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  1. #341
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    Re: Custom Element's Jutsu

    (Arumiton: Funjin Arumi Sōjū) - Aluminum Release: Aluminum Dust Manipulation
    Type: Supplementary/Attack/Defense
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: This is an advanced Aluminum Release technique, achieved through the usage of Aluminum mastery and very accurate chakra manipulation, After forming a single handseal of "Ram" the user can use a different form of the Aluminum that's composed of very small Aluminum particles that group together to form Aluminum dust which has the same proprieties of the Aluminum, on the same size of sand particles, forming somewhat a substance that are like the Iron Sand Release with the usage of Aluminum metallic dust, with the usage of this Aluminum form the user is able to form Pillars of Aluminum, Shields to defend or basically any shape depending on the situation at hand to suit the users needs, the user also is able to turn the ground into this Aluminum form causing the opponent to lose his balance and fall onto the Aluminum dust as it drags him down in a similar manner to Quicksand, suffocating him when he's completely encased in Aluminum dust, the depth of the technique is dependent on the user's chakra
    Note: Can only be used 3 times per battle.
    ~Declined Do not resubmit~ Your CE submission was made for the Solid Aluminum version, not dust.
     
         
    Last edited by Mathias; 04-25-2012 at 07:00 AM.

  2. #342
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    Re: Custom Element's Jutsu

    It has been a while since I been in this thread to submit a jutsu.
    _________

    Summon Technique: Silicone Release: Silicone Jar (Kuchiyose: Shirikon: Shirikon Mika
    Rank: A
    Type: Summoning
    Range: Short
    Chakra Cost: 30 (+20 if the user uses the jar its self for more Silicone Sand)
    Damage Points: N/A
    Description: The user makes five hand seals and summons a white jar with two back scraps. From the outside, the jar looks like a white jar but in the inside the jar has silicone sand. The sand isn't chakra infused so it still requiers the same amount of chakra the user has for each jutsu. The jar is made of silicone sand but if the user wants to use it for more silicone sand the user must use an extra twenty points of chakra. The sand when used is the speed of the user.
    -The jar is only summoned once per battle and can be unsummoned. Once unsummoned, the user can not resummon the jar anymore.
    -The user can not summon anything else in the same or following turn.
    -When summoning the jar, the user can only use two jutsus the same turn the user the summon the jar so the jar counts towards the the two jutsus so one spot left.
    -The user when carrying the jar speed is lowered down on rank depends if they are Kisame, Fuguki, or EIG user because they have strong bodies because of intense training or carrying around a heavy sword all the time. Even still they speed are lowered but not one rank just a little bit .

    Look of Jar

    You see the jar on the right of Muta Aburame, that is how the jar looks with out the symbols.

    ~Declined~ Although you tried, it is still too similar and there are already too many jar/gourds approved.
    (I tried not to make a Gaara rip of Gaara's gourd so I came up with no infused sand and a jar.)

    Silicone Release: Sand Sphere Spit (Shirikon: Suna Tama Kushi
    Rank: B
    Type: Attack
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user makes three hand seals and spits out four large(around the size of a basketball) balls of silicone sand. The balls are compressed and feel as if the target was getting hit by four rocks the same size as the sphere of silicone sand.
    ~Approved~
     
         
    Last edited by Mathias; 04-25-2012 at 07:02 AM.

  3. #343
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Oraan Nguyen View Post
    Taiyofuton: Fukusū no uzu tatsumaki [solar wind: Multivortex tornadoes]
    type: Attack/defense
    rank: Forbidden
    range:short-long
    chakra cost: 50
    damage points: 100
    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) more 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: If user takes 50 damage from chakra strain
    note: Cannot be used over a large body or source of water.
    ~Declined~ Please include some real physical drawbacks, since in our RP 50 damage wouldn't affect your RP'ing in the fight.
    Taiyofuton: Fukusū no uzu tatsumaki [solar wind: Multivortex tornadoes]
    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.
    ~Approved~


    [Ways to get out of this....Make the clouds develop Rain/Water/Ice or any technique that would cause the clouds to fill with water in this way before the user uses the technique.
    Any technique, no matter what the rank will suffice, as long as it is a large amount.


    {Technique can be enhanced by Kirin. Solar Wind is enhanced by Wind, Fire and Lightning. If shot into the clouds before or after the Dragon Fireball Jutsu used to make Kirin or any other way used to make Kirin, The Fireballs heat itself will still make the clouds, but if an opponent tries to use Kirin, it would work, however, it would only enhance the power of the Solar Wind and would not be able to be brought down. The user would have to use Solar Wind the turn after the opponent used Chidori to summon Kirin in order to reap the enhancement of Kirin. With the enhancement of Kirin, comes its destructive force.



    Quote Originally Posted by Oraan Nguyen View Post
    Taiyofuuton: Shīrudo Toraidento no Bakuhatsu (Solar Wind: Shielding blast)
    Type: Defense/attack
    Rank: S
    Range: Short - long
    Chakra: 40
    Damage: 80

    Description: User sends their solar wind chakra into a weapon. Solar wind chakra will form from the tip of the weapon and form into a large 10 foot (3 meter) diameter protective shield. After absorbing a fire, wind, or lightning (or any variant or combination of the 3) up to s rank, the user can send the attack in the form of solar wind back at the opponent.

    Note: The range of the technique the opponent used is the range of this technique.
    Note: The attack takes on the same form of the attack that was sent at the user.
    Note: Can only be used 3 times per battle.
    Note: User must wait 3 turns before using this technique again.
    Note: This technique counts as two moves in a turn only if the absorption process occurs (if it blocks any other element not related to the 3, its can only be used as a shield) and the user sends the attack back at the opponent.
    ~Declined~ The way its written now, it can absorb Kirin, and Amaterasu which I will not allow. If you want this to be approved you are going to have to tone down the ranks and no re-directing the attack back at the opponent.
    As we discussed, both of those techniques would be too fast for me to implement this technique.

    Taiyofuuton: Shīrudo Toraidento no Bakuhatsu (Solar Wind: Shielding blast)
    Type: Defense/attack
    Rank: S
    Range: Short - Mid
    Chakra: 40
    Damage: 80
    Description: User sends their solar wind chakra into a weapon. Solar wind chakra will form from the tip of the weapon and form into a large 10 foot diameter protective shield. After absorbing a fire, wind, or lightning (or any variant or combination of the 3) up to s rank, the user can send the attack in the form of solar wind back at the opponent.

    Note: The range of the technique the opponent used is the range of this technique.
    Note: The attack takes on the same form of the attack that was sent at the user.
    Note: Can only be used 3 times per battle.
    Note: User must wait 3 turns before using this technique again.
    Note: This technique counts as two moves in a turn only if the absorption process occurs (if it blocks any other element not related to the 3, its can only be used as a shield) and the user sends the attack back at the opponent.
    Note: This technique cannot be used on Kirin or Amaterasu
    ~Declined~ You did not lower the rank nor remove the re-directing like I asked.


    Quote Originally Posted by Oraan Nguyen View Post
    Taiyofuton: Rōtasu Hana Bakudan [Solar Wind: Lotus Flower Bomb]
    Type: Attack
    Rank: Forbidden
    Range: Mid - long
    Chakra cost: 50
    Damage points: 90
    Description: This jutsu is broken up into two parts. First the user forms 5 handseals (horse-ram-ox-tiger-horse) and casts the opponent in a genjtusu (s ranked) where they see hundreds of little lotus flowers (they look like the actual flower) dropping from the sky and exploding as it touches the ground. While the opponent is trapped in the genjutsu the user can at any time do the same 5 handseals but in reverse order (horse-tiger-ox-ram-horse) to form real 100 light green translucent solar wind lotus flowers that are spread out across the range of the opponent and hovering at 10 meters above the,while slowly fluttering downwards. Each lotus flower explodes only after each flower has come into direct contact with a person, water, earth or metal, and gives off a wave of heat so fierce that it brings water to a boiling point and earth and metal(though not hot enough to turn it to lava or melt) is scorching hot to the touch. Impact onto an opponent causes painful 3rd degree burns on the skin. If something pierces and individual flower(s) then it will explode and cause a chain reaction of explosions.
    Note: Counts as 2 moves in a turn.
    Note: Can only be done once every 5 turns
    note: Can only be used 2 times per battle.
    Note: Solar wind techniques can't be used for 2 turns.
    Note: User takes 50 damage from strain on his body.

    ~Declined~ Please include some real physical drawbacks, since in our RP 50 damage wouldn't affect your RP'ing in the fight.
    Taiyofuton: Rōtasu Hana Bakudan [Solar Wind: Lotus Flower Bomb]
    Type: Attack
    Rank: Forbidden
    Range: Mid - long
    Chakra cost: 50
    Damage points: 90
    Description: This jutsu is broken up into two parts. First the user forms 5 handseals (horse-ram-ox-tiger-horse) and casts the opponent in a genjtusu (s ranked) where they see hundreds of little lotus flowers (they look like the actual flower) dropping from the sky and exploding as it touches the ground. While the opponent is trapped in the genjutsu the user can at any time do the same 5 handseals but in reverse order (horse-tiger-ox-ram-horse) to form real 100 light green translucent solar wind lotus flowers that are spread out across the range of the opponent and hovering at 10 meters above the,while slowly fluttering downwards. Each lotus flower explodes only after each flower has come into direct contact with a person, water, earth or metal, and gives off a wave of heat so fierce that it brings water to a boiling point and earth and metal(though not hot enough to turn it to lava or melt) is scorching hot to the touch. Impact onto an opponent causes painful 3rd degree burns on the skin. If something pierces and individual flower(s) then it will explode and cause a chain reaction of explosions.
    Note: Counts as 2 moves in a turn.
    Note: Can only be done once every 5 turns
    note: Can only be used 2 times per battle.
    Note: Solar wind techniques can't be used for 2 turns.
    Note: User is unable to use handseals for 2 turns.

