[CE] Viento Solar

Mirai

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Alright so Solar Winds are charged particles released from the upper layer of the sun. These charged particles are naturally composed of electrons and protons whose speed varies depending but they are naturally super hot and fast enough to escape the sun's gravitational pull.

There's a lot more to it including forming the heliosphere around the solar system but in terms of the roleplay, it's an element that is made up of the fire, wind and lightning natures. It takes the form of green colored plasma like winds that are super heated to the touch so much that it can even melt metals and others similar physical constructs. It's also capable of absorbing heat from other sources in order to fuel itself and become hotter to the touch.

It is weak to water and earth, sand ninjutsu and rain ninjutsu.

Strong and amped up by any type fire, wind, lightning which includes any element composed of the three together. It's also amped up by light and dark release.

Its strong against metallic elements as well as it's enough to melt them into their liquid states

Neutral towards Caramel, Chocolate and other CEs made up of Water and Earth or are liquid forms. Also Ice, Crystal and crystaline based CE.
 

BlacKing

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Excellent. First technique.

.
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going

Any Questions?
 

Mirai

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Excellent. First technique.

.
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going

Any Questions?
None here, seems pretty simple enough. Can be even cooler with an update I have in mind :)
 

BlacKing

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2.
Type: Supplementary
Rank: B
Range:Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it.

3.
Type: Attack
Rank: B
Range:Short - Long
Chakra Cost: 25
Damage Points: 40
Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled, however does not have to be directed at the floor. The Blast is powerful enough to lift the user off his feet and send him traveling backwards one range). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.
Note: Can be used three times per battle.

4.
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user channels concentrated Solar Wind Chakra into their hands that issues forth a short 5 foot green light source of immense heat that is capable of igniting or burning anything flammable. This is often used as an taijutsu component, capable of blinding and burning the flesh of the opponent.
Note: This does not hurt the user as they are immune to Solar Wind.


5.
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.
Note: Cannot be used over a large body of water.
Note: Can only be used 3x per battle.

6.
Type: Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind.
Note: The user cannot form the constructs within long range.
Note: Can only be used 3x per battle.
Note: No Solar Wind techniques in the same turn.


7.
Type:Attack/Defense
Rank: S
Range:Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water.
Note: Can only be used 3 times per battle.
Note: User must wait 2 turns before each use.
Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle.
Note: no A ranked and above Solar Wind for 2 turns.
Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)
Note: Techniques that require 3 handseals take the time of 4 (etc)

8.
Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again


9.
Type: Defense/Attack
Rank: S
Range: Short - (Long) only if sending the jutsu after the 2 handseals
Chakra Cost: 40
Damage Points: 80
Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals at any time and send the wall like a stream up to Long Range towards a target.
Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user.
Note: Though the wall forms quickly, it takes one turn for it to fully form. If not fully formed, the technique can still block from above, but cannot be sent towards the enemy and will automatically be cancelled out.
Note: Can only be used once every 3 turns.
Note: If the user is standing on a large body of water, this technique cannot be done.
Note: No Solar Wind Above A Rank Next turn.
Note: Can only be used above the user
Note: The 2 handseals count as an additional move in a turn


10.
Type: Supplementary/Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.
Note: Can only be used once every 5 turns per battle.
Note: No Solar Wind above A Ranked for 1 turn.
Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens.
Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.
Note: If used 5 times, Solar Wind cannot be used for rest of battle
Note: The balls have a short range blast radius.


11.
Type: Attack/defense
Rank: Forbidden
Range:Short-Long
Chakra cost: 50
Damage points: 90
Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground.
Note: Can only be used 1x per battle.
Note: No solar wind techniques for above B Rank for 3 turns
Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion.
Note: Cannot be used over a large body of water.


12.
Type: Attack/Defense/Supplementary
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-50 to user)
Description: An Advanced form of Lorien Hands, the user first release a surge of Solar Wind chakra from their body AND THEN begins performing 8 handseals in the air. As the user is performing the handseals, the hands as well as the eyes glow green with Solar Wind chakra. The user will then project their hands in front of their body while channeling Solar Wind chakra through their hands (in a quick burst) into the air covering the entire battlefield to form a dome like prison. While being formed, the dome uses the sun to give off a green light that will blind the opponent causing the reflex motion to shield their eyes. This as well as casting extreme heat provided by the Solar Wind and amplified by the rays of the sun while inside the dome, burns the opponent beyond recognition with a green heat wave. The extreme heat is enough to ignite anything flammable as well as make the ground turn to lava, which will be cooled after 1 turn.
Note: Reasons user is immune to the light
*The sunlight reflects on the solar wind and travels inside of the dome, the user would have no reason to be blinded.
*Just like Lorien Hands, the effects are immune to the user.
Note: When done without sunlight, blinding doesnt happen.
Note: Heat is strong enough to evaporate up to B ranked water techniques.
Note: Solar Wind Restrictions after usage of this technique
*First Turn - No Solar Wind.
*Second Turn - No Solar Wind above B Rank.
Note: This technique can only be used once per battle.
Note: This cannot be done with a large body of water in the Previously on the terrain(Ocean, sea, lake, Raining, etc)
Note: The forceful push/release of so much chakra at once causes extreme pain to the hands of the user, no handseals for 2 turns.
Note: The handseals must be performed in the air or while raising into the air and not before. The exuding of the chakra can be performed on the ground, and then the user jump into the air and begin performing the handseals. The exuding of the chakra is done so that the user can push their chakra throughout the battlefield, making it easier to perform the dome.

[/spoiler]

many questions?
 
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