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  1. #426
    Xylon's Avatar
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    Re: Custom Element's Jutsu

    Radiation Release: Andromeda (Hakkton: Hitoheki)
    Rank: S
    Type: Offensive/Alpha
    Range: Mid-Long
    Chakra Cost: 40
    Damage Points: 20/turn (Death after battle if not treated)
    Description: User channels chakra into his tenketsu and releases a burst in a shockwave like manner that spreads chakra into the atmosphere, chakra then slowly gets denser and radioactive nature of the chakra transform it into Radon, a colorless, tasteless and odorless gas. The gas is also non-reactive to other elements and 8 times denser then airs density, which makes it difficult to remove from the environment by making it react with other substances or blowing it away. Doses of radon causes acute radiation syndrome, which immediately takes effect over the targets body. Fever takes over and dampens the ability to think, react, and exert strength or energy. Targets arteries become visible immediately after exposure. 3rd degree burns appear after the first turn due to the ionization and partial body necrosis immediately afterwards, disabling the affected limbs. Even if the target survives the battle, due the effects of this technique a mutation occurs that kills the victims by affecting lungs with accelerated cancerous activity unless otherwise treated within 3 turns. Radon becomes visible when exposed to cold atmosphere(-71 degree Celsius) and freezes down if an A rank or above ice techniques are used over the gas.
    Note: Usable twice per battle.
    -The Effect range starts from mid-range to the user and extends as long the chakra wave could travel (Meaning, whichever the standard definition of long range is). User is affected if he moves inside the vicinity of the gas.
    ____________
    -Approved-


    Radiation release: Orion’s Chain (Hakkton: Orion no kusari)
    Rank: S
    Type: Supplementary/Offensive
    Range: Short-Mid
    Chakra cost: 40
    Damage Points: 80
    Description: The technique is a long lasting self-sustaining chain process aimed to destroy a multitude of enemies in sequences. The user first picks a ‘host’ target and transfers radioactive chakra within the person either by direct physical contact or using another radiation release technique as an extension. This causes a radioactive contamination but does not carry the effect of acute radiation syndrome or reveal any symptoms that cause early detection. Instead the contamination leeches and builds up chakra from within the host’s body until sufficient energy is collected (3 turns), this causes the hosts body to explode spontaneously causing splash damage to an area of 50m. People within range suffer minor internal damage, but the blood and fumes released from the exploded body spreads the contamination across the air, soil and water. The mutated cells from the radiation acts as pathogen (being able to penetrate even the most dense articles of clothing) to spread the contamination across more targets who explode in the next 3 turns, resulting in a chain of events that sequentially spreads out and kills victims indifferently.
    Restriction: Usable thrice per battle.
    ____________
    -Approved-


    Radiation Secret Technique: Draco (Hakkton Hijutsu: Ryu)
    Rank: S
    Type: Supplementary/Defensive
    Range: Short
    Chakra cost: 40 (15/turn)
    Damage Points: N/a
    Description: Draco is a radiation technique classified as hijutsu because the technique itself is not radiation element (disregarding the phase two) as it does not involve nature transformation. But rather it’s a body adaption developed by the users of the element. Due to the frequent use of Radiation chakra and constant exposure of it radiation as a defensive measure the body develops better melanocytes.
    Phase One: The user begins by performing tiger seal which fluctuates and circulates chakra around his body; the chakra activates the melanocytes into producing more melanin which secretes into the skin cells until the skin eventually turns pitch black. Increased melanin concentration within the skin gives the user immunity to radiation as a result of internal conversion and photoprotection.
    Phase Two: After gaining immunity, the user begins to circulate radioactive chakra through his body freely. As a result the skin hardens around the users limbs and cracks up slightly forming scale like structure, the fingers hardens and get more pointy forming claws. This change in looks along with black skin gives the user a Black Dragon like appearance which reflects the name of this technique. Due to the circulation of radiation chakra throughout the body all of users existing fire and lightning techniques gets stronger (Additional 20 Damage) and spreads ionizing radiation at an accelerated rate. All Earth, Water and Wind type techniques are released contaminated with radioactivity as a result breathing, drinking or touching the elements could result in acute radiation syndrome. The technique isn’t simultaneous activation of many different chakra natures but rather it initially circulates radioactive chakra within the body and then activates other natures which is why it is possible to use other elements while the mode lasts.
    Restrictions: Lasts 5 turns, usable twice.
    -Phase one remains in effect even after the technique ends, the users appearance slowly restores itself. Alternately a medical treatment or secreting the melanin (like ink) could restore the user.
    ____________
    -Approved-
     
         
    Last edited by Nexus; 12-21-2012 at 07:26 PM. Reason: -

  2. #427
    キッスランド Madāra Uchiha's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Lord of Kaos View Post
    Resubmitting as I'm the co-creator of both of these elements and the original submitter has become inactive and I have permission to resubmit.



    1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: S
    Type: Attack
    Range: Mid-Long
    Chakra: 90
    Damage Points: 90
    Description: The user charges large amounts of Divine Wind to his hands. He then makes a few hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of handseals that take around 3 seconds to perform. Each clap strength increases on a scale like this one:
    1st clap: strong enough to knock back a man
    2nd clap: strong enough to knock back a car
    3rd clap: strong enough to knock over a house
    4th clap: strong enough to knock over a building (large)
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *Only useable once a fight*
    *after this jutsu is used(in any form) The user cannot use forbbinden ranks for the rest of the battle, S ranks for 2 turns, and A ranks in the following turn. In other words he can only use B rank and below in the following turn, A rank and below in the next, S rank below 2 turns following.
    *The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use any taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.
    ~Declined~ Almost there, I just need you to clarify on exactly how many hand seals you need to perform and to convert the size references to narutoverse.(ex. Large building = Hokage building, etc) Also you need to fix the chakra and damage points.
    I removed all references of more than one rank usage and added an additional restrictions.
    1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage Points: 80
    Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
    1st clap: strong enough to knock back a man
    2nd clap: strong enough to knock back a couple of horses
    3rd clap: strong enough to knock over a house
    4th clap: strong enough to knock over a Kage's mansion
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *Only useable once a fight*
    *The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.