    ~Declined~ Very close to approval. I just need you to change it to once per battle and still include the damage to user nonetheless. The rest of the restrictions are fine.


    ==========
    New

    Taiyofuuton: Rorien no Te [Solar Wind: Lorien Hands]
    Type: Attack/Supplementary
    Rank: B
    Range: Short
    Chakra: 25
    Damage: 50
    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.
    Note: Lasts for 3 turns.


    ~Declined~ This jutsu shouldn't last a certain amount of turns, it should be one time per use. Also, fix the damage points.

    Taiyofuuton: Shi no Ken [Solar Wind: Death Sword]
    Type: Attack
    Rank: B
    Range: Short - Long
    Chakra: 25
    Damage: 50
    Description: The user charges a sword with Solar Wind chakra and it is wrapped with a green aura that has the look of skulls inside it. This technique can be used in one of two ways. The user can either wave the sword and send the green arc in the exact full pattern of the wave or the user can slam the sword into the ground crackling it as it travels towards the opponent and sending the Solar Wind stream through the ground towards the opponent. Green lights come up from the ground emitting intense heat capable of burning the enemy, making the ground extremely hot like walking on hot coal.
    Note: This technique canot be used on the same sword more than 3 times or it will break.

    ~Declined~ Incorrect damage points. Also I'd like you to clarify how big/wide the wave released along with its ground variant.
     
         
    Last edited by Mathias; 04-25-2012 at 07:26 AM.

  4. #344
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    Re: Custom Element's Jutsu

    1:

    (Keigakuton: Abisu Bureiku) - Abyss Release: Abyss Break -

    Rank: B
    Type: Supplementary
    Range: Short-Medium-Long
    Chakra cost: 20
    Damage points: N/A
    Description: A very simple jutsu, however it only works in conjunction with other Abyss jutsu's and only after that jutsu is already used. With other words the user first needs to use another Abyss jutsu, of any rank, before this can be used. Then when another jutsu has been used, the user makes one handseal, which makes the previous used jutsu suddenly disintegrate into countless orbs in size ranging from small marbles to baseballs, basketballs, melons to the size of giants rocks. This also depends on the size of the previous used jutsu (the total volume of the jutsu doesn't change, it's just divided over the orbs). On the moment the user makes the jutsu disintegrate, he can also blast all the orbs into any direction(s), but only in a straight line.
    This jutsu does not effect the power or rank of other Abyss jutsu, it just makes it so that its rang becomes wider or smaller.
    ____________
    -Approved-


    2:

    (Keigakuton: Melchsee no Doa) - Abyss Release: Melchsee's Door -

    Rank: A
    Type: Attack/Defence
    Range: Short-Medium-Long
    Chakra cost: 30
    Damage points: 60
    Description: The most basic jutsu of Abyss Release. The user creates a large highly condensed orb of Abyss chakra which he can manipulate by moving his hand. As a result it can be used both in an offensive and defensive way by blasting to the opponent or let it coil at an extremely fast pace around the user.


    ____________
    -Approved-


    3:

    (Keigakuton: Melchsee no Uzu) - Abyss Release: Melchsee's Vortex -

    Rank: A
    Type: Attack/Defence
    Range: Short/Medium-Long
    Chakra Cost: 30 (+15)
    Damage points: 60
    Description: This jutsu is in the first place meant for defence. The user creates a quick spinning dome around himself consisting of thin rings made out of Abyss chakra with at certain intervals a higher concentration of chakra creating oval shaped orbs with at the top of the dome an Abyss disc. These rings and disc emit a continuous flux of Abyss chakra so that the space between the rings and the disc is filled with chakra, completing the dome, however it remains transparent so that the user still can see through it. Because this dome is spinning, along with the properties of Abyss chakra, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the dome. The user can also move, while keeping the dome spinning, and thus can move the dome into different directions (it's not static to one place).
    The user can also this jutsu in an offensive way by making a single handseal resulting in the dome exploding outwards into all directions in a barrage of pieces of the rings and oval orbs. This is also called as 'The Splash'. He could also just walk toward the target.

    ✘ The user can keep the dome around for max three turns, however to keep the dome at its max strength +15 chakra has to be paid each turn (unless of course it got destroyed by a jutsu that outranks it)
    ✘ While the user of the jutsu is in the vortex, he can't fire jutsu's either directly through the vortex from the inside (well he can, but that would destroy it)
    ✘ Can only be used three times per battle




    ____________
    -Approved-


    4:

    (Keigakuton: Kurohitsugi) - Abyss Release: Black Coffin -

    Rank: S
    Type: Attack
    Range: Medium-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user creates a large, black coffin of Abyss chakra around a target on all sides, that also reaches deep below the ground as high in the air. He then fills the coffin to the brim with Abyss chakra by sending thousands of Abyss blades at the same time instantly through the coffin so that it's completely filled. When the coffin disappears, everything that was inside it is completely gone, leaving a deep square hole in the battlefield.

    ✘ Can only be used two times per battle



    ____________
    -Declined-


    5:

    (Keigakuton: Melchsee no Ransu) - Abyss Release: Melchsee's Lance -

    Rank: S
    Type: Attack
    Range: Short-Medium-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user brings both of his hands close together in front of him, creating a small highly condensed orb of Abyss chakra in the space between his hands. From that orb a black lance is launched that can reach up to long range. By moving his fingers, the user can manipulate the orb, and thus the lance, so that it can be used to slice into any direction (compare it to a white sheet of paper where you rapidly scribble into any direction with a pen). For instance the user could first aim the orb to the ground when the lance is created and then move the orb upwards so that the lance slices the battlefield open vertically, then when it's in the air he can make it turn and slice diagonally downwards etc.

    ✘ Can only be used three times per battle



    ____________
    -Pending-
    Define how long it lasts if it lasts more then 1 slice.
     
         
    Last edited by Nexus; 04-29-2012 at 05:46 PM.

  5. #345
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    Re: Custom Element's Jutsu

    (Rubiton- Kōdona Sekai no Tenpu Fairu) Ruby release- Attachment of the Advanced World
    Type: Attack
    Rank: Forbidden
    Range: Short
    Chakra cost: 50
    Attack points: 90
    Description: the user will gather his ruby chakra releasing it as a sphere, with a ruby located at its centre, between the palms of his hands. The sphere then expands rapidly in size when being propelled towards its intended target while the user holds a one-handed hand seal. The sphere is harmless until the hand seal is released causing anything within the confinement of the sphere to be turned into ruby. If the jutsu is successful in petrifying anything within the sphere into ruby, then the user’s hand becomes ruby itself.
    *Note: Can only be used once per battle.
    *Note: Cant perform handseals if hand becomes ruby.
    *Note: Cant perform Ruby techniques next turn, A-rank and above the turn after that, and S-rank and above the turn after that one.
    ~Declined~ Pretty close to approval, I just need to you include some physical harm to the user and clarification in regards to the expanding size of the sphere.
     
         
    Last edited by Mathias; 04-25-2012 at 07:29 AM.

  6. #346
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Passion View Post
    Combining these techniques into:

    ( Kanton: Bakuhada ) - Iron release: Blast skin
    Rank: A
    Type: Defensive
    Range: Self
    Chakra cost: 10/30
    Damage points: N/A
    Description: Blast skin is a technique named after it's ability to survive a blast that a normal ninja wouldn't, as if the user was wearing a blast suit. The technique is utilized by performing snake hand seal and spreading earth and fire chakra around their body or a single body part, giving tissue the properties of iron. By using this technique, user's mass and density increase, user can survive in higher temperatures that would be normally dangerous. With this user can also guide electricity but is unable of using lightning based techniques during the time being. The technique is useful when combined with taijutsu as the mass is increased and tissue hardens, causing a taijutsu damage increase.
    • Partial blast skin costs - 10 chakra as one that covers whole body requires 30 chakra.

    ~Declined~ Partial or whole makes no difference, they should both cost 30 chakra points. Although its true iron can conduct electricity, in your case you would be damaged even more by a lightning technique if it were to hit you just like its mentioned in your "Iron Corpse". Lastly, where are the usage restrictions?

    New technique:

    ( Shokubutsuton: Yosōu ) - Plant release: Masquerade
    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 25
    Damage points: N/A
    Description: Is a technique named after a Masquerade. Masquerade is used as a reference to the technique's idea which is blending into nature and following user's target. By releasing earth and water chakra from user's chakra points, one can flow through plants and blend within to them. This makes it harder for your target to notice you even if the target had a sharingan or sensory. However, one can be easily detected by someone who is using Byakugan and can see through solids.
    • While flowing through plants, one cannot use any other techniques.

    ~Declined do not resubmit~ Mayfly rip-off.
    ( Kanton: Bakuhada ) - Iron release: Blast skin
    Rank: A
    Type: Defensive
    Range: Self
    Chakra cost: 30
    Damage points: N/A
    Description: Blast skin is a technique named after it's ability to survive a blast that a normal ninja wouldn't, as if the user was wearing a blast suit. The technique is utilized by performing snake hand seal and spreading earth and fire chakra around their body or a single body part, giving tissue the properties of iron. By using this technique, user's mass and density increase, user can survive in higher temperatures that would be normally dangerous. With this user can also guide electricity but is unable of using lightning based techniques during the time being. The technique is useful when combined with taijutsu as the mass is increased and tissue hardens, causing a taijutsu damage increase.
    • User becomes weaker to lightning techniques and is unable of using any during the time this is active (with the exception of partial usage on other part of the body and lightning technique utilized on other).
    • Can be used three times per battle with at least one turn interval between each usage.

