chakra on impact, same amount as the bullet. The bullet travels at the same speed as the damaging bullet but creates no explosion, instead a sealing formula will start to spread from the impact point. Once completely imbedding the target, the forumula will start glowing purple and drain the chakra of the target and charge the gun itself, not the user. When this charge has been active for two turns, the gun becomes ”overloaded” and fires projectiles with 150% its power for one turn. This doesnt necessarily need to be the same or the turn after it gets overloaded but it needs the charge to perform as such. The lightning bullets are of S rank each and follows the s/w of said elements. The sealing bullet is also of S rank. When used, the user cannot use lightning techniques above A rank in the same turn as it is used. Once the overloaded bullet(s) have been used, the gun is reset to regular damage/speed. The overloaded factor can be repeated. The chakra is transfered from the sealing bullet to the gun by a special sealing formula that is inscribed in the gun itself that starts to glow when a sealing shot is functioning. The chakra will be pulled from the target in a regular chakra absorbing manner.

Note: Needs completion of raiton and regular fuinjutsu.


(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(per tag)
Description: Prometheus is a pair of tags that works in conjunction with eachother. 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 two other seals that the user carries with them in person. These two 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 S rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with S ranked typhoon force. These tags can be placed right next to eachother or up to long-range away from eachother. However, they both corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. These tags 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.

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.

□ Declined. Nice idea, but lessen it a bit. Up to Long range down to Mid, as well as the rank itself, would work better and be more efficient as a A rank technique (because your explanation would need to be edited if it were to stay S rank, S rank means the Typhoon aspect is A rank and the Fuuinjutsu aspect is A rank, combined making it S rank. That means, the Typhoon aspect can't be S rank on its own, if you understand what I mean). Also, it'd be better suited to suck in everything around a short range area of the seal, but alright >,> And restrict it better, please. □

Resubmitting;

(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 eachother. 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 eachother or up to long-range away from eachother. 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 S 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 timeframe 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 timeframes.

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 S 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 in conjunction with Fire technique)
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 perform 4 handseals and slam their hands on the ground, channeling the typhoon chakra through the ground. From there it will dig itself deep underground until it finally erupts and shreds the ground underneath the target like a huge powerdrill. The strength of the wind is so massive that the debris it will carry with it will grind itself together so hard that it catches fire. In use of another simple katon technique, the user will then ignite the rocky typhoon and thus melt the rocks that are captured in 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. They will also be left inside the eye of the storm as well. 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: Needs completion of Typhoon.
Note: Can only be used twice per battle, lasting a maximum of three turns per initial use and requires a two turn cooldown.
Note: User becomes unable to use elemental jutsus as well as typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.
 

Skorm

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⛧Declined. This has a few contradictions. For one thing, you say that Liquid Bismuth does not share its heat easily, but then go on to describe that it burns and melts things numerous times; I assume you meant to say it does not lose heat easily because being unable to share heat easily stops it from burning other things.

Secondly, as you included per NK's checks, lightning is a strength because of its focused nature. Likewise, focused and condensed energy techniques like the near-solid Fire techs should have the same effect on Bismuth. Also, any element that's extremely high in heat(higher than lava) should be able to affect this CE through heat by getting it to the boiling point.

Water needs to be moved to a neutral, not a weakness. Speaking of which, two weaknesses with 7 strengths that branch off into even more strengths? No. In addition to way too many strengths, they're also too broad. Narrow it down to a shorter and more concise list.⛧
Removed Sound as a strength and water as a strength. Also removed the elemental interaction of it burning through solids

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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. 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 not interact as a damage factor. 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 neutral against:
Water due to the evaporating effects it will regain when clashing but also due to the oxygen released from the water which will weaken the bismuth.

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 and crystal 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.

Magnetism
Unlike almost all common metals, bismuth creates their own magnetic fields who will cancel out other intercepting magnetic fields by being diamagnetic. The mass and density of the material will then be used to overcome other uses of magnetism. Not only that but when metals are liquid they lose most of their magnetic attractions as well.

Radiation
Bismuth has a low setting in thermodynamics and is considered strong towards all kinds of radiation. It will simply absorb the radiation waves and nullify them.