    ~Declined~

    If the pain is great enough that the user cannot use arm based taijutsu (punches, blocks, etc.) would they be able to lift thier arms to make hand seals for other jutsu? Either rework that restriction or add that they cannot form handseals as well.


    2. Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
    Rank: A
    Type: Attack
    Range: Short-Mid
    Chakra: 30
    Damage Points: 60
    Description: The user gathers large amounts of Divine Wind chakra within his lungs. He will then release the chakra in a invisible gas that he blows at his enemy. With the gas that he blows, the user also spits out several small Senbon with Divine Wind chakra around it. Being of Divine Wind chakra, the gas is extremely flammable and if it touches the enemy, it will shock and burn the enemy very severely. To the enemy, it seems as if the user has spit only Senbon at them, as they will not see the wind coming.

    ~Approved~


    3. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
    Rank: A
    Type: Supplementary
    Range: Mid-Long
    Chakra: 30
    Damage Points: N/A
    Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. If the Byakugan were to look directly at, it would blind the user even longer than those without it due to the large amounts of chakra and the Byakugan being able to see chakra directly.
    *Blindness lasts one turn. Confusion of sensory last for 3 turns, as well as heightened blindness to Hyugas
    *Useable three times a battle without a wait period of at least 1 turn in between uses.*

    ~Declined~
    If the light is eminating from the chakra itself then you would most likely be blinded from it as well. Please explain how you handle the blinding light (if you you can see through it at all).
     
         
    Last edited by Scary Yamato; 12-03-2012 at 03:59 PM.

  3. #428
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    Re: Custom Element's Jutsu

    (Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user perform a single hand seal to shoot out 2 medium size ball of pearl toward the enemy with fast speed of it’s rank, instead of crush the opponent with it, the ball of pearl spinning in the middle part of the opponent body with 5 cm gap, with encircle motion horizontally spinning the opponents body with high speed of velocity, leaving them out of air, turbulence experiences, unable to move/perform a hand seal then collapse in the end out of air.

    note: No A ranked or above Pearl techniques for one turn.
    Note: Can only be used 2X per battle
    Note: The User must wait 2 turns to use this technique again
    Note : Can only be use/taught by the Creator and Co-Creator

    ( Shinju: Howaito kessai ) - Pearl Release: White Settlements

    type: Attack/defense
    rank: Forbidden
    range:short-long
    chakra cost: 50
    damage points: 100
    description: The user unattached his White Jar and put it in the ground near him with reverse position where the Pearl would pour out from the White Jar into the ground, the user did this on purpose so that all the pearls inside the With Jar will fell down into the ground, a moment afterward the user perform 2 hand seals to scatter out all the massive amount little pearl size of a tennis ball to sink and travel underground, The pearls will cover the entire battle field to long range from the underground beneath. The opponent will not aware of this condition because the movement of the pearls conducted in the underground. When all sets up, the user will yelled HA !!!, suddenly the pearls erupting from the opponents surrounding ground, cover up all over his body part, from bottom to top, seal his movement, unable to perform any hand seal, reduce their air out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls in rapid way, as the White Jar keep producing the little Pearls until it’s run out. At this rate, it is almost certain the opponent won’t be able to avoid it and died.

    note: Can only be used 1x per battle.
    note: The White Jar keep producing pearls until the opponent died / the user interrupted
    note: No other Pearl Jutsu in the same turn when this jutsu activated.
    note: The user able to use other elemental when he active this jutsu but must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active
    Note: The user must state where he put the White Jar part at the first move then gap it with the other moves then he can erupting the pearls, so it will count as 2 moves.
    Note : The user extremely exhausted, can’t move correctly and only be able to defend not attack, with A-Rank jutsu only for 2 turns.
    Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
    Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only

    ________________
    ## All Declined ##
    I have warned Mig about this. You're the co-creator so you can't submit techniques for the element, only the creator can.
     
         
    Last edited by Scorps; 11-14-2012 at 04:04 PM.

  4. #429
    Migualon J.J.'s Avatar
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    Re: Custom Element's Jutsu

    (Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user perform a single hand seal to shoot out 2 medium size ball of pearl toward the enemy with fast speed of it’s rank, instead of crush the opponent with it, the ball of pearl spinning in the middle part of the opponent body with 5 cm gap, with encircle motion horizontally spinning the opponents body with high speed of velocity, leaving them out of air, turbulence experiences, unable to move/perform a hand seal then collapse in the end out of air.

    note: No A ranked or above Pearl techniques for one turn.
    Note: Can only be used 2X per battle
    Note: The User must wait 2 turns to use this technique again
    Note : Can only be use/taught by the Creator and Co-Creator

    ~Declined~

    Fix the description. I have no clue what is going one here. How is a spinning ball supposed to suffocate the enemy? How large is "Medium Sized"?


    ( Shinju: Howaito kessai ) - Pearl Release: White Settlements
    type: Attack/defense
    rank: Forbidden
    range:short-long
    chakra cost: 50
    damage points: 100
    description: The user unattached his White Jar and put it in the ground near him with reverse position where the Pearl would pour out from the White Jar into the ground, the user did this on purpose so that all the pearls inside the With Jar will fell down into the ground, a moment afterward the user perform 2 hand seals to scatter out all the massive amount little pearl size of a tennis ball to sink and travel underground, The pearls will cover the entire battle field to long range from the underground beneath. The opponent will not aware of this condition because the movement of the pearls conducted in the underground. When all sets up, the user will yelled HA !!!, suddenly the pearls erupting from the opponents surrounding ground, cover up all over his body part, from bottom to top, seal his movement, unable to perform any hand seal, reduce their air out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls in rapid way, as the White Jar keep producing the little Pearls until it’s run out. At this rate, it is almost certain the opponent won’t be able to avoid it and died.

    note: Can only be used 1x per battle.
    note: The White Jar keep producing pearls until the opponent died / the user interrupted
    note: No other Pearl Jutsu in the same turn when this jutsu activated.
    note: The user able to use other elemental when he active this jutsu but must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active
    Note: The user must state where he put the White Jar part at the first move then gap it with the other moves then he can erupting the pearls, so it will count as 2 moves.
    Note : The user extremely exhausted, can’t move correctly and only be able to defend not attack, with A-Rank jutsu only for 2 turns.
    Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
    Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only

    ~Declined~

    Again, fix the description. I understand what is going on, but its difficult to read. The jutsu states the move continues until its out of pears, hwoever you also state that the jar continues to produce pearls until th users dies. Since the pearls are round (size of tennis balls) how are they supposed to gather around the person and suffocate them there will always be gaps in between the balls no matter how many are binding the person. They can never suffocate simply from being bound by pearls. One of the restrictions says the user cannot move correctly. What does that entail? can they run, are the uncoordinated, are thier movements slowed? The restriction says they can defend themself from attack but why would they not be able to use a jutsu to attack if they can use one to defend? in the end you are still using a jutsu.
     