    ~Declined~ You're body would still suffer paralysis if hit by a strong enough lightning technique along with double its normal damage. As for the note on partial usage and lightning, it would require Yin/Yang training to mold those chakras simultaneously, so you will need to remove that.

    ( Shokubutsuton: Setsunai Kafun ) - Plant release: Suffocating Pollen
    Rank: A
    Type: Offensive - Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A (- 5 per turn after it takes effect)
    Description: Suffocating Pollen is a simple technique that utilizes pollen to contaminate large areas. The technique begins by user forming Rat - Ox - Dragon hand seals and inhaling. During the inhaling, user concentrates a large amount of Water and Earth chakra within their lungs and mixes that with the oxygen that they inhaled. After the user has repeated this step, he/she will spew out a cloud of pollen (size depends on the amount of oxygen user breathed in and user's lung capacity). The pollen isn't exactly offensive but breathing it in can be quite dangerous. Once the pollen gets in your system, it will attach itself to unfortunate individual's respiratory organs. This limits the volume of lungs, amount of oxygen in your blood and causes immediate coughing along with temporary loss of eyesight. The effectiveness of this technique is showed in combat when the need of oxygen is at it's highest and your lungs cannot process any, causing a slow and gruesome death of suffocation.
    • Can be used two times in a single battle.
    • Doujutsu uses can recognize this technique from the cloud of chakra forms. Still, a naked eye is unable of noticing the pollen until it's too late.

    ~Declined~ Remove the unnoticeable by naked eyes part.
     
         
    Last edited by Mathias; 04-25-2012 at 07:42 AM.

  7. #347
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    Re: Custom Element's Jutsu

    I have permission from The pervy sage to submit this technique.






    (Katana -O Karumera) - Sword of Caramel
    Type: Supplementary
    Rank: A
    Range: Short-mid (For extending)
    Chakra: N/A
    Damage: +5 Earth +5 Fire +10 Caramel
    Description: This sword was created by Ulquiorra after Natsu and him discovered Caramel release. The sword has infused fire and earth chakra which is used to aid to freely controlling the caramel blade. The sword it'self is just hardened caramel that has been formed into a blade that's compressed with the fire/earth chakra reserves that's infused with it and the handle (which is apart of the blade) making it unbreakable to attacks up to A rank.

    Abilities:

    Liquid Defense: The blade can instantly turn to liquid caramel at the users will, and due to the chakra already being present, the user can freely manipulate the caramel to block Attacks like Gaaras sand defense and can block taijutsu techniques up to A rank. The caramel can move at the top speed of the weilder.

    Extending: The sword can also extend up to mid range.

    Enhancement: Due to the swords Earth and fire chakra reserves the user can draw off of the reserves of the sword gaining an additional +5 to earth and fire techniques and +10 to Caramel techniques.

    Note:
    - The liquid defense stays active for 5 turns and counts as one of the users 3 jutsu per turn to activate.
    - Sword can be broken by A rank techniques
    - This can be summoned by a scroll during battle but will count as one of the users 3 jutsus.
    - The liquid defense counts as one of the users 3 moves per turn for that turn activated. It lasts for 3 turns and can only be used once per battle.
    - Sword is weak to wind and water and can only block D rank wind and water.
    - Must know Caramel release to use but must be taught to use the abilities.
    ~Declined~ With our without permission, a student can not submit CJ's for the CE.
     
         
    Last edited by Mathias; 04-25-2012 at 07:43 AM.

  8. #348
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    Re: Custom Element's Jutsu

    Shinju: P2 Bunshin "Prime" (Pearl Release: P2 Clone "Prime")

    Type: Offensive/Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will summon his giant shell which it will throw out a giant pearl into the air then the user perform 5 serial hand seal then push and placed his right hand into the giant pearl when it about to land while his left hand hold his right wrist and yell “PRIME” to manipulate the giant pearl and shape it into a giant bird double size of Gamakichi, Prime is the 2nd form of pearl bunshin manipulation called the “P2”, prime able to fly into the sky high with high speed while the user ride it, Prime shape pale white and have the ability to shoot out rapidly pearl ball size of a basket ball from the sky into the opponent and the pearl ball will crush everything within the impact, prime also able to defend from similar rank jutsu using it wing.

    Note: can only be use 3 times
    Note: Must have Shell summoning contract
    Note: Can only last 2 turn in field then auto disappear
    Note: No other pearl tech while the user ride Prime
    Note: Count as two turn as the user have to summon his giant shell
    Note: Can only be use by Oasis Nara
    ~Declined~ I don't see how pearl is light enough to fly, let alone at high speeds as you mentioned. Lastly, the pearl clone hasn't been approved so how is this the second form of it?

    (Pāru no tsuin ken) - Twin sword of Pearl
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: N/A
    Damage: 60
    Description: As the user granted to manipulate pearl so he is able to extract two rare special twin blade made of pearl from deep down the sea which only certain people have the ability to do that. this twin sword one came out from a white pearl and the other came from the black pearl, this sword will infuse with the user pearl manipulation ability then able to release pearl jutsu (white and black Pearl release) up to S-Rank Pearl jutsu without any shell summoning but each use of this twin sword they shall drain the user chakra and lower their speed ability, this twin sword doesn’t have to be summoned but the user always wield it in their back.


    Note: Must have Shell pearl manipulation ability
    Note: Shall drain -10 chakra each use
    Note: Shall lower -5 speed each use
    Note: The user can use them until their chakra run out meaning only KG rank can use it and only 8 time use
    Note: Can only be use by Oasis Nara
    ~Declined~ How are these swords generating enough pearl to create the techniques? What's "-5 speed" mean? 5 levels from our speed chart? Do not refer to the speed chart in future submissions. And also, if this is your custom weapon you need to include it in the "Type" section.

    I don't have any custom weapon


    Picture of the twin sword

     
         
    Last edited by Mathias; 04-25-2012 at 07:52 AM.

  9. #349
    The Blind One Lili-Chwan's Avatar
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    Re: Custom Element's Jutsu

    ( Meromeroton: Mane Mane no Chouchou) Perfume Release: Mimicry du Pampillon

    Rank: C
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: This technique allows the user to imbue a genjutsu (cannon or custom) into the scent of a perfume. After preforming the necessary rituals to perform the genjutsu, the user will preform an additional handseal, and a needle-like seed of perfume will appear on the user's lips, which will then be shot anywhere within range. Once the seed hits a surface it will blossom into various butterfly-like flowers which will spread the genjutsu-filled scent in the air around 10 meters radius. From time to time, small butterflies appear in the air, made of vaporized genjutsu.
    *Flowers will last 3 turns or the duration of the imbued genjutsu, if it's shorter than 3 turns*
    *Doujutsu Genjutsu require eye-contact before the seed can be formed, afterwards, it relies on the scent only*
    *The scent alone has an autonomy of 2 turns, meaning the scent will still be strong when the flower is destroyed*
    *The genjtsu is only active for 4 turns, or less, given the inherited duration of the genjutsu used*
    *Can only be used 4 times per battle, only 1 time for a S rank or higher genjutsu*
    *The genjutsu used to charge this jutsu must be posted along. The chakra cost will still stand for both ( 15 + Genjutsu ), but it will only count as 1 jutsu*
    ~Declined~ An imbued genjutsu that lasts three turns(Butterfly flowers) and if destroyed lasts two more turns? No, just no. If you want this approved you're going to have to lower the turns for all of that and make it count as two techniques, considering that's what you're using, perfume and the genjustu being mixed inside.

    (Meromeroton: Shinpyou Chihou) Perfume Release: Ivy's Dementia

    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: With 4 handseals, the user creates up to 3 long arrows made of a purple-ish perfume, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.
    *Lasts 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
    *Can only be used 3 times*
    *Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
    ~Approved~
    (Meromeroton: Oujou no Seppun) Perfume Release: Embrance of Morta

    Rank: S
    Type: Offensive
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left.
    *Can only be used once per battle*
    *Lasts only 2 turn, if the user can't kiss, the effects end*
    *Pain itself lasts 5 turns*
    ~Declined~ Lower the turns in which the pain lasts.
     
         
    Last edited by Mathias; 04-25-2012 at 08:07 AM.

  10. #350
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    Re: Custom Element's Jutsu

    Quote Originally Posted by The Seven-Scaled boy View Post
    4.(Sekiyuton: Seikyu Rappa) - Petroleum release: Petroleum Horn
    Type: Attack/Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will perform the sanke handseal (+ the needed handseals for the variants) and then quickly mold his petroleum chakra and release it in the form a compressed yet wide and big stream; comparable to a kyodaija in width and to 3 men one on top of the other, in height ; capable of reaching mid-range at the speed of a pressurized water jutsu It it not in contact with the user whatsoever and it can be cut at any time.
    Notes: It can be used with the variants:
    ~Ethyne: A transparent, Gas-like attack, it can boost the range and power of fire techniques (it boosts fire techniques' temperature to 3300°C). If enough volume is present it might choke an opponent.
    ~Petroleum Jelly: Just like syrup capturing field, it has sticky properties with all the defensive functions it can have.
    ~Asphalt: It creates a wide wave of various sized and formed ravaging rocks of asphalt which are hard to avoid and destroy all together, unless hit by a wide-spread lightning technique. If liquid it'll create same sized blast of asphalt which will then dry in a turn and can melt through ice, low melting point elements (<525°C). The height and width of the wave is comparable to the water colliding explosion (B-ranked) used by kisame. However the user will have to spit it onto the ground causing the wave to spread from that point.
    ~Nitroglycerin: Same, wide blast coated with chakra so that, if friction with air would make the nitro blow up, it does not. Upon contact with an opponent or object it violently blows up up to short range. Due to the dangers of this variant, it is usually spewed in single, condensed bullet.
    Notes: It requires a two turn cool down.