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

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Custom element Japanese name:
Sūkōnaton
Custom element English name:
Sublime
The element is based on:
Fire + Lightning + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
Sublimation is yet another type of phase integration of elements. We've seen the boil release, which is another phase integrating element that makes water or other liquids take a gaseous form. Sublime isn't that much different, however it does the same as boil release but on solid elements. Another example that sublimation exists in the naruto context is that we have snow and ice. Both of which sublime. Dry ice, solid carbon dioxide also sublimes naturally.
How it works:
Sublime is a phase integrating element and by the uses of fire and lightning, the user will be able to conduct enough heat and pressure into a solid element, such as earth, to sublime. Which means that the solid element will "decay" and take on a gaseous state instantly. The heat from the fire release is proven to give other phase integrations, just like boil and is also needed for the element to build up pressure and said heat. Lightning release gives that pressure and heat addition, needed to make it more effective. There are two ways for the user to create the sublime element. From their body and from the atmosphere around them but mostly that is for supplementary usages and the sublime release that the user can release from their body would be a more defensive and even offensive type of manipulation of the release. By releasing sublime chakra into a solid body, the user can make it take a gaseous form and either render it harmless. This can also be done to render both wind and lightning styles harmless since the sublime release is in such a heated matter that it simply eats up wind through its pressure and temperature. Same thing goes with lightning, as Sublime is an advanced form of it, taking it to the next level and building up as an advantage towards it. Water, cannot be sublimed and would be considered a weakness towards the release because of it. The fact that water also extinguishes the fire in the release would render it useless towards large amounts of water. Fire release could actually be used to melt solid objects and make them take liquid form which would mean they cannot sublime either. That means that fire could also be seen as a strong element against sublime. If used in close-combat, sublime could be quite devastating if released from the user's body. In contact with the release, an opponent would have their body either sublimed as well. That being said, using a liquid or fire chakra would mean the release would fall against it. So would it against all kinds of elements that already are in a gaseous form. Sublime chakra has a very orange-looking characteristic if seen formed in the atmosphere. It glows like a flame and heats up the surroundings rapidly. When the user cloaks a limb or their body with sublime chakra, they also start to glow orange. When infusing sublime chakra the user can chose to coat a desired object with it, instead of having the said object sublimed itself. This goes for self-created weapons etc made from solid elements that the user have at their disposal. When coating an object with sublime chakra, the object will share the same characteristic as stated before. Meaning they will start to glow orange and radiate intense heat.

Atmosphere Source Usage:
Through this source the user can create sublime release to use as a regular fire or lightning release, as projectiles, pillars etc that forms in the air without having to be released close to the user or in contact with the user. This is done by focusing sublime chakra into a certain spot in the field and basically use advanced shape manipulation to make the sublime chakra take a form that the user wants to have created. Unlike solids or liquids or even some gases, sublime chakra isn't self-sustaining and doesn't stay on the field until it is destroyed. How long it stays on the field depends on the jutsu and the user must constantly fuel the source with chakra to keep it going.
Self Source Creation Usage:
This release is formed through the users body like other lightning and fire jutsus that the user can either exhale or shoot from their hands etc. The release form itself isn't any different from the atmospheric usage and needs to be fueled by chakra to be sustained. This release form is mostly used in close-combat or when the user wants to fire projectiles or streams of sublime chakra towards a target. But it can also form into shields or hand-held weapons of sublime. This is also the only type of the release that allows coating of certain objects, for instance, the user can coat a hand-held weapon with sublime chakra to make it gain its properties to sublime solid matter. It also gains the weaknesses of the release of course.
Physics of Sublime:
Sublime isn't solid, it isn't liquid nor is it a gas. It's an energy-based element just like lightning fire and wind and thus have some similarities. Sublime release can achieve extreme temperatures to sublime matter into gases and thus creates intense heat around itself when built up around the user or in the field. Sublime cannot work on liquids or elements that already are gases as it cannot rewind the sublime process and turn gases into solids as that is another type of phase integration.
Sound Interaction:
As an energy-based element, Sublime isn't affected by sound at all and will play on an equal part towards sound as sound also is an energy-based element. While sound doesn't regenerate the heat that sublime does, sound can still interact with the element and cause an un-balance towards Sublime and de-stabilize the form. However, the heat and pressure made from sublime makes them neutral towards eachother.
Temperature Interaction:
Sublime is neutral to temperatures as it has no form. However, Sublime needs its concentration of heat and pressure to allow its execution of subliming matter. This means that if an object is heated towards melting stages, the sublimation cannot be executed and thus neglected. When temperatures are in the state of liquefying matter, sublime is weak towards such temperatures. When temperatures are in the state of solidifying matter, sublime is strong towards such temperatures. So all in all, it really depends on the use of temperatures. In itself, it would be neutral towards most elements that are based to manipulate temperatures itself while it depends on the object in question to be in required settings to be actually sublimed.

Jutsu Usage Examples:

(Sūkōnaton: Imōjenfaiā | Sublime release: Imogen's Fire)


(Sūkōnaton: Kasukēdo | Sublime release: Cascade)


(Sūkōnaton: Densetsu | Sublime release: Legend)


Conditions to be able to use it:
Completed Lightning and Fire elements.
Is weak to:
Water & Liquids
Sublimation doesn't work on an element that has the characteristics of a liquid and only works on solids.

Fire & Variations
Fire itself can be used to disrupt the balance of the sublime release as well as melt solid objects and thus making them unable to be sublimed.
Is strong against:
Earth & Solids
Sublime release will "decay" solid elements as well as the earth element and force them into a gaseous state. Making them unable to be manipulated by the user and render them harmless. This happens for metals and carbons but also for crystals etc.