         
    Last edited by Scary Yamato; 12-03-2012 at 03:47 PM.

  5. #430
    Azazel's Avatar
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    Re: Custom Element's Jutsu

    (Jiechiruēteruton: Hitodama) - Diethyl Ether: Will o' the Wisp
    Type: Supplementary/Defensive
    Rank: B
    Range: Short
    Chakra: 20 (-10 per turn)
    Damage: N/A
    Description: The user will begin by releasing a surge of Diethyl Ether chakra throughout their body. This allows the user to convert any, if not all his body parts into gaseous Diethyl Ether. The user is also able to convert any foreign items currently being held like kunais, swords, etc. The user is capable of reforming at will, however is extremely susceptible to wind related techniques while in this state. Whilst in this state the user is restricted to using the elements that make up Diethyl Ether, being Earth and Water along with regular Ninjutsu and Genjutsu. Should the user be scattered apart by a wind technique it will take that entire turn to reform.
    Notes:
    - Capable of only using Earth and Water (and techniques made up of Earth and Water) whilst in this form.
    - This form lasts a maximum of two turns unless deactivated early.
    - Can be used four times per battle
    _______________
    ~Declined~
    Do not resubmit.


    Jiechiruēteruton/Fuuinjutsu: Kyōsei Suimin (Sealing Diethyl Ether: Forced Sleep)
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 0
    Description: The user places a tag into one of their hands and advance towards their opponent. The user channels Diethyl Ether chakra into a tag. The tag has two kanji placed upon them, one for the word "Liquid" and the other the word "Gas". The user places the tag in position to cover the nose and mouth of the opponent, which makes them lose consciousness. The tag constantly inserts Diethyl Ether chakra into the target until it is removed. The Liquid Kanji covers the mouth of the opponent while the "Gas" Kanji covers the nose of the opponent, constantly inserting each form of Diethyl Ether into their body.
    Note: Can only be performed 5x per battle.
    Note: No Diethyl Ether Techniques above A Ranked in the same turn.
    Note: User cannot perform Fire/Lightning techniques in the same turn.
    Note: No Fuuinjutsu in the next turn or the turn before.
    Note: The tag can only be removed by someone who possesses Diethyl Ether Chakra.
    _______________
    ~Declined~
    First lower the amount of times that it. Second, why can it only be removed by someone with Diethyl Ether chakra? If you can give a reason for this, or make some other feasible reason why it cannot be removed, then I'll accept it. However, there's really no reason why anyone wouldn't be able to simply remove the tag without being able to use Diethyl Ether.


    Jiechiruēteruton: Ethereal no Uteki (Diethyl Ether: Ethereal Rain)
    Type: Supplementary
    Rank: A
    Range: Mid - Long
    Chakra: 30
    Damage: 0
    Description: The user performs Tiger > Boar > Dog > Dragon handseals while channeling their Diethyl Ether chakra into the clouds, The user will make liquid Diethyl Ether rain down at the range of their opponent and soak the area.
    Note: No Diethyl Ether A Rank and above can be used in the same turn
    Note: Can only be used 3x per battle.
    Note: Only lasts for 1 turn.
    Note: User must wait 3 turns after the technique ends to use this technique again.
    _______________
    ~Declined~
    Make it so that the ether will only rain on a specific area, and give that area a size limit (5 meter diameter, 3 meter diameter, etc.)


    ==

    Taiyofuuton no Jutsu: {Solar Wind Technique}
    Type: Attack/Defense
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind.
    Note: The user cannot form the constructs within long range.
    Note: Can only be used 3x per battle.
    Note: No Solar Wind techniques in the same turn.
    _____________________
    ~Approved~
    Check the changes made in brass. As a result, you can guide and control them up to long range, but you can only create them near you.
     
         
    Last edited by Riku..; 12-10-2012 at 10:16 PM.

  6. #431
    Senior Member Kagutsuchi's Avatar
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    Re: Custom Element's Jutsu

    (Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -[/B]

    Rank: A
    Type: Supplementary/Offense
    Range: Short/Medium/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released that rages forwards while at the same time flames burst upwards from below the surface as the fire is traveling. The further the fire travels, the higher the flames will go and the wider they will be, making the scope of the jutsu overall looking like a slice of cake or a stretched triangle. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a wide range and can set parts of the battlefield ablaze, transforming it into an inferno. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources, that were on the path or near the attack, to be evaporated (whether it be natural or custom made). Hereby using common sense it isn't going to evaporate water sources that are ten times larger than the jutsu for example or that are of a high water ranked jutsu. All water and wind based jutsu's are also downgraded a rank because of the heat.

    ✘ All the effects of the jutsu count for everyone, meaning for instance that water jutsu's created by the opponent, the user and their allies are all downgraded a rank.
    ✘ Even though the jutsu can be used more than once, wind and water jutsu's can always only be downgraded one rank (so not that when you use it two times they are downgraded two ranks).
    ✘ The fire keeps on raging independently from its caster till the battle is finished or somehow has been put out (or parts of it).

    [


    (Jigokuton: Sentoerumo no Jujihouka) - Hellfire Release: St. Elmo's Crossfire -

    Rank: S
    Type: Offensive
    Range: Mid-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user releases his Hellfire chakra into the ground, which he concentrates on 5 points around the target. First the chakra bursts out on four different of these locations around the target (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him while crossing each other to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center.
    The piercing alone is enough to cause mortal damage, however just after the chains bursted out of the ground and all of them pierced the target, the Hellfire chakra that was concentrated on the fifth spot, namely the center of the square and thus right below the target, is blasted upwards in the form of a fiery crucifix entangled with chains, making it for an instant look like that the target got crucified before turning to ash as a result of the flames.