    ~Declined~ Referencing it to the B-Ranked version or not, I asked that this technique be increased in rank and for fitting restrictions to be added. Last I checked, water colliding explosion didn't have several deadly variants, and thus why a higher rank and restrictions are required. As for the Nibi ordeal, I looked at as the jinjuriki size plus three men on top of each other.

    (the part of on men on top of the other is that in fact it was once stated the nibi was as high as three men on top of the other. Re-writing and making it clear enough. In reference to the water colliding explosion, it's the size of the B-rank one, not the A-rank one.)

    5.(Sekiyuton: naironu jouryuu ) - Petroleum release: Nylon destillation
    Type: Supplementary
    Rank: B
    Range: oneself
    Chakra Cost: 20
    Damage Points: N/A
    Description: After performing a small sequence of handseals (Snake, tiger, rat) , the user unlocks the power within petroleum to use the nylon variant of this CE. It forms coils and coils of thightly packed nylon fibers.
    Notes: Lasts 6 turns.
    Notes: To use nylon, the user must perform a row of 3 handseals along the ones needed for the jutsu.
    Notes: Weak against wind and fire. Resistant to acids, momentum, fungi, water, lightning (not conductive), able to resist earth jutsus.

    ~Declined~ Reduce the number of turns it lasts and there is no need to include its weaknesses and strengths.

    6.(Sekiyuton: yasashii buru-beris ) - Petroleum release: Tender Blueberries
    Type: Offensive/Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will make a short row of 5 handseals the user will focuse his molded chakra into his lips and create in front of them thanks to chakra release a basketball sized ball of asphalt. The jutsu radicates on spitting a multitude (enough to make a short range barrier in front of the user, that meaning a group of balls that prevents easy passage through them, let's say 20) of basketball size balls of asphalt covered in spikes which are indeed a thin coating hiding a great volume of nitroglycerin within them. Impact (not with the ground unless dropped from a considerable height, around 4 metres) will make the orb explode to bits in a powerful explosion equivalent to 3 exploding tags. Usually a trapping and guerrilla technique, creating a terrible mined area against the unprepared opponent. Any momvement/impact after they are layed, unless caused by the user who knows how to set/grab/move them, will cause them to explode.
    Notes: May only be used four times per battle.

    ~Declined~ You are using asphalt which is covering nitroglycerin. Although it is true your element can use these variants, you are using them in the same technique. That being said, it should be treated as such by making it count as two of your three jutsu per turn.
    New:

    10.(Sekiyuton: Gyarakushian Ekusupurōjon ) - Petroleum release: Galaxian explosion
    Type: Offensive/Supplementary
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will release and mold quantites of his petroleum chakra into the air while molding it with a row of 7 handseals. Upon hitting the last handseal, seemingly out of thin air, orbs (various sized, no bigger than gamabunta's eyes, 20 orbs) of Asphalt-particled Ethyne encasing a big volume Nitroglycerine are formed. They may make a fast spinning ring around the ethyne or stay within it dotting the mini atmospheres like little satellites. The user uses ehtyne also to keep them in the air. Inside the nitro however, lies a marble-sized ball or asphalt. When the user snaps his fingers all of the cores melt, and intense and incredible hot explosions with asphalt sharpenel occur as this mini cosmos dissapears. The user may create them anywhere mid-range from him and control them with hand gestures (the bigger the "planets" are the longer and more concentration they take to move.

    Notes: The orbs cannot be created next to the opponent, they must be created around him and at least two meters away.
    Notes: Can only be used twice per battle. Two turn cooldown.
    Notes: No petroleum jutsu for the same turn after it's usage and the next two turns.

    ~Declined~ Same as above, Asphalt, Ethyne, and Nitroglycerine all in one technique? This alone should take all three of your moves per turn. And I will not allow it to be made at such a close distance from the opponent considering the potential the explosion has.
    6.(Sekiyuton: Seikyu Rappa) - Petroleum release: Petroleum Horn
    Type: Attack/Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will perform the sanke handseal (+ the needed handseals for the variants) and then quickly mold his petroleum chakra and release it in the form a compressed yet wide and big stream; comparable to a kyodaija in width and to 3 men one on top of the other, in height ; capable of reaching mid-range at the speed of a pressurized water jutsu It it not in contact with the user whatsoever and it can be cut at any time.
    Notes: It can be used with the variants:
    ~Ethyne: A transparent, Gas-like attack, it can boost the range and power of fire techniques (it boosts fire techniques' temperature to 3300°C). If enough volume is present it might choke an opponent.
    ~Petroleum Jelly: Just like syrup capturing field, it has sticky properties with all the defensive functions it can have.
    ~Asphalt: It creates a wide wave of various sized and formed ravaging rocks of asphalt which are hard to avoid and destroy all together, unless hit by a wide-spread lightning technique. If liquid it'll create a wave of asphalt which will then dry in a turn and can melt through ice, low melting point elements (<525°C).
    ~Nitroglycerin: Same, wide blast coated with chakra so that, if friction with air would make the nitro blow up, it does not. Upon contact with an opponent or object it violently blows up up to short range. Due to the dangers of this variant, it is usually spewed in single, condensed bullet.
    Notes: Can only be used five times per battle with a one turn spacing.
    Notes: No petroleum jutsus next turn.

    ~Declined~
    Higher ranked version availabe if above not approvable yet

    6.(Sekiyuton: Seikyu Rappa) - Petroleum release: Petroleum Horn
    Type: Attack/Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will perform the sanke handseal (+ the needed handseals for the variants) and then quickly mold his petroleum chakra and release it in the form a compressed yet wide and big stream; comparable to a kyodaija in width and to 3 men one on top of the other, in height ; capable of reaching mid-range at the speed of a pressurized water jutsu It it not in contact with the user whatsoever and it can be cut at any time.
    Notes: It can be used with the variants:
    ~Ethyne: A transparent, Gas-like attack, it can boost the range and power of fire techniques (it boosts fire techniques' temperature to 3300°C). If enough volume is present it might choke an opponent.
    ~Petroleum Jelly: Just like syrup capturing field, it has sticky properties with all the defensive functions it can have.
    ~Asphalt: It creates a wide wave of various sized and formed ravaging rocks of asphalt which are hard to avoid and destroy all together, unless hit by a wide-spread lightning technique. If liquid it'll create a wave of asphalt which will then dry in a turn and can melt through ice, low melting point elements (<525°C). The height and width of the wave is comparable to the water colliding explosion (B-ranked) used by kisame. However the user will have to spit it onto the ground causing the wave to spread from that point.
    ~Nitroglycerin: Same, wide blast coated with chakra so that, if friction with air would make the nitro blow up, it does not. Upon contact with an opponent or object it violently blows up up to short range. Due to the dangers of this variant, it is usually spewed in single, condensed bullet.
    Notes: It can only be used thrice per battle every 2 turns.
    Notes: No petroleum jutsus for the same and next turn.

    ~Approved~
    7.(Sekiyuton: naironu jouryuu ) - Petroleum release: Nylon destillation
    Type: Supplementary
    Rank: B
    Range: oneself
    Chakra Cost: 20
    Damage Points: N/A
    Description: After performing a small sequence of handseals (Snake, tiger, rat) , the user unlocks the power within petroleum to use the nylon variant of this CE. It forms coils and coils of thightly packed nylon fibers.
    Notes: To use nylon, the user must perform a row of 3 handseals along the ones needed for the jutsu.
    ~Approved~ Removed the lasting note, if you are not satisfied with the changes, please let me know so that I can change my verdict.
    8.(Sekiyuton: yasashii buru-beris ) - Petroleum release: Tender Blueberries
    Type: Offensive/Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will make a short row of 5 handseals the user will focuse his molded chakra into his lips and create in front of them thanks to chakra release a basketball sized ball of asphalt. The jutsu radicates on spitting a multitude (enough to make a short range barrier in front of the user, that meaning a group of balls that prevents easy passage through them, let's say 20) of basketball size balls of asphalt covered in spikes which are indeed a thin coating hiding a great volume of nitroglycerin within them. Impact (not with the ground unless dropped from a considerable height, around 4 metres) will make the orb explode to bits in a powerful explosion equivalent to 3 exploding tags. Usually a trapping and guerrilla technique, creating a terrible mined area against the unprepared opponent. Any momvement/impact after they are layed, unless caused by the user who knows how to set/grab/move them, will cause them to explode.
    Notes: May only be used four times per battle.
    Notes: Countes as two moves.

    ~Approved~ Removed the Yin/Yang note, if you are not satisfied with the changes, please let me know so that I can change my verdict. Btw, I am not Izuna.
    Taking that restriction from most elemental Custom combos, izuna oftens asks for yin-yang training to make it count as a single move.


    9.(Sekiyuton: Gyarakushian Ekusupurōjon ) - Petroleum release: Galaxian explosion
    Type: Offensive/Supplementary
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will release and mold quantites of his petroleum chakra into the air while molding it with a row of 7 handseals. Upon hitting the last handseal, seemingly out of thin air, orbs (various sized, no bigger than gamabunta's eyes, 20 orbs) of Asphalt-particled Ethyne encasing a big volume Nitroglycerine are formed. They may make a fast spinning ring around the ethyne or stay within it dotting the mini atmospheres like little satellites. The user uses ehtyne also to keep them in the air. Inside the nitro however, lies a marble-sized ball or asphalt. When the user snaps his fingers all of the cores melt, and intense and incredible hot explosions with asphalt sharpenel occur as this mini cosmos dissapears. The user may create them anywhere mid-range from him and control them with hand gestures (the bigger the "planets" are the longer and more concentration they take to move.

    Notes: The orbs cannot be created next to the opponent, they must be created around him and can only be created short-range distance away from the opponent.
    Notes: Counts as all three moves of a turn, unless the user has proper yin-yang training in which it only counts as two.