Lightning
Sublime release is in a way an advanced form of lightning and carries the combination of lightning and fire to build up an immense amount of pressure and heat, ultimately overcoming regular lightning release.

Wind
We've seen wind being weak towards fire because of the fact that fire eats up the oxygen in a wind technique. The same principle is inclined here.

Ice & Snow
Ice and snow both sublime and will share the same fate as a regular solid element. Same goes for dry ice.

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

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Naraku no Soko - Path of the Abyss
Type:
Nin/Fuin/Gen/Tai
Background:
A while back, Alucard and Zora created the contract for the great animals known as vampire squids and learned how to summon two of them. Let alone the mightiest of them all, Nahla. As sole lords of the vampire squids, Zora and Alucard went further with the summonings and tried to utilize their abilities in combat without actually having to summon them. Their extra limbs, tentacles, their sharp claws on their grips and their bioluminescent mucus would all be combined into a fighting style, directly tied to the contract. This fighting style would also focus on the sealing arts in terms on how the squids tentacles worked. Genjutsu because of how their mucus could be used in terms of disorientation.
Description on the Abilities and Inner Workings of the Style:
The fighting style lets the users have permanent access to 4 tentacles that they can project through the means of chakra passively at any time. These tentacles will allow the user to get a large upper hand in close combat as they get essentially two more pairs of arms. These tentacles can punch equally hard as their fists and lift as much as well. Each tentacle comes equipped with two sets of unique abilities as well. Upon summon, the suction cups on the tentacles have powerful miniature seals spread all across of them. Every time they get in contact with an opposing limb they can use these seals to directly drain chakra through the suction cups as well as having the limb stuck by the force of the suction cups. The seals can render the opponent unable to utilise chakra up to a certain level or in some cases be used more brutally and forcibly suck the entire opponent into one of the suction cups if all seals are working together. Bioluminescent mucus is used naturally by the vampire squids instead of ink to scare off prey. In the RP, the mucus have high illusional purposes that in this case is regarded as genjutsu as it disorientates opponents in certain ways. These bioluminescent lights comes in a variation of colors upon the users personality and are completely unique to each user of the style. The tentacles are sensitive to pressure and lets the user detect anomalies such as small wind currents(up to short-range) and if they stick the tentacles in the ground they can sense pressure up to mid-range away. But if they stick the tentacles underwater they can sense up to long-range away. The tentacles can be used in a large array of different applications such as climbing slippery surfaces due to their suction cups. In order to use the fighting style, the user needs to have a valid blood contract with the vampire squids and thus owning the scroll or have the tattoo. In case the user has a tattoo, upon learning the fighting style the tattoo will change slightly by glowing in a faint color whatever the bioluminescent color they have for the tentacles. As mentioned earlier, the tentacles also have great cutting ability as they have claws on them. This means that they can be used to create great scratch wounds and through the bioluminescent dots on the tentacles the user can release the mucus which has a paralysing property. The tentacles may not have handheld weapons but the user can still have a sword in their hands and combine it with the style if they want.


Example Techniques:

(Naraku no Soko : Shinoiro) - Path of the Abyss: Colors of Death
Type:
Supplementary
Rank: S
Range: N/A
Chakra: 40(-10/turn)
Damage: N/A
Description: The passive summoning of the tentacles. The user will summon four chakra tentacles which contain the properties of the vampire squids unique features as well as chakra seals spread across them. Each tentacle has the same capability and strength as one of the users arms and they can stretch up to two meters long, each. The seals scattered across the tentacles are working in conjunction with the suction cups and lets the user drain 20 chakra points per turn and per seal while maintaining contact with an opponent. The bioluminescent spots and mucus have the ability of creating genjutsu such as luring prey away or right into a trap set for a specific moment. The mucus itself can be used twice per tentacle and has a paralysing ability that stuns an opponent for two turns on the limb it touches. In other words it not a total paralysation but a local one. The claws on the tentacles can cut through solid rock up to A rank.

Note: Must have learned the path of the abyss.
Note: Each tentacle can only be created once per battle.

(Naraku no Soko: Kyūketsuki no Shiren) - Path of the Abyss: Vampire Ordeal
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will use their bioluminescent spots to disorent their opponent and create a diversion making the user seem to be more further away than they actually are. They will then catch their opponent completely by surprise and grab their arms and legs with the tentacles. They will then use the tentacles to drain chakra and ultimately toss the caught opponent into the ground with devastating amount of force.
Note: Must have learned the path of the abyss.

(Naraku no Soko: Rinburesu) - Path of the Abyss: Limbless
Type:
Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: The user will use the combined effort of their seals to suck each caught limb into a seal with enough force to rip each caught limb off and sealed into the seals. This will leave the opponent in great pain and the inability to move as both their arms and legs have been ripped off from their body.