    ✘ Can only be used twice per battle
    ✘ No Hellfire -or any other kind of fire- jutsu's can be used the same turn and the next
    ✘ No forbidden jutsu's can be used this turn
    __________________
    ~Both Declined~
    Re-submissions need to have the original submission quoted with the changes bolded.
     
         
    Last edited by Riku..; 12-10-2012 at 10:17 PM.

  7. #432
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Howard View Post
    (Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
    Type: Supplementary
    Rank: B rank
    Range: Short-Mid
    Chakra cost: 20
    Damage points: N/A
    Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use earth, water and oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

    -Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
    -Note: Can only form four clones at max
    _____________________
    ~Declined~
    I'll allow oobleck and one other element for the clones to be able to use. And only up to A-rank for both.
    (Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
    Type: Supplementary
    Rank: B rank
    Range: Short-Mid
    Chakra cost: 20
    Damage points: N/A
    Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

    -Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
    -Note: Can only form four clones at max
    _________________
    ~Approved~


    I took out earth and water, I figure if it's just Oobleck they can use it to S rank left everything else as is.

    Quote Originally Posted by Howard View Post
    (Ekitai: Teiku o-ba) Oobleck Release: Take Over
    Type: Supplementary
    Rank: B rank
    Range: Short - Long
    Chakra cost: 20 (+10 per 5 meters)
    Damage points: N/A
    Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down.

    -Note: Can't be used on opponent's jutsu
    -Note: Takes at most one turn to change from water/earth to oobleck depending on the size of the water/earth source (+10 chakra per 5 meters. Anything over 15 meters will require one turn)
    ___________________
    ~Declined~
    Restrict the amount of water or earth that you can turn into oobleck. Also you said that you can't use it on the opponent's jutsu, are you allowed to use it on your jutsu then? If so, then up to what rank?
    (Ekitai: Teiku o-ba) Oobleck Release: Take Over
    Type: Supplementary
    Rank: B rank
    Range: Short - Long
    Chakra cost: 20 (+10 per 5 meters)
    Damage points: N/A
    Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down.

    -Note: Can't be used on opponent's jutsu but can be used on the user's own jutsu for jutsu up to B rank.
    -Note: Takes at most one turn to change from water/earth to oobleck depending on the size of the water/earth source (+10 chakra per 5 meters. Anything over 15 meters will take one full turn. Can only turn a radius of 10 meters around the user into oobleck so 20 meters all around him in all directions. Meaning it has a diameter of 30 meters)
    _________________
    ~Approved~
    Check change made in brass; 30 meters is just too large.
     
         
    Last edited by Riku..; 12-10-2012 at 10:22 PM.

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    Re: Custom Element's Jutsu

    1. ( Raijingu Sanda: Raijingu Raikir ) - Raging Thunder: Raging Raikirii
    Rank: Forbidden
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 50
    Damage Points: 90 (-20 to user)
    Description: After first setting up the conditions to perform Kirin, the user will first charge large amounts of Raging Thunder chakra to his feet and his hands and creates a Raikiri in the desired hand. After the Raikiri is done, the user holds his hand in the air, channeling positive lighting and causing a bolt of Raging Thunder to strike down, almost as if the user is about to perform Kirin. Instead of hitting the opponent, however, it comes down to the user. The user will hold the Raikiri up in the air, using it as a conductor for the lightning. Because this lightning is so powerful and almost uncontrollable, the user will rush towards the opponent the moment this happens, their speed increased tremendously by the Raging Thunder chakra. Their speed will be so quick that even the Sharingan would be have trouble trying to keep up with it, requiring a 3-tomoe Sharingan to even see the user and even then, he will appear as a bright flash, though this "flash" doesn't blind the enemy. The Raikiri acts as a conductor of the very dangerous positive lightning which Raging Thunder is based on and once it hits the opponent, it releases the extra energy from the lightning, calling for a truly devastating impact, powerful enough to cut the opponent in two effortlessly, and then for the user to still have enough momentum to cut through anything behind the opponent with an equal amount of vigor. Because it would not be possible to contain that much lightning in ones hand within some form of collateral damage, even with a jutsu as strong as Raikiri, some of the lightning will consequently damage the user, causing the hand it is performed with to suffer severe burns and temporary paralysis, preventing handseals to be performed the same turn this jutsu is used and no lightning of over A-rank the next turn.
    Note: Usable once per battle.
    Note: No Forbidden rank jutsu in the following turn
    Note: Only one other jutsu in the same turn and none that require hand seals.
    Note: Lightning above A rank and above cannot be used the next turn.

    2. ( Raijingu Sanda: Kankangakugaku Appu ) - Raging Thunder: Heated Up
    Rank: Forbidden
    Type: Offense/Defense
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The user calls down a large abundance of Raging Thunder, striking down wherever they wish. This lightning is specifically more heated than normal Raging Thunder (which is already extremely hot) therefore allowing it to first overcome its main weakness, wind, as it will feed into the sparks and heat that form around the lightning. Due to all of this heat as well as its momentum, as it hits the ground or the opponent, it makes a crater (obviously), but the lightning also burns through and sinks under the ground. While there, the lightning will become even hotter due to it being deep underground. The heat will finally become an uncontrollable amount, and while underground, the lightning makes a large explosion, destroying nearly anything underground and some above ground depending on its location (so it’d make an explosion that destroys everything above ground within a general area that it was shot). Meanwhile, it would be only natural that due to the extreme heat and how deeply it travels underground that lava would be thrown into the mix as well. When the explosion happens, it looks somewhat like the A rank fire jutsu in which fire travels underground towards the opponent resulting in a large explosion of lava, only with lightning in the midst of that lava as well as larger due to its higher rank and much, much more heat. If a wind jutsu hits the lightning at any point before it goes underground, the explosion will be even larger, due to its heat making even more of a bang.
    *after using, the user cannot use any lightning or raging thunder jutsus for five turns*
    *No Forbidden rank techniques in the next turn
    *Only 2 moves in the following turn
    *useable once a battle*