    Notes: Can only be used twice per battle. Two turn cooldown.
    Notes: No petroleum jutsu for the same turn after it's usage and the next two turns.
    ~Declined~ If you want this approvable change it to at least 10 meters away from your target, reduce the number of orbs, and remove the Yin/Yang note.
    New:

    10.(Sekiyuton: Damoclesu no tsurugi ) - Petroleum release: Damocles' Sword
    Type: Offensive/Supplementary
    Rank: Forbidden
    Range: Short (if normal)- Mid (max extension) - Long (Clinging grand whirlpool)
    Chakra Cost: 50 (+20 per turn active)
    Damage Points: 90
    Description: The user will perform a row of five handseals, the user will release concentrated and molded petroleum chakra in shape of a standard single-edged katana of pure molten asphalt coated in ignite ethyne. By keeping a high and constant pressure, the user will prevent the asphalt from exploding into gas and keep it in liquid form. Thanks to the substance and pressure, this sword will slice through almost everything that can not resist the intense heat of the ignited black sword. The user may partially release the pressure to make the sword freely expand and contract(while keeping the sword in liquid state) in seemingly any shape the user may want, giving this jutsu an incredible variability (re-shaping and extending counts as a move). Thanks to built up pressure, the movement of the sword is almost instantaneous. But, and this abilitiy is only usable once per battle, the user may expand it into a raging tornado of molten asphalt the size of Clinging grand whirlpool and swing the sword once. Once the users momentum is halted, the sword is out of play and dissapears without any aftermath.
    Notes: Can only be used once per battle, lasting 4 turns.
    Notes: No other jutsus the same turn it is performed. Leaves the user tired and so, he can't run for the next turn and the chakra strain from keeping this jutsu, prevents usage of petroleum jutsus the next 3 turns after it is out of play and prevents the usage of water and earth techniques for the next two turns after it is out of play. Due to the strain of carrying the sword, the user's handseals are slowed by a rank after the sword is out of play.
    Notes: No foribdden rank jutsus can be performed for the rest of the battle.
    ~Declined do not resubmit~

    11.(Sekiyuton: atsuen bengo ) - Petroleum release: Rolling Defense
    Type: Offensive/Defensive
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: (Variable, if there is contact with the opponent/target only)
    Description: The user will activate this technique by molding his chakra with a single handseal (+the ones wanted for the variant) and will excrete from each of his chakra points petroleum chakra which, at a distance from the user will materialize in a great pressurized, volume into the desired form and the quickly begin to speed at tremendous speeds around the user. This makes a total of 361 concentric circles of variable radius, be it the center one the largest at 2m, which spin at rock cutting speeds around the user.
    Notes: Can only be used 4 per battle.
    Notes: No Petroleum the same turn, after its usage.
    Notes: The user can also cover allies with this, by enlarging/materializing it (up to 5 meter radius) from himself.
    Notes: No Earth and Water S-rank or above the same turn before the tecnique and next turn.
    ~Declined~ Remove the pressurization and cutting through rock, as well as reducing the amount of times it can be used per battle.
     
         
    Last edited by Mathias; 04-25-2012 at 07:48 PM.

  11. #351
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    Re: Custom Element's Jutsu

    (Shainingu Katon: Gansetsukon) - Shining Fire – Cloak of Shining Fire
    Rank: Forbidden
    Type: Supplementary
    Range: Short
    Chakra Cost: 50
    Damage Points: 100
    Description: By having the user channel the necessary elements in his hands, combining density with heat, the user will be able to create the final defensive mechanism of shining fire. As the user channels shining fire around his body, he will create a layer of shining fire all around him. This cloak allows the user to combust the molecules around himself to allow flight.

    Note:
    ~Can be only be used one
    ~Only Shining Fire, Lightning, Fire, and Taijutsu may be used while the cloak is active
    ~May last 5 turns
    ~Fire and Lightning jutsu go up one rank
    ~Taijutsu goes up 2 ranks
    ~Upon deactivation, the user is extremely wounded. Leaving him unable to perform any jutsu.
    ~2 of the users turns after deactivation, the user will die of exhaustion and severe chakra depletion.
    ~Declined Do not resubmit~ OP and already too many cloaks approved for both CE and regular CJ's.
    _____

    (Shainingu Katon - Doerai Shainingu Katon) - Shining Fire - Hell of a Lot of Shining Fire
    Rank: Forbidden
    Type: Offense/Supplementary
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 100
    Description: By having the user channel the necessary elements in his hands, combining density with heat, the user will slam his hands together and then extend both arms and releasing a gigantic wave of shining fire in a 360 degree dome around the user. This technique completely engulfs the entire battlefield and leaves it a barren wasteland. All water evaporates. This jutsu moves at the speed of Kakuzu's wind/fire technique.

    Note:
    ~Can be only be used once
    ~Must have shining fire cloak engaged
    ~Shortens the cloak usage by 2 turns
    ~No more shinning fire jutsu for the rest of the match
    ~Declined Do not resubmit~ Above was not approved and there are already too many 360 degree dome/blasts, be a bit more creative.
     
         
    Last edited by Mathias; 04-25-2012 at 07:50 PM.

  12. #352
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    Re: Custom Element's Jutsu

    (Mashumaruton: Itokuzu-hidora) - Marshmallow Release: Fluffy Hydra
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: N/A
    Description: The user forms four hand seals and then spits out a large mass of marshmallow fluff. The fluff forms into a large three headed hydra capable of moving. Each head is able to release an A-rank bullet of marshmallow fluff, though doing so causes that head to degenerate and only one head can fire a bullet per turn.
    -Can be used twice per battle.
    -Requires four marshmallows.
    -Fluff bullet can only be used once per turn.
    -Looks (just white):

    ~Approved~
    (Mashumaruton: Ma-chi sono doaai) - Marshmallow Release: March of the Peeps
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user will remove five marshmallows from their pouch and toss them in the air towards the opponent. Once released they form a series of four hand seals. During the seals the marshmallows split and form into twenty-five (five per marshmallow) chicken sized birds that dive bomb the target from multiple angles. When they hit they target they deal concussive damage and splatter into marshmallow fluff, covering them in the sticky substance.
    -Can be used twice per battle.
    ~Declined~ Almost there, I just need you to reduce the number of chicken sized birds.
     
         
    Last edited by Mathias; 04-25-2012 at 07:55 PM.

  13. #353
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Coyote View Post
    Same jutsus as in my CE submission with tweaks to name/description/restrictions

    Kansou Houmen|Kikou Sono San Kamigami /\ Arid Release|Season of the Sun Gods
    Rank: B
    Range: Short - Long
    Type: Supplementary
    Chakra: 30
    Damage: N/A
    Description:
    By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)

    Notes:
    - Last 3 turns
    - Usable twice per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Explain exactly how much their movements, reactions, and hand seal speeds decrease. Lastly, make it up to mid range.

    Kansou Houmen|Shikke Henjou /\ Arid Release|Moisture Relinquish
    Rank: A
    Range: Short - Long
    Type: Attack
    Chakra: 35
    Damage: 75
    Description:
    The Arid user will preform 1 handseal and utilize their chakra to almost instantaneously cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight making them unable to react.

    Notes:
    - Doesn't kill the target
    - Lasts 1 turn
    - Usable once per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Incorrect chakra/damage information.

    Kansou Houmen|Ra's Paranoia /\ Arid Release|Ra's Paranoia
    Rank: S
    Range: Short - Mid
    Type: Supplementary
    Chakra: 40
    Damage: N/A
    Description:
    The user with use their Arid chakra to cause a large amount of water lost/dryness around the head of the target, causing his brain to lose function. the target will start to be in a state of Delirium, causing him to very confused and enter a state in which the the target is unable to preform anything. They seem to have become completely lot in their mind due to the extreme loss of water in the blood that circulates their brain.

    Notes:
    - Delirium works for 1 turn
    - Usable once per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Do not resubmit.
    Kansou Houmen|Suitoru Dorai! /\ Arid Release|Suck it Dry!
    Rank: A
    Range: Short - Long
    Type: Supplementary/ Defense
    Chakra: 35
    Damage: N/A
    Description:
    The user is able to evaporate water very fast. The user will use his Arid chakra to cause water on the battlefield or a water techniques to be almost instantly dried up by the sheer dry air that the user forms in the area of the water. This technique also works to dry out the water in other elements such as Wood, Ice, etc. Causing them to be useless.

    Notes:
    - Works on water techniques and mostly water based elements up to A-Rank
    - Able to dry the entire field of water but if a lake is on the field, it can dry up to half the size of it.
    - Usable twice per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Change it up to B rank and that it would take a few seconds not almost instantly.

    Kansou Houmen|Suihou! /\ Arid Release|Bubbles!
    Rank: S
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 40
    Damage: 80
    Description:
    The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation.

    Notes:
    - Only usable once per battle
    - Unable to preform any Arid techniques while "Bubbles" are being used
    - Weakens water techniques by one rank (depending on size)
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Are water techniques automatically weakened when performed due to the bubbles being created? Or do they need to clash with the water technique? Als I want you to clarify "depending no size" because we both know the size won't be considered, only the rank.

    Kansou Houmen|Gure-Pu Doki /\ Arid Release|The Grapes of Wrath
    Rank: A
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 35
    Damage: 75
    Description:
    After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. Te effects o be caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. able to kill the opponent in prolonged exposure.

    Notes:
    - Only usable once per battle
    - Only usable able battlefield has become Arid
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Incorrect chakra/damage information.