Additional effects and Restrictions:
The user needs to have signed the vampire squid contract and needs to be a summoning specialist which will grant them the ability to use the same abilities as the vampire squids. If the user choses to specialise in the fighting style their tentacles will become 2x stronger.
 

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Custom element Japanese name:
Heikōton
Custom element English name:
Equilibrium Release
The element is based on:
Fire + Wind
Facts that prove the element to be possible (in the manga context):
Equilibrium release is based on an energy chakra that converts solids and gases into gases and solids. This is a phase integrating moment that occurs naturally. We've seen phase integrating releases in the anime/manga such as boil release which turns liquids into gases. We've also seen ice release which turns liquids into solids. This proves that the physics of phase integration is very similar to the real world and should definitively provide proof for other phase integrations too.
How it works:
Equilibrium release can change a gas into a solid and vice versa. In physical terms it can sublime a solid and turn the solid object into a gas. It can also turn a gas into a solid, this is called deposition. It all comes down to reactions with pressure and temperature that makes a solid turn into a gas and a gas turn into a solid. That's where the fire and wind release comes to play. With fire you can control temperature, with wind you can control pressure, well you can do both things essentially with both elements. A solid turns into a gas when enough heat and pressure is applied to it, skipping the melting phase and just spreads into the air like any sort of gas. This applies to all solids. This means metals, earth, skin, carbons, well any sort of solid state material can be turned into a gas. Likewise, any gas can be turn into a solid which requires extremely low temperatures and pressures. This is done mainly by the wind elements role in the equilibrium release. However, liquids materials and plasma materials such as lightning and water cannot be either sublimed or depositioned. That's why both those elements boasts strengths towards Equilibrium release. Fire is burning oxygen which is a gas and can be turned into a solid, earth can be sublimed and turned into a gas and wind is a gas that, like fire, can be turned into a solid. However, very hot fire that is hot enough to cause plasma is enough to overcome the Equilibrium release.

The Equilibrium release boasts some very unique features and the chakra release has a very red/yellow color with sparks that reminds you of lightning release that discharges randomly. This is purely cosmetic though. The user can form the chakra from their body or through the air. If used in air, the Equilibrium will turn the air into a solid and can thus drop it on their target. If used from their body it can boast a serious burn on touch with contact on skin as it will turn it into a gas. This is extremely painful and the wound would be that of an extremely hot fire burning through the skin and bones. Blood will stop the Equilibrium from entering the bones unless the technique is extremely powerful. If enough chakra is used the technique can sublime an entire human body and turn it into a gas. Like other energy chakras, Equilibrium also suffers weakness towards the dark release. With other energy releases, it really depends on how hot they are, what they do and how they are applied. For example, sound release is basically vibrating wind which still is a gas and can thus be depositioned. Super hot fire could be hot enough to actually form a plasma and can thus not be defeated by the Equilibrium release. The user can keep disposing chakra in an active technique to fuel it consistently. They are limited to wind(and variations) and fire(and varitation) elements only while doing so though. It also costs them chakra to fuel techniques to keep them active, but it is essential to create shapes such as swords or other and maintain them.

Jutsu Usage Examples:

(Heikōton: Saigo no iki | Equilibrium release: Last Breath)
Type:
Offensive
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: The user gathers up Equilibrium chakra into their targets lungs and depositions the air inside and turns it into a solid. This makes the target unable to breathe as the air will get stuck by the solid contains in their lungs. It can be defended by gathering water chakra through the lungs and cancel it out though.

Note: Usable once per battle.

(Heikōton: Kasukēdo | Equilibrium release: Cascade)
Type:
Offensive
Rank: C-S
Range: N/A
Chakra: 50
Damage: N/A
Description: The user shapes their Equilibrium release into a shield and turns an incoming fire/wind technique into a solid which falls to the ground and loses its momentum - or it turns an incoming earth release technique into a gas which rises up in the air and becomes harmless. The user can form their Equilibrium chakra into any shape and fuel it to last more than a turn.


(Heikōton: Tengoku no girochin | Equilibrium release: Heaven's Guillotine)
Type:
Offensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The user solidifies the air above their target and shapes it into a large guillotine that drops on them and cuts their head off. Or splits their body in half...

Conditions to be able to use it:
Completed Wind and Fire elements.
Is weak to:

Water & Liquids
Sublimation doesn't work on an element that has the characteristics of a liquid and only works on solids or gases. Liquids only phase integrations are either freezing or boiling.

Lightning & Plasmas
Lightning, like water, is not part of a phase integration that makes it able to go directly into a solid. However, plasmas can turn into gases but they are too brute and hot to be handled by the Equilibrium release. Same goes for extremely hot elements that are considered plasma.

Is strong against:
Earth & Solids

Sublime release will force solid elements as well as the earth element into a gaseous state. This makes them harmless and rises up in the air.

Wind & Gases
Equilibrium release will solidify a gas such as wind and turn it into any solid shape the user wants.