    3. (Raijingu Sanda: Asteria Aidaou) Raging Thunder: Asteria's Dominion
    Type: Offensive
    Rank: A
    Range: Close-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user forms 3 hand seals and creates a large amount of Raging Thunder chakra that he fires into the sky like Great Dragon Fire. By doing this, he heats the sky up and brings total darkness from the clouds blocking the sun. The large amounts of Raging Thunder built up in the sky causes the atmosphere to become unstable and it releases the lightning in a bizarre downpour of raging thunder lightning through the clouds, burning everything it comes in contact with like acidic lightning. The downpour of ‘rain’ lasts for three turns. It has the potential to burn through earth jutsus of B-rank and below upon contact, falling through them as it nothing was blocking it due to elemental advantages. As this lightning rains down, it has a certain shining aspect to it, causing it to create several bright jolts of lightning that can be used to blind an enemy, drawing the lightning into larger clusters. This can be used to create an A rank 4 meter sphere of lightning, bright enough to blind any looking at it as well as cause massive damage should it hit a target, the user directing it's path, unable to use jutsu as he does so.
    Note: Can only be used three times
    Note: User is not affected by the downpour due to the chakra being his own chakra, however any jutsu he uses can become effected by the rain just like the opponent
    Note: Lasts two turns

    ________________
    ~Leaving for Nexus since I am a student~
     
         
    Last edited by Madāra Uchiha; 08-07-2014 at 05:40 PM.

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    Re: Custom Element's Jutsu

    Purton| Kitsune-Bi no Jutsu - (Plasma Release| Fox Fire Technique)
    Rank: A
    Type: Attack/Supplementary
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: The user concentrates a dense amount of plasma around that surrounds and revolves around the user. These orbiting wads of matter are super-heated and can burn through nearly anything when they touch (strengths and weaknesses of this element still withstanding). When the user activates the chakra in one or multiple wads, the energy inside that ball is released and attacks any nearby targets. When the target(s) become hit, the heat and intensity of the fire burn right through the clothing and cause severe burns on the area of skin that the fire comes in contact with before proceeding to spread and engulf the target(s) in bright flames.
    (Only 3 Wads of Plasma form at a time)
    (Last Two turns; Usable Twice)
    ____________________
    ~Approved~
    Check the edit and message me if you disagree; though it says burn through anything you still need to keep in mind its rank, strengths, and weaknesses. Just saying can burn through nearly anything is a bit misleading.


    Purton| Purkage no Jutsu - (Plasma Release| Plasma Shadow Technique)
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user will preform a set of four handseals Monkey ->Tiger->Dragon->Tiger while he/she concentrates his chakra into the ground, sending a visible arc of bright chakra streaking to the user's desired location. In a moment's notice a intangible copy of the user rises and remains stationary releasing waves of heat in all direction short-mid range of it. Should the opponent be nearby when the heat waves are released the moisture in their body will begin to drain and they will enter the beginning stages of dehydration, suffering a minor headache and bouts of dizziness successfully throwing off the targets concentration preventing techniques above A-rank for duration. As the plasma chakra continues to drain the target water supply, the user will begin to enter more extreme states of dehydration, becoming sluggish, and sleepy. After the third turn, the opponent will faint going comatose for the duration of battle needing medical attention. The opponent can however avoid this technique by escaping into a water source or stopping the technique all together.
    (Usable Twice per battle; Last Three turns)
    (No plasma techniques during duration of the technique)
    _____________________
    ~Declined~
    The plasma element description says nothing about you actually being able to control pure heat waves in this manner, which would be stepping over the the bounds of your element and into another already existing element.


    Quote Originally Posted by Kirabi View Post
    Purton| Kesshououja - [Plasma Release | Plasma Monarch]
    Rank: A - Forbidden
    Type: Attack/Defensive/Supplementary
    Range: Short - Mid [(Long) S-Forbidden Rank]
    Chakra: 30/40/50 (+5-15 chakra depending on rank per turn)
    Damage: 60/80/100
    Description: Kesshououja is a advanced plasma jutsu activated by utilizing up to nine seals (Dog - Tiger - Horse -Dragon- Monkey - Dragon - Horse -Tiger - Dog). When activated the users body becoming can become a intangible plasma body that can extend it's limbs and send waves of plasma at the opponent(s) at this boint the users eyes burn a fiery white. Since the user body is now made of plasma they are able to control all of the plasma at will and because of this the opponent can't get close to the user or else face being burned alive by the sheer magnitude of heat. When the user adds the Boar Seal to the jutsu his body begins to expand allowing more plasma to flow and increasing the range of the jutsu he is able to also shoot fiery white blast of pure heat at the opponent 3 up to three times his body then burns with the fiery white chakra. If the opponent adds both the Boar and the Tiger Seal his skin will turn blue and his eyes white out as a fiery white aura of fire emanates around him, At this point the user as become one with the plasma element and can only use it as well as the fire and plasma elements. At this point the user has access to jutsu exclusive to this form as well as all the abilities of the other two forms only to a greater extent and can stay in the air for a short period of time. Next his ability to use the elements associated with plasma grow exponentially allowing him to use it's techniques with only one seal and the gain +15 damage and move much faster.

    Restrictions

    A-Rank
    -Last 4 turns
    -user loses the ability to use plasma chakra for two turns afterwards
    -Fire and Lightning chakra can only be used up to A-rank for next three turns

    S-Rank
    -Last three turns
    -User loses the abiliy to use plasma chakra for 4 turns afterwards
    -Fire and Lightning Chakra can only be used up to B-rank for next four turns

    Forbidden Rank
    -Last two turns
    -User loses the ability to use plasma chakra for the rest of battle
    -Fire and Lightning Chakra can only be used up to C-rank for rest of battle.
    -User becomes exhausted and moves with the speed of a standard Jonin class ninja.

    ~Declined~ Either A, S, or F your choice.
    Purton| Kesshououja - [Plasma Release | Plasma Monarch]
    Rank: A
    Type: Attack/Defensive/Supplementary
    Range: Short - Mid
    Chakra: 30
    Damage: 60
    Description: Kesshououja is a advanced plasma jutsu activated by utilizing up to nine seals (Dog - Tiger - Horse -Dragon- Monkey - Dragon - Horse -Tiger - Dog). When activated the users body becoming can become a intangible plasma body that can extend it's limbs and send waves of plasma at the opponent(s) at this boint the users eyes burn a fiery white. Since the user body is now made of plasma they are able to control all of the plasma at will and because of this the opponent can't get close to the user or else face being burned alive by the sheer magnitude of heat.
    -Last 4 turns
    -user loses the ability to use plasma chakra for two turns afterwards
    -Fire and Lightning chakra can only be used up to A-rank for next three turns

    ___________________
    ~Declined~
    Do not resubmit. Given the properties of plasma, the technique is just too unrealistic as you'd probably just kill yourself in the process.
     