    Kansou Houmen|Kikou Sono San Kamigami /\ Arid Release|Season of the Sun Gods
    Rank: B
    Range: Short - Mid
    Type: Supplementary
    Chakra: 30
    Damage: N/A
    Description:
    By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)

    Notes:
    - Last 2 turns
    - Usable twice per battle
    - Must wait two turns before re-using
    - Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do.
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Approved~ Edited the bold, if you are not pleased, feel free to VM me and I will change my verdict.

    Kansou Houmen|Shikke Henjou /\ Arid Release|Moisture Relinquish
    Rank: A
    Range: Short - Long
    Type: Attack
    Chakra: 30
    Damage: 60
    Description:
    The Arid user will preform 1 handseal and utilize their chakra to almost instantaneously cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight making them unable to react.

    Notes:
    - Doesn't kill the target
    - Lasts 1 turn
    - Usable once per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Substitute 'almost instantaneously' and 'making them unable to react. ' for something more "toned down" and approvable.
    Kansou Houmen|Suitoru Dorai! /\ Arid Release|Suck it Dry!
    Rank: A
    Range: Short - Long
    Type: Supplementary/ Defense
    Chakra: 35
    Damage: N/A
    Description:
    The user is able to evaporate water very fast. The user will use his Arid chakra to cause water on the battlefield or a water techniques to be almost dried up by the sheer dry air that the user forms in the area of the water, works in a five seconds. This technique also works to dry out the water in other elements such as Wood, Ice, etc. Causing them to be useless.

    Notes:
    - Works on water techniques and mostly water based elements up to B-Rank
    - Able to dry the entire field of water but if a lake is on the field, it can dry up to half the size of it.
    - Usable twice per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Include some hand seals and make it take longer than "couple seconds" which would only mean 2 seconds..
    Kansou Houmen|Suihou! /\ Arid Release|Bubbles!
    Rank: S
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 40
    Damage: 80
    Description:
    The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation.

    Notes:
    - Only usable once per battle
    - Unable to preform any Arid techniques while "Bubbles" are being used
    - Weakens water techniques by one rank
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ How long do these bubbles last on the field? Can you use each individual bubble to weaken up to three different water techniques? Because I will not allow that.

    Kansou Houmen|Gure-Pu Doki /\ Arid Release|The Grapes of Wrath
    Rank: A
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 30
    Damage: 60
    Description:
    After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure.

    Notes:
    - Only usable once per battle
    - Only usable able battlefield has become Arid
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Prolonged exposure is way to vague, you need to clarify in exactly how long.
     
         
    Last edited by Mathias; 04-25-2012 at 08:23 PM.

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    Re: Custom Element's Jutsu

    Diethyl Ether Gas State Inhalation Effects:

    3rd Turn after Inhalation - Arm paralysis, being unable to utilize either of their hands/arms for hand seals.

    ____________
    -Approved-
    In addition to the 1st and 2nd which are also approved, but are not mentioned here.

    (Doton/Jiechiruēteruton: Funki Ana) - Earth/Diethyl Ether: Fumarole
    Type: Supplementary
    Rank: B
    Range: Short – Long
    Chakra: 25
    Damage: 40 (If ignited)
    Description: The user will slams his hands together and cause a 5 meter wide 20 meters deep horizontal rip/fault in the earth to open up beneath the below the opponent. The fissure is continuously emitting Diethyl Ether from it with geyser like force for as long as the hole is open. The gas will fill the field within the next turn if not dealt with properly.

    Notes:
    - The Fumarole stays active for two turns if not dealt with.
    - Any Heat/Fire/Lightning related source that comes into contact with the gas will cause an explosion at the range of the technique.
    ____________
    -Approved-


    (Doton/Jiechiruēteruton: Joushou Gasu Utsuwa) - Earth/Diethyl Ether: Rising Gas Chamber
    Rank: S
    Type: Attack
    Range: Mid - Long
    Chakra cost: 40
    Damage Points: 80
    Description: After performing three hand seals, the user will raise a 10x10 meter chamber of earth entrapping the target. As the chamber is rising, ether gas is coming out from within the cracks/pores in the ground, filling the chamber up with gas. The chamber, while rising, appears simply as a plain earth container trying to trap the opponent since Ether gas is colorless.

    Notes:
    - Can only be used twice per battle.
    - Must wait two turn before re-using.
    - No Diethyl Ether techniques next turn.
    - Any Heat/Fire/Lightning related source that comes into contact with the gas will cause an explosion at the range of the technique.
    ____________
    -Approved-


    Diethyl Ether Liquid State after Swallowing:

    1st Turn after Inhalation - The person that swallows liquid Diethyl Ether will not notice and pain will not affect their body. There will be no difference to them at all other than a bitter taste.

    2nd Turn after Inhalation - Numbness kicks in. The person runs but does not feel their feet hitting the ground. The wind on their skin, the sun on their face, a cut, a bruise, a stab wound, poke in the eyes.

    3rd Turn after Inhalation - The opponent starts puking out the previously swallowed Ether Liquid as well as Leg/Arm paralysis, being unable to utilize either of their hands/arms
    for hand seals or legs to run.

    ____________
    -Approved-


    (Doton/Jiechiruēteruton: Kitai no Senpū) Earth/Diethyl Ether: Gaseous Whirlwind
    Type: Supplementary/Attack
    Rank: A
    Range: Mid - Long
    Chakra: 30
    Damage: 60 (When ignited by Fire/Lightning)
    Description: The user performs two handseals and quickly opens up three small 5 inch holes in the ground around the opponent in a triangle formation 3 meters away from each other. Through the
    holes, a forceful whirlwind of gaseous Diethyl Ether will protrude from it enveloping the whole area in Gaseous Diethyl Ether in the form of a whirlwind. When ignited by a Heat, Fire or Lightning related source, has an explosive quality to it, capable of making a small crater in the ground.

    Notes:
    - Only Sharingan and Byakugan users can see the gas as it is colorless.
    - Can only be used 3 times per battle.
    - Gas is formed from the ground for 2 turns.
    - No Diethyl Ether the same turn or next.
    ____________
    -Approved-


    (Jiechiruēteruton: Gurippu shio) - Diethyl Ether: Griptide
    Type: Attack / Supplementary
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user his Diethyl Ether chakra into the ground and forms a shallow pool of liquid Diethyl Ether behind the opponent. Out of the pool, hands of Diethyl Ether form and grab the opponent from behind and drag them into the pool to suffocate/drown them.

    Notes:
    - This can only be used three times per battle.


    ____________
    -Approved-
     
         
    Last edited by Nexus; 04-21-2012 at 02:56 PM.

  15. #355
    The Blind One Lili-Chwan's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Lili-Chwan View Post
    ( Meromeroton: Mane Mane no Chouchou) Perfume Release: Mimicry du Pampillon

    Rank: C
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: This technique allows the user to imbue a genjutsu (cannon or custom) into the scent of a perfume. After preforming the necessary rituals to perform the genjutsu, the user will preform an additional handseal, and a needle-like seed of perfume will appear on the user's lips, which will then be shot anywhere within range. Once the seed hits a surface it will blossom into various butterfly-like flowers which will spread the genjutsu-filled scent in the air around 10 meters radius. From time to time, small butterflies appear in the air, made of vaporized genjutsu.
    *Flowers will last 3 turns or the duration of the imbued genjutsu, if it's shorter than 3 turns*
    *Doujutsu Genjutsu require eye-contact before the seed can be formed, afterwards, it relies on the scent only*
    *The scent alone has an autonomy of 2 turns, meaning the scent will still be strong when the flower is destroyed*
    *The genjtsu is only active for 4 turns, or less, given the inherited duration of the genjutsu used*
    *Can only be used 4 times per battle, only 1 time for a S rank or higher genjutsu*
    *The genjutsu used to charge this jutsu must be posted along. The chakra cost will still stand for both ( 15 + Genjutsu ), but it will only count as 1 jutsu*
    ~Declined~ An imbued genjutsu that lasts three turns(Butterfly flowers) and if destroyed lasts two more turns? No, just no. If you want this approved you're going to have to lower the turns for all of that and make it count as two techniques, considering that's what you're using, perfume and the genjustu being mixed inside.

    (Meromeroton: Oujou no Seppun) Perfume Release: Embrance of Morta

    Rank: S
    Type: Offensive
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left.
    *Can only be used once per battle*
    *Lasts only 2 turn, if the user can't kiss, the effects end*
    *Pain itself lasts 5 turns*
    ~Declined~ Lower the turns in which the pain lasts.
    ( Meromeroton: Mane Mane) Perfume Release: Mimétisme

    Rank: C
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done with 1 handseal, spiting out a nearly invisible mist of vaporous pinkish perfume up to mid range or with 3 handseals, allowing the user to grow 1 flower of liquid perfume anywhere within range, which will spread the scent 6 meters around.
    *The mist/flower remain active for 2 turns. The scent itself has the autonomy of 1 turn without the support of it's origin.*

    *Can only be used 4 times per battle, only 1 time for an S rank or higher genjutsu*
    *The genjutsu used to charge this jutsu must be posted along. The chakra cost will still stand for both ( 15 + Genjutsu ), but it will count as 1 jutsu*
    ~Declined~ I will allow you to make it count as one, because as you mentioned, that's the sole purpose of this technique aside from increasing the range of short ranged genjutsus. However, I want you to limit the distance in which the flower can be created away from the opponent. (Ex: 5 meters away)

    Note: I reworded the entire jutsu because my intention is simply to change the medium with which the genjutsu is cast. I did lower the duration though. I kept the 1 jutsu only because of that reason, but if it really must go, please feel free to edit the jutsu.

    (Meromeroton: Oujou no Seppun) Perfume Release: Embrance of Morta

    Rank: S
    Type: Offensive
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left.
    *Can only be used once per battle*
    *Lasts only 2 turn, if the user can't kiss, the effects end*
    *Pain itself lasts 3 turns*
    ~Approved~
     
         
    Last edited by Mathias; 04-25-2012 at 08:30 PM.