Fire
Like wind, fire(unless extremely hot) will turn into a solid state which the user can form into any shape they want and render it harmless.

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

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CJ ideas part IX


If approved, dropping this[x]

(Kuroi Hoshi) - Blackstar
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Blackstar is a beautiful black long sword with a white crystal spiralling towards the hilt which is covered with vampire squid skin and has bioluminescent spots on it that shines in the same colour the eyes of its wielder has. The hilt is covered with kanji symbols that forms around two tentacle shaped blades on each side of the hilt. These small and sharp tentacles can be used in battle like a thrust or if the user needs to collect blood for something. They cannot be removed from the sword though. The grip is wrapped in two black seals. Each seal has it's own unique kanji sign as each seal is giving the wielder of the sword two unique abilities. The seals are;

調和 - Harmony. This seal incorporates an offensive attribute towards the users chakra system and passively pumps the user with increased chakra as long as they are within short-range from the sword. This means that if the user places the sword on the ground infront of them, having it sheathed or having it in their hands, the seal influences them. The harmony seal doesn't give the user a benefit to all of the their ninjutsu, but to any sort of element or ability they chose to specialise in. This needs to be stated in the bio of the user as one of the standard bio specialties such as; faster handseals, sourceless materialising etc. A maximum of two abilities can get the buff so even if the user specialises in three or four they can't get said buff on more than two. If the user do specialise in more than two abilities/elements, they need to be very clear which ones they chose as their harmony abilities in either the bio or in the beginning of a battle. These harmony abilities cannot be changed unless the user updates their bio. Due to a passive enhancement of their harmony abilities, the user can benefit with a +20 damage output, and a +10 chakra output to their harmony abilities at all times they have the sword next to them.

軍団 - Legion. This seal is extremely powerful. The legion seal is activated, just like the Harmony seal but isn't passively activated. Instead, the user will use a mental command to unlock it's potential and spend a moveslot. The seal will expand in an omni-directional barrier with the sword in its epicenter and reach up to long-range. Within this barrier, every living being, clone or form that can mold chakra becomes unable to use forbidden ranked jutsus. The user becomes unable to use forbidden jutsus as well, with the exception of supplementary techniques and non-damaging techniques. When Legion is activated, Harmony becomes passively deactivated. When the Legion barrier is deactivated for any reason, Harmony reactivates again passively. The Legion barrier can remain active for 6 turns and be activated twice per battle. The barrier can only be broken if the Blackstar is destroyed, or if the seal on Blackstar is removed by anti-fuinjutsu techniques. The Legion barrier drains chakra from the user, unlike Harmony. The Legion seal cannot deactivate already active forbidden techniques such as dojutsu or modes that are forbidden.

Note: Can only be used by Skorm.
 
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Previously submitted here [x]

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Custom element Japanese name:
Metarufōmurirīsuton
Custom element English name:
Metal Foam
The element is based on:
Fire + Wind + Earth + Advanced Chakra Control
Facts that prove the element to be possible (in the manga context):
Metal foam is made out of any metal that is molten and with added foam/gas it becomes metal foam. There isn't anything in the process of making metal foam that is redundant in the context of the narutoverse, pretty much everything you need to make it has been seen used in the ninja world. Metals, air(or other gases) and even liquefying metal or other earthen materials such as lava.
How it works:
Using the earth release to salvage palladium from the earth's core, the user then heats up the palladium and adds air into the mixture. This then forms metallic foam which will become the release form itself. As a structure it will remind of polystyrene but remain very hard and be able to take on huge amount of force. The fact that the metal now contains a large amount of air inside of it, it also has no problem facing lightning release as the air pockets isolate the conductivity of the lightning itself. When it comes to thermal(heat/cold) conductivity, it remains the same as the level of palladium would have in normal cases. Sound vibrations are also neutralised(within reason) since the air pockets again provides a "defensive" property of the metallic foam. The foam is also very light and flexible, maintaining the same physics as a regular plastic foam but with metallic properties. When elemental nature transformations are clashing with metal foam the interactions differ but with pretty much the same end result. When clashing with lightning, the metal will conduct the electricity but lead the lightning chakra into the air-pockets that are inside the metal, neutralising it. When in clash with water, the metal foam is a double-edged sword as the metal itself would be strong towards water, the air-pockets in the metal will make it light enough for water to push it away. When clashing with wind, the same happens as when clashing with water, the material itself is fine but will easily be pushed back. However, fire will require extreme heats to trigger the metal foam to melt and the gas be ignited, causing explosions. This means that using fire against metal foam as a counter could be dangerous for the user of the fire technique himself. Sharp, extra hard elements can cut through the metal foam but will still face the properties of foam itself, bouncing back most of the kinetic force. Cooling elements will make the metal foam lose its properties of being malleable but it won't be destroyed or lose any strength. There are two ways the user can create the metal foam and the same metal needs to be used all times though; Palladium. The user can mould the
Metarufōmurirīsuton chakra from their body or use the ground as a source for their techniques. When the former is used, the user will combine the attributes of earth, fire and wind to create the process and the metal will be naturally created just like regular earth techniques. It can be expelled like regular, mouth and or hands. There's also the earth-source usage of the technique, which is shared with many solid custom elements. The user will mould their Metarufōmurirīsuton chakra into the ground, using natural palladium in the progress and create metal foam structures to rise from the earth. Like most solid nature types, metal foam will stay on the field til destroyed.
Jutsu Usage Examples:
(Metarufōmurirīsuton: Suponjibobu | Metal Foam release: Sponge Bob)