         
    Last edited by Riku..; 01-04-2013 at 01:12 AM.

  10. #435
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    Re: Custom Element's Jutsu

    (Kumoton: Kumo Tabi) –Cloud Release: Cloud Traveler
    Rank: D
    Type: Supplementary
    Range: Short-long
    Chakra cost: 5
    Damage points: N/A
    Description: the activation of the jutsu allows the user to walk on clouds that are a made by the user or even preexisting clouds found in the sky.
    Restrictions:
    -Must know Cloud Release.

    -Declined-

    Use propper chakra cost and elaborate in the description about whether or not this jutsu allows this jutsu creates clouds for the user to walk on, because that will affect my descision.


    (Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube
    Rank: A
    Type: Offensive
    Range: Short-Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user will bring their hands together but holding them about 4 inches apart. The user the forms a cloud between their hands and manipulates the shape of it into a cube. The user condenses the water particles within the cloud making the cloud denser. The user then makes the cloud cube to spin rapidly inside causing a sort of slicing pattern in the cube. The user then throws the cube at the opponent. Once contact is made the cube bursts into a torrent of slicing clouds that expands in all directions slicing through anything.
    Restrictions:
    -No cloud jutsu the same turn
    -must know cloud release

    -Declined-

    How far does the cube expand once it hits?



    (Kumoton/Raiton: Dendou Enmu) – Cloud Release/Lightning Release: Electric Fog
    Rank: B
    Type: Offensive
    Range: Short-Mid
    Chakra cost: 20
    Damage points: 40
    Description: The user forms a cloud around the opponent. While doing this he/she pumps lightning chakra into the cloud causing the water particles in the cloud to carry some form of static. The user will then be continuously zapped as long as they are in this fog.
    Restrictions:
    -must know cloud release
    -Can be used 3 times per battle

    -Declined-

    DNR. One must know yin-yang in order to use both cloud and lightning simulaneously



    (Kumotom: No Kyuuten )– Cloud Release: Field of the Heavens
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user causes water in the air to condense and cling to dust particles in the air to form a large thick blanket of cloud on the ground which the user and opponent stand knee deep in. The blanket is created so that cloud jutsu that call for chakra to be added to the sky can be added to the cloud blanket covering the field. This jutsu also serves as a basis for cloud jutsu that can be performed on the ground.
    Restrictions:
    -must know cloud release
    -Can be used 2 times per battle
    - the blanket of clouds last 4 turns.

    Declined

    Please resubmit with a clearer explination of what this does
     
         
    Last edited by Scary Yamato; 01-15-2013 at 05:01 PM.

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    Re: Custom Element's Jutsu

    1. Kougyoku Bunshin No Jutsu|Corundum Clone
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: The user creates a Clone of Corundum by one of three means: The first is by use of a handseal. The second is by "ripping" from the Corundum Armour around the user (Armour of the Gods must have been used beforehand), however this considerably weakens the armor, causing it break from attacks of over B rank of any element and C-rank and higher lightning. This method creates only one clone. The third way is by making a seal then touching any corundum surface.. The clone can then emerge from any part of the corundum on the field. Only two clones can be made from this method. Unlike the average clone, Corundum clones are able to use any earth jutsus the user knows up to A-rank and any Corundum the users knows up to S-rank. Upon dispersing, they revert back
    into a small amount of Corundum, providing the user with a small means of Corundum to use jutsus from, but only those of B-rank and below.
    *Clones can only use earth up to A-rank*
    *Clones can use any Corundum jutsus that the user knows up to S-rank*
    *Four clones can be made at the most*

    Approved w/ revision

    I'm okay with it reverting back into its base element, but the word "detonation" makes it seem like it will explode upon dispersion, which I am not okay with being integrated into this jutsu.
     
         
    Last edited by Scary Yamato; 01-15-2013 at 05:13 PM.

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    Re: Custom Element's Jutsu

    9) (Hisuiton: Zetsumei Hisuijin) - Jade Release: Deathly Touch of the Jade God
    Rank: Forbidden
    Type: Attack
    Range: Short
    Chakra Cost: 50
    Damage Points: 90
    Description: The user makes the fallowing handseals "Monkey-Serpent-Ram-Tiger" while focusing their chakra into their hands, then upon physical contact with the opponent the user can release this chakra buildup into the opponents body, this chakra surge races though the opponents chakra network quickly turning the opponents body into solid Jade. This Jutsu has a devastating drawback. upon releasing the Chakra, it will also effect the users hand in which the contact was made. this will turn the user's hand into solid Jade. this makes it so the user is unable to use said hand for handseals and other forms of fighting. If the user is unable to make contact with the opponent after the time limit of the Jutsu. the chakra build-up will deplete and the user will only have one other chance to attempt this Jutsu again. Upon which time, if no contact is made, the chakra will still force the users had to convert into solid Jade. When the Chakra is focused into the user's hand it makes in impossible for the user to use other jade techniques.
    Note:
    -Can only be used twice per battle
    -Chakra charge last for 2 turns
    -No Jade Release during this Jutsu.
    -Requires a 4 turn cool down
    -If used a second time, users hand turns to Jade regardless of contact.
    -Must know Jade Release
    -Can only be taught by Serpent

    Declined

    You can inject jade into someone's body but not physically turn it into Jade.



    10) (Hisuiton: Metsuki Kenhari) - Jade Release: Eye's of the looking glass
    Rank: B
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user will form the fallowing handseals "Ram-Dog" and focus chakra around the battlefield. this forms several small round disks of Jade around the battlefield, at the same time a small disk will form around one of the users eyes much like a monocle. this will connect the users eyesight with the reflections produced around the battlefield. this allows the user to have full sight over the battlefield allowing for him to easily spy on rival ninja, detect unwanted and unknown enemies and even track peoples moments with grater accuracy.
    Note:
    -Can only be used once per battle
    -Must know Jade Release
    -Can only be taught by Serpent

    ~Approved~


    11) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
    Rank: S
    Type: Defense
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A (+10 Taijutsu)
    Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks, making basic Taijutsu stronger. The Jade is transparent and can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days.
    Note:
    -Can only be used once per battle
    -User can't use Jade Release in the same turn this Jutsu is activated
    -User can't use Raiton or Doton above A-Rank in the same turn this Jutsu is activated
    -Last 5 turns
    -Must know Jade Release
    -Can only be taught by Serpent

    Declined.