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Passion View Post
    ( Kanton: Bakuhada ) - Iron release: Blast skin
    Rank: A
    Type: Defensive
    Range: Self
    Chakra cost: 30
    Damage points: N/A
    Description: Blast skin is a technique named after it's ability to survive a blast that a normal ninja wouldn't, as if the user was wearing a blast suit. The technique is utilized by performing snake hand seal and spreading earth and fire chakra around their body or a single body part, giving tissue the properties of iron. By using this technique, user's mass and density increase, user can survive in higher temperatures that would be normally dangerous. With this user can also guide electricity but is unable of using lightning based techniques during the time being. The technique is useful when combined with taijutsu as the mass is increased and tissue hardens, causing a taijutsu damage increase.
    • User becomes weaker to lightning techniques and is unable of using any during the time this is active (with the exception of partial usage on other part of the body and lightning technique utilized on other).
    • Can be used three times per battle with at least one turn interval between each usage.

    ~Declined~ You're body would still suffer paralysis if hit by a strong enough lightning technique along with double its normal damage. As for the note on partial usage and lightning, it would require Yin/Yang training to mold those chakras simultaneously, so you will need to remove that.

    ( Shokubutsuton: Setsunai Kafun ) - Plant release: Suffocating Pollen
    Rank: A
    Type: Offensive - Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A (- 5 per turn after it takes effect)
    Description: Suffocating Pollen is a simple technique that utilizes pollen to contaminate large areas. The technique begins by user forming Rat - Ox - Dragon hand seals and inhaling. During the inhaling, user concentrates a large amount of Water and Earth chakra within their lungs and mixes that with the oxygen that they inhaled. After the user has repeated this step, he/she will spew out a cloud of pollen (size depends on the amount of oxygen user breathed in and user's lung capacity). The pollen isn't exactly offensive but breathing it in can be quite dangerous. Once the pollen gets in your system, it will attach itself to unfortunate individual's respiratory organs. This limits the volume of lungs, amount of oxygen in your blood and causes immediate coughing along with temporary loss of eyesight. The effectiveness of this technique is showed in combat when the need of oxygen is at it's highest and your lungs cannot process any, causing a slow and gruesome death of suffocation.
    • Can be used two times in a single battle.
    • Doujutsu uses can recognize this technique from the cloud of chakra forms. Still, a naked eye is unable of noticing the pollen until it's too late.

    ~Declined~ Remove the unnoticeable by naked eyes part.
    ( Kanton: Bakuhada ) - Iron release: Blast skin
    Rank: A
    Type: Defensive
    Range: Self
    Chakra cost: 30
    Damage points: N/A
    Description: Blast skin is a technique named after it's ability to survive a blast that a normal ninja wouldn't, as if the user was wearing a blast suit. The technique is utilized by performing snake hand seal and spreading earth and fire chakra around their body or a single body part, giving tissue the properties of iron. By using this technique, user's mass and density increase, user can survive in higher temperatures that would be normally dangerous. With this user can also guide electricity but is unable of using lightning based techniques during the time being. The technique is useful when combined with taijutsu as the mass is increased and tissue hardens, causing a taijutsu damage increase.
    • User becomes weaker to lightning techniques and is unable of using any during the time this is active and any lightning techniques that hit the user will deal double the normal damage.
    • Can be used three times per battle with at least one turn interval between each usage.


    ( Shokubutsuton: Setsunai Kafun ) - Plant release: Suffocating Pollen
    Rank: A
    Type: Offensive - Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A (- 5 per turn after it takes effect)
    Description: Suffocating Pollen is a simple technique that utilizes pollen to contaminate large areas. The technique begins by user forming Rat - Ox - Dragon hand seals and inhaling. During the inhaling, user concentrates a large amount of Water and Earth chakra within their lungs and mixes that with the oxygen that they inhaled. After the user has repeated this step, he/she will spew out a cloud of pollen (size depends on the amount of oxygen user breathed in and user's lung capacity). The pollen isn't exactly offensive but breathing it in can be quite dangerous. Once the pollen gets in your system, it will attach itself to unfortunate individual's respiratory organs. This limits the volume of lungs, amount of oxygen in your blood and causes immediate coughing along with temporary loss of eyesight. The effectiveness of this technique is showed in combat when the need of oxygen is at it's highest and your lungs cannot process any air, causing a slow and gruesome death through suffocation.
    • Can be used two times in a single battle.
    • Doujutsu uses can easily recognize this technique from the cloud of chakra it forms. Naked eye is able of seeing the pollen too, but it can be mistaken as dust or fine sand that's being carried around by wind in some situations.

    ~ Both Declined~ When resubmitting techniques make sure to bold the changes made.
     
         
    Last edited by Mathias; 04-25-2012 at 08:31 PM.

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    Re: Custom Element's Jutsu

    Quote Originally Posted by Lili-Chwan View Post
    ( Meromeroton: Mane Mane) Perfume Release: Mimétisme

    Rank: C
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done with 1 handseal, spiting out a nearly invisible mist of vaporous pinkish perfume up to mid range or with 3 handseals, allowing the user to grow 1 flower of liquid perfume anywhere within range, which will spread the scent 6 meters around.
    *The mist/flower remain active for 2 turns. The scent itself has the autonomy of 1 turn without the support of it's origin.*

    *Can only be used 4 times per battle, only 1 time for an S rank or higher genjutsu*
    *The genjutsu used to charge this jutsu must be posted along. The chakra cost will still stand for both ( 15 + Genjutsu ), but it will count as 1 jutsu*
    ~Declined~ I will allow you to make it count as one, because as you mentioned, that's the sole purpose of this technique aside from increasing the range of short ranged genjutsus. However, I want you to limit the distance in which the flower can be created away from the opponent. (Ex: 5 meters away)

    Note: I reworded the entire jutsu because my intention is simply to change the medium with which the genjutsu is cast. I did lower the duration though. I kept the 1 jutsu only because of that reason, but if it really must go, please feel free to edit the jutsu.
    ( Meromeroton: Mane Mane) Perfume Release: Mimétisme

    Rank: C
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done with 1 handseal, spiting out a nearly invisible mist of vaporous pinkish perfume up to mid range or with 3 handseals, allowing the user to grow 1 flower of liquid perfume within a 5 meters range, which will spread the scent 6 meters around.
    *The mist/flower remain active for 2 turns. The scent itself has the autonomy of 1 turn without the support of it's origin.*
    *Can only be used 4 times per battle, only 1 time for an S rank or higher genjutsu*
    *The genjutsu used to charge this jutsu must be posted along. The chakra cost will still stand for both ( 15 + Genjutsu ), but it will count as 1 jutsu*
    ~Approved~
    Note: 5 it is.
     
         
    Last edited by Mathias; 04-26-2012 at 01:20 AM.

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    Re: Custom Element's Jutsu

    6) (Hisuiton/Genjutsu: Seken Heki) – Jade Illusion Technique: Warped World
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After using "Jade Release: Jade Labyrinth Technique" The user will make a single handseal causing the inside of the Jade Labyrinth to Illuminate/Glow. Once seen by the Opponent(s) they instantly fall into a Genjutsu. This causes the Opponent's prospective of the world to warp. everything will appear to be "spinning" and "melting" every which way. This causes the opponent(s) to quickly feel Nauseous. during this time the walls of the Labyrinth close to the opponent(s) will close in crushing them.
    Note:
    -Must know Jade Release
    -Must use "Jade Release: Jade Labyrinth Technique"
    -Can only Use once per battle
    -Can only be taught by Serpent
    ~Declined~ Why would a mere glow make someone fall under a genjutsu? You need to insert your own chakra into their brains to offset their chakra flow and thus create the genjutsu.

    7) (Hisuiton: Feizingu no Jutsu) – Jade Release: Phasing Technique
    Rank: B
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user will focus their chakra making a single handseal, activating this Technique. This allows the User to Phase though any Jade source on the field. While in the Jade the user will appear transparent, blending with the Jade, making it almost Impossible to detect, even fulling the infamous Sharingan, however Byakugan and Sensory types can see though this technique.
    Note:
    -Must know Jade Release
    -Can only be taught by Serpent
    ~Declined~ Jade is a crystal so when phasing or traveling through it, the opponent would see a shadowy figure within the jade. You should already know what to remove and re-word.
     
         
    Last edited by Mathias; 04-26-2012 at 02:36 AM.

  19. #359
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Coyote View Post
    Kansou Houmen|Kikou Sono San Kamigami /\ Arid Release|Season of the Sun Gods
    Rank: B
    Range: Short - Mid
    Type: Supplementary
    Chakra: 30
    Damage: N/A
    Description:
    By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)

    Notes:
    - Last 2 turns
    - Usable twice per battle
    - Must wait two turns before re-using
    - Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do.
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Approved~ Edited the bold, if you are not pleased, feel free to VM me and I will change my verdict.

    Kansou Houmen|Shikke Henjou /\ Arid Release|Moisture Relinquish
    Rank: A
    Range: Short - Long
    Type: Attack
    Chakra: 30
    Damage: 60
    Description:
    The Arid user will preform 1 handseal and utilize their chakra to almost instantaneously cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight making them unable to react.

    Notes:
    - Doesn't kill the target
    - Lasts 1 turn
    - Usable once per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Substitute 'almost instantaneously' and 'making them unable to react. ' for something more "toned down" and approvable.
    Kansou Houmen|Suitoru Dorai! /\ Arid Release|Suck it Dry!
    Rank: A
    Range: Short - Long
    Type: Supplementary/ Defense
    Chakra: 35
    Damage: N/A
    Description:
    The user is able to evaporate water very fast. The user will use his Arid chakra to cause water on the battlefield or a water techniques to be almost dried up by the sheer dry air that the user forms in the area of the water, works in a five seconds. This technique also works to dry out the water in other elements such as Wood, Ice, etc. Causing them to be useless.