Spoiler

(Metarufōmurirīsuton: Yori ōkina kinzoku fōmu no sōzō | Metal Foam release: Greater Metal Foam Creation)
Spoiler

(Metarufōmurirīsuton: Shokkuabusōba | Metal Foam release: Shock Absorber)
Spoiler
Completed Wind, Fire and Earth.
Is weak to:
N/A
Is strong against:
N/A
Co-creator:
Skorm
Students I passed this custom element on too: ? & ?

⛧Declined. For one thing, this is essentially two CE in one submission. To harness and use Palladium as extensively and specifically as you note here, to the point of producing Palladium from chakra and then further altering it into Metal Foam, you'd need to have Palladium already as a CE and have it be the base of this CE here. Instead of saying that you're creating Palladium or producing EXACTLY what Metal Foam is in real life, you can include in the "How it Works" portion a brief description of what metal foam/palladium is in real life, and then say you're making a fictionalized version using chakra, which is what your CE is(i.e., "I use Earth to act as the physical medium, mimicking the solid, metallic component, and I use Fire's to alter its shape to make spaces and use Wind to fill those spaces with air so they're air bubbles." Once that's done, you can go on to describe how it's applicable in battle. With what you have in the How it Works, it's simply a description of its strengths and weakness. Move that down to S and Ws, and instead describe the physical properties(check) and how those properties affect your usage of the CE in battle.⛧




Changed name, how it works and some S/W's.

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Custom element Japanese name:
Parajiumufōmu
Custom element English name:
Palladium Foam
The element is based on:
Fire + Wind + Earth
Facts that prove the element to be possible (in the manga context):
Palladium is one of the raw metals that is found in the periodic table, and we've seen many applications of usages that are from the periodic table which means that it's safe to assume that it is existent in the narutoverse as well. The foam shape of the palladium is explainable in how it works and has been made in real life, using other metals to shape metals into foam like this.
How it works:
Palladium is form or created by the user when they channel earth and fire chakra together, like so many other metals or earthen materials before. The key here is to create the element Palladium, which is a very gloss silver metal which is considered in chemistry as a noble metal. This means that it doesn't react with acids, bases or other corrosive means easily. This alone makes the palladium foam very tolerant to toxins and the wind release in terms of it cannot easily rust. When the palladium metal has been created, the user will channel more fire chakra into it and make it liquid, they will then rapidly force a very dense field of air into the molten metal and at the same time cool it down, which the wind release can do on its own. This forms the palladium foam which is the initial form of the release. A metal foam is in general extremely dense and resourceful as it can absorb extreme amounts of pressure and just bounce off of it like nothing happens. Foam itself is a very poor electrical conductor and it is safe to say that that trait is being transferred into the metal foam as well. This is due to the air that resides inside the metal and that the metal is not in a regular solid pattern. What is still affecting metal foam is temperature due to the fact that palladium transfers heat and cold very easily, like most metals. Since the metal is part air in this form, it's very much lighter than if it was a solid brick with the same volume, which makes the metal foam very easy to move and carry. The foam can be pressed together very hard to form some of the sharpest surfaces in existence, which can be done by adding more wind chakra. Palladium itself is quite dense. The metal foam is very easy to shape, and could be classified as a semi-solid in some cases. In this initial form of the element, the user cannot make palladium in a solid form, but has to retain using it as a foam at all times. No exceptions. Like other solid, liquid and some gaseous elements, palladium foam remains on the field of a battle until destroyed and does not require additional chakra to sustain its form.

Jutsu Usage Examples:
(Metarufōmurirīsuton: Suponjibobu | Metal Foam release: Sponge Bob)
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: 60
Description: The user will gather up their metal foam chakra and either spit out or have it erupt from underground, a large creature that is made up by metal foam. The creature has two arms and two legs but it's face, head and brain are all connected directly to its main body, meaning it has no neck. Sponge Bob can move around the field, deal heavy blunt damage and use all metal foam techniques the user knows.

(Metarufōmurirīsuton: Yori ōkina kinzoku fōmu no sōzō | Metal Foam release: Greater Metal Foam Creation)
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather up their metal foam chakra and either spit out or have it erupt from underground, a large compound metal foam to create tools, structures, armor etc made out of the material. The jutsu is very versatile and is only hindered by the users imagination.