    I dont like generalized statements like "Makes taijutsu stronger" because it leaves room for exploitation. explain to what extent it increases the taijutsu or remove it.
     
         
    Last edited by Scary Yamato; 01-15-2013 at 05:53 PM.

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    Re: Custom Element's Jutsu

    Quote Originally Posted by Akisha View Post

    (Kiastsu: Kaze on Henkan ) Atmospheric Pressure Release: Wind Conversion

    Rank: B
    Type: Supplementary/Offensive
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description:The user will clap his hands, while focusing a large amount of chakra in his already existing wind techniques. Upon doing so, the user automatically adds a lot of pressure and thus compresse the wind, causing his techniques to either turn in Atmospheric Pressure or causing them to explode due to the severe chakra pressure into the wind. If used to turn the wind in Atmospheric Pressure, the techniques won't increase in power, they will just gain Atmospheric Pressure proprieties.
    ~Can only be used 3 times per battle and if used for the explosion no Wind above A rank for the following turn.
    ~The explosion is B ranked in power.
    _________________
    ~Declined~
    You need to edit the technique so that the opponent has some semblance of time to react to this before it explodes. As it is now, this could easily instantly kill someone within two moves.

    (Kiastsu: Kaze on Henkan ) Atmospheric Pressure Release: Wind Conversion

    Rank: A
    Type: Supplementary/Offensive
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description:The user will clap his hands, while focusing a large amount of chakra in his already existing wind techniques. Upon doing so, the user automatically adds a lot of pressure and thus compresse the wind, causing his techniques to either turn in Atmospheric Pressure or causing them to explode due to the severe chakra pressure into the wind. If used to turn the wind in Atmospheric Pressure, the techniques won't increase in power, they will just gain Atmospheric Pressure proprieties.
    ~Can only be used 3 times per battle and if used for the explosion no Wind above A rank for the following turn. The explosion is A ranked in power. When used for the explosion part, before the wind technique explodes, a bright light will emanuate from the technique due to the great amount of chakra pressure and only after a second the wind will explode. The light isn't strong enough to blind the opponent/

    Declined

    By increasing the rank of the explosion you should increase the time needed to detonate. One second seems like far too little time to build up that much pressure.
     
         
    Last edited by Scary Yamato; 01-15-2013 at 06:06 PM.

  14. #439
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    Re: Custom Element's Jutsu

    8. ⊰ Moerudōton: Akunochimata Bakuha ⊱ Blazing Earth: Underworld Explosion
    Type: Offensive
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will start out by releasing the compression control within any Blazing Earth technique(s). Once this is done, the technique(s) in question will be forced to explode outwards as the earthen host loses control and no longer maintains the perfect balance between heat and pressure, sending super heated shrapnel everywhere within a short range radius of the explosion. The user can also accomplish the same thing by compressing regular earthen techniques or structures with fire chakra. Due to the fact that normal earth techniques do not possess the necessary minerals to contain the heat, they will end up losing control quite fast they are forced to explode after being infused. Earth techniques infused with fire chakra can not maintain their shape, thus removing idea of "converting" them into an actual Blazing Earth version of the initial technique.

    ♦ Can be used Five times per battle
    ♦ No fire techniques about S-Rank in the same turn due to the precise manipulation
    ♦ Can not be used with earth-based features that possess foreign chakra
    ♦ Must wait one turn before re-using
    ~Declined~

    The 2nd part about blowing up existing earthen formations seems more like blast release than blazing earth. The first part about releasing the pressure control seems plausible, but the second part seems like a completely different process.



    9. ⊰ Moerudōton: Akunochimata Bouei ⊱ Blazing Earth: Underworld Protection
    Type: Offensive/Defensive
    Rank: S
    Range: Short
    Chakra Cost: 40 (-10 per turn)
    Damage Points: 80
    Description: Being a very similar and advanced version of the "Hardening Technique", the user will utilize Blazing Earth chakra around their body as they create an armor made of heated rock that encases their body or any individual part desired. The armor can also be used to create extendable weapons to strike a target with like spears, swords, spikes all within a short range reach.(Five meters) The user is able to unravel the coating in his hands to perform the hand seals required for future techniques if need be. By manipulating the passive ability of Blazing Earth to reduce or increase the heat at will, the user will drastically increase the heat from the palms of his hands or the soles of his feat, as he then releases a burst of fire, propelling himself towards his desired location. The user can release the bursts of fire individually from all said body parts. However the more parts used to attack, the more the damage of the technique is divided into. (Two bursts would equal two A ranks, three bursts would equal three B ranks, etc.) Due to the user's immunity to his own element, he would be unaffected by the armor itself.

    ♦ Can only be used twice per battle
    ♦ No other Blazing Earth techniques in the same turn used
    ♦ No Fire or Earth techniques above S rank the same turn used
    ♦ The user will drop one speed rank from the official speed chart due to the heavy armor
    ♦ The fire bursts counts as one of the jutsu per turn unless utilized upon activation of the armor to avoid a technique
    ♦ Can stay active for a maximum of three turns
    ♦ While the armor is active, the user will be restricted to Earth and Fire chakra along with any elements utilizing those natures(Blazing Earth etc)
    ~Declined~
    Needs some minor changes. Choose one weapon to use while in this form (spear,club, sword, etc.) While using that weapon hand seals cannot be made. Releasing a burst of fire as a projectile counts as a move. The bursts of fire released from the body are short ranged. These changes do no guarantee approval for the next submission, but will give it more consideration.
     
         
    Last edited by Scary Yamato; 01-28-2013 at 03:23 PM.