    Notes:
    - Works on water techniques and mostly water based elements up to B-Rank
    - Able to dry the entire field of water but if a lake is on the field, it can dry up to half the size of it.
    - Usable twice per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Include some hand seals and make it take longer than "couple seconds" which would only mean 2 seconds..
    Kansou Houmen|Suihou! /\ Arid Release|Bubbles!
    Rank: S
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 40
    Damage: 80
    Description:
    The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation.

    Notes:
    - Only usable once per battle
    - Unable to preform any Arid techniques while "Bubbles" are being used
    - Weakens water techniques by one rank
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ How long do these bubbles last on the field? Can you use each individual bubble to weaken up to three different water techniques? Because I will not allow that.

    Kansou Houmen|Gure-Pu Doki /\ Arid Release|The Grapes of Wrath
    Rank: A
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 30
    Damage: 60
    Description:
    After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure.

    Notes:
    - Only usable once per battle
    - Only usable able battlefield has become Arid
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ Prolonged exposure is way to vague, you need to clarify in exactly how long.
    Kansou Houmen|Shikke Henjou /\ Arid Release|Moisture Relinquish
    Rank: A
    Range: Short - Long
    Type: Attack
    Chakra: 30
    Damage: 60
    Description:
    The Arid user will preform 1 handseal and utilize their chakra to quickly cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight to off-set their reaction time to other attacks.

    Notes:
    - Doesn't kill the target
    - Lasts 1 turn
    - Usable once per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Approved~
    Kansou Houmen|Suitoru Dorai! /\ Arid Release|Suck it Dry!
    Rank: A
    Range: Short - Long
    Type: Supplementary/ Defense
    Chakra: 35
    Damage: N/A
    Description:
    The user is able to evaporate water very fast. The user wil prefrom 3 handseals then use his Arid chakra to cause water on the battlefield or a water techniques to be dried up by the sheer dry air that the user forms in the area of the water, works in a 2 seconds. This technique also works to dry out the water in other elements such as Wood, Ice, etc. Causing them to be useless.

    Notes:
    - Works on water techniques and mostly water based elements up to B-Rank
    - Able to dry the entire field of water but if a lake is on the field, it can dry up to half the size of it.
    - Usable twice per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Declined~ I asked for it to take longer than a couple of seconds (2) not that you lower it from five to two seconds..
    Kansou Houmen|Suihou! /\ Arid Release|Bubbles!
    Rank: S
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 40
    Damage: 80
    Description:
    The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation. Depending on the water technique used is how each bubble can weaken them. One bubble can weaken a water jutsu B-Rank and below, two bubbles can weaken a A-Rank water jutsu, 3 bubbles can weaken a S-Rank. This goes for each bubble so in turn if you make 1 giant bubble it works the same way as 3 smaller bubbles when it comes to weakening purposes.

    Notes:
    - Only usable once per battle
    - Bubbles last 3 turns or until used
    - Unable to preform any Arid techniques while "Bubbles" are being used
    - Weakens water techniques by one rank on contact
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Approved~ Added the colored.

    Kansou Houmen|Gure-Pu Doki /\ Arid Release|The Grapes of Wrath
    Rank: A
    Range: Short - Mid
    Type: Supplementary/Attack
    Chakra: 30
    Damage: 60
    Description:
    After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure (2 turns unless the taregt escapes or stops the dust bowl).

    Notes:
    - Only usable once per battle
    - Only usable able battlefield has become Arid
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote
    ~Approved~
     
         
    Last edited by Mathias; 05-14-2012 at 04:59 PM.

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    Re: Custom Element's Jutsu

    Re-Submissions:

    Quote Originally Posted by Serpent View Post
    6) (Hisuiton/Genjutsu: Seken Heki) – Jade Illusion Technique: Warped World
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After using "Jade Release: Jade Labyrinth Technique" The user will make a single handseal causing the inside of the Jade Labyrinth to Illuminate/Glow. Once seen by the Opponent(s) they instantly fall into a Genjutsu. This causes the Opponent's prospective of the world to warp. everything will appear to be "spinning" and "melting" every which way. This causes the opponent(s) to quickly feel Nauseous. during this time the walls of the Labyrinth close to the opponent(s) will close in crushing them.
    Note:
    -Must know Jade Release
    -Must use "Jade Release: Jade Labyrinth Technique"
    -Can only Use once per battle
    -Can only be taught by Serpent
    ~Declined~ Why would a mere glow make someone fall under a genjutsu? You need to insert your own chakra into their brains to offset their chakra flow and thus create the genjutsu.

    7) (Hisuiton: Feizingu no Jutsu) – Jade Release: Phasing Technique
    Rank: B
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user will focus their chakra making a single handseal, activating this Technique. This allows the User to Phase though any Jade source on the field. While in the Jade the user will appear transparent, blending with the Jade, making it almost Impossible to detect, even fulling the infamous Sharingan, however Byakugan and Sensory types can see though this technique.
    Note:
    -Must know Jade Release
    -Can only be taught by Serpent
    ~Declined~ Jade is a crystal so when phasing or traveling through it, the opponent would see a shadowy figure within the jade. You should already know what to remove and re-word.
    6) (Hisuiton/Genjutsu: Seken Heki) – Jade Illusion Technique: Warped World
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After using "Jade Release: Jade Labyrinth Technique" The user will make a single handseal causing the inside of the Jade Labyrinth to Illuminate/Glow. Once seen by the Opponent(s), The Chakra causing the glow will offset the opponents chakra as they fall into a Genjutsu. This causes the Opponent's prospective of the world to warp. everything will appear to be "spinning" and "melting" every which way. This causes the opponent(s) to quickly feel Nauseous. during this time the walls of the Labyrinth close to the opponent(s) will close in crushing them.
    Note:
    -Must know Jade Release
    -Must use "Jade Release: Jade Labyrinth Technique"
    -Can only Use once per battle
    -Can only be taught by Serpent
    ~Declined~ Seeing as this is a Genjutsu/Jade combination, it needs to count as two of the three jutsu per turn.

    7) (Hisuiton: Feizingu no Jutsu) – Jade Release: Phasing Technique
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user will focus their chakra throughout their entire body, activating this Technique. This allows the User to Phase though any Jade source on the field. While in the Jade, the user can travel at accelerated speed, allowing for a fast method of attack or escape, however the user is unable to use any Jutsu's while phased within Jade.
    Note:
    -Must know Jade Release
    -Can only be taught by Serpent
    ~Declined~ This went from being similar to hidden in rocks technique to dance of the ferns technique in which you can travel at fast speeds. You really need to clarify exactly how fast you're traveling. Keep in mind, I will not be accepting the kaguya's traveling speed when they use Dance of the ferns.

    Updating/Re-wording the fallowing technique:

    Quote Originally Posted by Serpent View Post
    (Hisuiton: Hisui Nedsi) - Jade Release: Jade Spike Pit
    Rank: A
    Type: Attack
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user makes 12 handseals focusing their chakra under their opponet, the ground will then turn to Jade as it implode's making a huge round crater under the opponent. Spikes will then rise out of the Pit impaling the opponent.
    Note:
    -Can only be used twice per battle
    -Must know Jade Release
    -Can only be taught by Serpent
    ____________
    -Approved-
    (Hisuiton: Hisui Nedsi) - Jade Release: Jade Spike Pit
    Rank: A
    Type: Attack
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user makes 6 handseals while focusing their chakra under their opponent, the ground will then turn to Jade as it implode's forming a huge round crater under the opponent. Spikes will then rise out of the Pit impaling the opponent. The size of the crater is dependent on the amount of chakra used. It can be anything from a small pit to something capable on holding a large summon. If the user is withing range of the pit, they will need to defend from the technique as well.
    Note:
    -Can only be used twice per battle
    -Must know Jade Release
    -Can only be taught by Serpent
    ~Approved~
    =============
    New Submissions:
    =============

    8) (Hisuiton: Ro-yaru Keibi) - Jade Release: Royal Guard Monarchs
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40 (-10 per turn)
    Damage points: 80
    Description: The user will focus their chakra around them while making 5 handseals. This creates 3 large Jade Monarchs known as the Royal Guard. These Monarchs are twice the size of an normal man standing at 11ft. the left arm is shaped like a club, which is used to smash close by opponents and the right arm is shaped like a long Blade, used to impale or slice close by opponents. In order to kill these Monarchs, the opponent must completely destroy them for if their is an source of Jade close by, they can simply regrow and reform back into their original state. The Royal Guard have the ability to use "Jade Realease: Greater Jade Technique" which allows them to attack the opponent at a distance. Because of the constant strand of chakra the user is unable to use any Jade while these Monarchs are in play.
    Note:
    -Must know Jade Release
    -Can only be used once per battle
    -Regrowing counts as a move
    -"Greater Jade Technique" counts as a move
    -Can only be taught by Serpent
    ~Declined~ Reduce the number of Monarchs to one.

    9) (Hisuiton: Senbon Toma) - Jade Release: Needle Sphere
    Rank: A
    Type: Attack
    Range: Mid-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will slam there hands together focusing their chakra around their opponent. 2 Basketball sized spheres of jade will erupt from the ground like cannonballs under the opponent. These balls will rise in the air and explode with extreme force, releaseing countless jade Senbon which will rain down in all directions, covering a Mid Range area. if the user is in the radius of the attack, they will need to defend from it as well.
    Note:
    -Must know Jade Release
    -Can only be used 3 times per battle
    -Can only be taught by Serpent
    ~Declined~ Clarify "countless"
     
         
    Last edited by Mathias; 05-14-2012 at 05:09 PM.

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