(Metarufōmurirīsuton: Shokkuabusōba | Metal Foam release: Shock Absorber)
Type:
Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will gather up their metal foam chakra through their hands and create two pistons out of metal foam that they will use to bounce/block incoming projectiles or solid matter. The metal foam will act like a shock absorber and take on all the impact from incoming techniques up to S rank.

Conditions to be able to use it:
Completed Wind, Fire and Earth.
Is weak to:
Water & Variations
Waters density and the amounts of water than can easily be produced is a good counter towards palladium foam since it's lighter and filled with air pockets in it. This means that liquids that are as dense as water or denser are all strong towards the release.

Fire & Variations
Heat or extreme heat with some variations will melt the metal and also use the oxygen in the foam to make it explosive. This destroys the metal foam.

Ice & Variations
Extreme cold will make the metal very brittle and can shatter the structure of the metal foam.


Is strong against:
Earth & Variatons
Palladium foam is extremely sharp, dense and can absorb kinetic energy very easily. This means that earth and even denser metals than palladium can be cut through by the sharp application of metal foam. Lava or liquid metals/earthen materials are debatable, but if they exceed palladiums melting point of 1554,90 then they could be considered strong towards the release. Crystals are too brittle to handle the density of palladium, especially when its sharpened.

Wind & Variations
Wind cannot penetrate the density of the palladium metal, it cannot make it rust and it by itself cannot make it cold enough to be brittled. Palladium foam will easily overpower wind in terms of sharpness, impact absorption and weight.

Lighting & Variations
Lightning can travel through metal easily, but due to the fact that this is not really a solid metal and the fact that it has so much air in it, lightning release cannot travel through palladium foam easily and will be neutralised by the air that is residing inside the metal. The air pockets also stops the lightning to spread through the metal and cancels it out fast.

Acids & Toxins
Palladium is considered a noble metal in chemical terms and will not be affected by common acids and other poisons.

Sound & Blast
Soundwaves will be absorbed by the semi-fluidity of the palladium and be nullified and likewise will the explosive energy of blast release also be absorbed by the metal foam.

Dark
Palladium foam is too dense and solid enough to be able to withstand absorption and release variations of dark.

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

Skorm

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Redid the whole split consciousness and redacted Yin.

If approved, dropping this[x]

(Kuroi Hoshi) - Blackstar
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Blackstar is a beautiful black long sword with a white crystal spiralling towards the hilt which is covered with vampire squid skin and has bioluminescent spots on it that shines in the same colour the eyes of its wielder has. The hilt is covered with kanji symbols that forms around two tentacle shaped blades on each side of the hilt. These small and sharp tentacles can be used in battle like a thrust or if the user needs to collect blood for something. They cannot be removed from the sword though. The grip is wrapped in two black seals. Each seal has it's own unique kanji sign as each seal is giving the wielder of the sword two unique abilities. The seals are;

調和 - Harmony. This seal incorporates an offensive attribute towards the users chakra system and passively pumps the user with increased chakra as long as they are within short-range from the sword. This means that if the user places the sword on the ground infront of them, having it sheathed or having it in their hands, the seal influences them. The harmony seal doesn't give the user a benefit to all of the their ninjutsu, but to any sort of element or ability they chose to specialise in. This needs to be stated in the bio of the user as one of the standard bio specialties such as; faster handseals, sourceless materialising etc. A maximum of two abilities can get the buff so even if the user specialises in three or four they can't get said buff on more than two. If the user do specialise in more than two abilities/elements, they need to be very clear which ones they chose as their harmony abilities in either the bio or in the beginning of a battle. These harmony abilities cannot be changed unless the user updates their bio. Due to a passive enhancement of their harmony abilities, the user can benefit with a +20 damage output, and a +10 chakra output to their harmony abilities at all times they have the sword next to them.

軍団 - Legion. This seal is extremely powerful. The legion seal is activated, just like the Harmony seal but isn't passively activated. Instead, the user will use a mental command to unlock it's potential and spend a moveslot. The seal will expand in an omni-directional barrier with the sword in its epicenter and reach up to long-range. Within this barrier, every living being, clone or form that can mold chakra becomes unable to use forbidden ranked jutsus entirely. The user becomes unable to use forbidden jutsus as well, with the exception of supplementary techniques and non-damaging techniques. This do not apply to techniques that are boosted up to forbidden rank. When the Legion barrier is deactivated for any reason, Harmony reactivates again passively. The Legion barrier can remain active for 6 turns and be activated twice per battle. The barrier can only be broken if the Blackstar is destroyed, or if the seal on Blackstar is removed by anti-fuinjutsu techniques. The Legion barrier drains chakra from the user, unlike Harmony. The Legion seal cannot deactivate already active forbidden techniques such as dojutsu or modes that are forbidden.

Note: Can only be used by Skorm.

Declined: This doesn’t feel like a CW as much as a vessel for two powerful seals you want. CW abilities are meant to be more closely bound to actually using the weapon itself.

-Inch
Changed behaviour of the weapon and interaction with seals to make it more.. "weaponry". Also changed name.

(Igudorashiru) - Yggdrasil
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yggdrasil is a savagely looking jagged longsword with a bunch of spots filled with bioluminescent light that shines in the same color as the wielders eyes. The swords grip is formed like a root and the entire sword is made by an unknown crystal that is extremey dense. On the grip of the sword there is also a seal;

調和 - Harmony. This seal is responding to a unique bond called harmony element. When the user is within short range from the seal, a passive stream of chakra is being fueled into the seal and out towars the user of the sword. The sword will transform its crystalline structure to that of the special element the user possesses and take on its traits. A harmony element is essentially any element the user possesses and wants the sword to transform into. This needs to be stated in the bio that has the Yggdrasil sword. The sword will not just resemble the element, but also adapt it's strengths/weaknesses and can be destroyed by such and dealing damage accordingly. As the user powers the sword, the sword also powers the user. In connection with the harmony seal, the sword will shift out chakra towards the user and enhance their harmony element that the sword mimics and give it a passive boost of +10 chakra and +20 damage.

The user can utilize the sword like any other sword and while free-form damage is applicable it costs a move and deals direct damage equivalent of the swords rank and whatever element it mimics at the time. If the sword is tossed it will instantly transform back into the crystalized form it originally has if it travels beyond short-range from the user. It will also remove the passive strengths towards the users harmony element. One unique move the sword has is also based on fuinjutsu. The user will simply pierce the ground infront of them and shove the sword with the edge into the ground and plant it there. This causes a quake of chakra to be unleashed from the sword in an omni-directional fashion and forms a dome around the planted sword that reaches up to long-range. This barrier afflicts everyone inside of it, including the user, potential clones, summons, allies etc. The barrier drains chakra from all entities inside of it and nulls usage of any forbidden ranked jutsu. Modes, dojutsu or other active techniques that are of forbidden rank are not affected by this if they are activated before the move has been made. The only advantage the user gets in this move is that they pertain the ability to use forbidden techniques, but not offensive ones. This barrier also deactivates the harmony seal as long as it is active. The name Yggdrasil is a nordic ancient name and means the tree of life and around the tree the world ends in a dome shape. The barrier is considered forbidden ranked.

Note: Can only be used by Skorm.
 

Skorm

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Custom element Japanese name:
Kuōkoton
Custom element English name:
Strangelet Release
The element is based on:
Earth + Fire + Lightning
Facts that prove the element to be possible (in the manga context):
There are many applications in the manga/anime that seems to resemble the real life nuclear physics. When Mu and oonoki uses dust release it is stated that they reduce matter to atomic levels. This means that there should be no indication that what makes atoms in the real world doesnt exist in the nw. We also see regular stars in the sky, similar to ones in our own universe.

How it works:
Strangelets are roaming star crossing ”strange matter”. This matter is formed naturally inside the core of a neutron/quark star and is considered strange because it consits of a third type of quark(which makes up protons and neutrons, which then makes up atoms) that is most unusual. Typically theres only two types of quarks in all matter. The ”strange” part comes from that third quarks name - strange quark. Ow this quark has an exponentially stronger bond to itself than regular up-down quarks that make up neutrons and protons. This means that everything that touches a strangelet becomes strange matter, a matter that is so stable that it will remain its shape practically forever. In this sake of application in the narutoberse the process of making this release is toned exponentially to that of real life strangelet but the basics applies. Matter is needed, therefore the earth release symbolises it the best, vast amounts of energy are also needed, hence the combo of fire and lightning. Aesthetically, strangelets are varying in size and shape but is considered a green fluid. On touch with anything that is made out of matter, strangelet release will convert it to itself and take its properties. This is a serious case if you touch the strange matter as it will convert your body to a green liquid too. What kills/disrupts strangelets is pure energy forms such as fire/lightning. Neither of those has a mass and are therefore not considered ”matter”. Raw chakra is neutral towards strangelet. Users of the release manipulate strangelet and infects the surrounding matter to become strangelet matter which they also now can control. Strangelet is formed by matter and can therefore be formed out of thin air(since air also is matter) as well as underground. The spreading factor of strangelet matter into other is depending on how heavy the matter it converts is, the heavier, the slower. This means gases in particular are formed into strangelet matter rapidely.

Jutsu Usage Examples:
Conditions to be able to use it:

Completed Earth, Fire and Lightning
Is weak to:
All forms of pure energy releases; fire, lightning, dust, etc.
Is strong against:
All forms of matter based elements; earth(incl metals, crystals etc), water(including all liquids), wind(including gases and plasmas)

Co-creator:

Students I passed this custom element on too: ? & ?
[/QUOTE]
 
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