  15. #440
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Oraan View Post
    Jiechiruēteruton/Fuuinjutsu: Kyōsei Suimin (Sealing Diethyl Ether: Forced Sleep)
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 0
    Description: The user places a tag into one of their hands and advance towards their opponent. The user channels Diethyl Ether chakra into a tag. The tag has two kanji placed upon them, one for the word "Liquid" and the other the word "Gas". The user places the tag in position to cover the nose and mouth of the opponent, which makes them lose consciousness. The tag constantly inserts Diethyl Ether chakra into the target until it is removed. The Liquid Kanji covers the mouth of the opponent while the "Gas" Kanji covers the nose of the opponent, constantly inserting each form of Diethyl Ether into their body.
    Note: Can only be performed 5x per battle.
    Note: No Diethyl Ether Techniques above A Ranked in the same turn.
    Note: User cannot perform Fire/Lightning techniques in the same turn.
    Note: No Fuuinjutsu in the next turn or the turn before.
    Note: The tag can only be removed by someone who possesses Diethyl Ether Chakra.
    _______________
    ~Declined~
    First lower the amount of times that it. Second, why can it only be removed by someone with Diethyl Ether chakra? If you can give a reason for this, or make some other feasible reason why it cannot be removed, then I'll accept it. However, there's really no reason why anyone wouldn't be able to simply remove the tag without being able to use Diethyl Ether.


    Jiechiruēteruton: Ethereal no Uteki (Diethyl Ether: Ethereal Rain)
    Type: Supplementary
    Rank: A
    Range: Mid - Long
    Chakra: 30
    Damage: 0
    Description: The user performs Tiger > Boar > Dog > Dragon handseals while channeling their Diethyl Ether chakra into the clouds, The user will make liquid Diethyl Ether rain down at the range of their opponent and soak the area.
    Note: No Diethyl Ether A Rank and above can be used in the same turn
    Note: Can only be used 3x per battle.
    Note: Only lasts for 1 turn.
    Note: User must wait 3 turns after the technique ends to use this technique again.
    _______________
    ~Declined~
    Make it so that the ether will only rain on a specific area, and give that area a size limit (5 meter diameter, 3 meter diameter, etc.)
    Jiechiruēteruton/Fuuinjutsu: Kyōsei Suimin (Sealing Diethyl Ether: Forced Sleep)
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 0
    Description: The user places a tag into one of their hands and advance towards their opponent. The user channels Diethyl Ether chakra into a tag. The tag has two kanji placed upon them, one for the word "Liquid" and the other the word "Gas". The user places the tag in position to cover the nose and mouth of the opponent, which makes them lose consciousness. The tag constantly inserts Diethyl Ether chakra into the target until it is removed. The Liquid Kanji covers the mouth of the opponent while the "Gas" Kanji covers the nose of the opponent, constantly inserting each form of Diethyl Ether into their body.
    Note: Can only be performed 3x per battle.
    Note: No Diethyl Ether Techniques above A Ranked in the same turn.
    Note: User cannot perform Fire/Lightning techniques in the same turn.
    Note: No Fuuinjutsu in the next turn or the turn before.
    Note: The Tag can only be removed by someone that has Fuuin Mastered and comes across the body of the unconscious target.
    __________________
    ~Approved~

    ==

    Jiechiruēteruton: Ethereal no Uteki (Diethyl Ether: Ethereal Rain)
    Type: Supplementary
    Rank: A
    Range: Mid - Long
    Chakra: 30
    Damage: 0
    Description: The user performs Tiger > Boar > Dog > Dragon handseals while channeling their Diethyl Ether chakra into the air to form a large cloud that hovers over a range selected by the user. The user will make liquid Diethyl Ether rain down at the range of their opponent and soak the area. The rain maintains a 5 meter diameter.
    Note: No Diethyl Ether A Rank and above can be used in the same turn
    Note: Can only be used 3x per battle.
    Note: Only lasts for 1 turn.
    Note: User must wait 3 turns after the technique ends to use this technique again.
    __________________
    ~Approved~

    ==

    Jiechiruēteruton/Fire: Giji Iyashi (Diethyl Ether/Fire Combo: Psuedo Healing)
    Type: Supplementary/Defense
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description: The user having taken a severe amount of damage, charges a vast amount of Diethyl Ether chakra throughout their body. The user manipulates their Diethyl Ether chakra to trip their body into believing that it has been healed completely by using the first and second turns of exposure to the forms (Gas or Liquid form) of Diethyl Ether, granting the user will be inability to feel or notice pain that affects their mind and body. With the surge of chakra throughout their body, the effects last longer than with minimal exposure. This technique does not heal the pain, only forces the user to not feel it for a period of time. The user's body will still act as it would otherwise if they had broken bones, they just would not be able to feel the pain. (ie if leg is broken cannot run, arm is broken cannot form handseals etc.) The user will then sends fire chakra to the wonded areas as a means to cauterize the user's wounds and stop them from bleeding.
    Note: Can only be used 2x per battle (once with Gaseous chakra, once with Liquid chakra).
    Note: No Diethyl Ether techniques can be performed the turn this is used or the turn after.
    Note: The effects last for 4 turns.
    Note: After the four turns are up, the user suffers from these effects as the pain returns
    *Gaseous- Arm/Hand paralysis for 2 turns. Leaves the body through immense sweating for 1 turn.
    *Liquid - Arm/Leg paralysis for 2 turns. Leaves the body through puking for 1 turn.
    Note: User must wait one turn after deactivation to use this technique again.
    ____________________
    ~Declined~
    Do not resubmit.


    Proof of effects approved by Nexus stages 1-2 of Gaseious Allowed.

    Proof of effects approved by Nexus stage 3 of Gaseous and stages 1-3 of Liquid Allowed
     
         
    Last edited by Riku..; 02-06-2013 at 01:49 AM.

  16. #441
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Lord of Kaos View Post
    1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage Points: 80
    Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
    1st clap: strong enough to knock back a man
    2nd clap: strong enough to knock back a couple of horses
    3rd clap: strong enough to knock over a house
    4th clap: strong enough to knock over a Kage's mansion
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *Only useable once a fight*
    *The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.

    ~Declined~

    If the pain is great enough that the user cannot use arm based taijutsu (punches, blocks, etc.) would they be able to lift thier arms to make hand seals for other jutsu? Either rework that restriction or add that they cannot form handseals as well.


    3. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
    Rank: A
    Type: Supplementary
    Range: Mid-Long
    Chakra: 30
    Damage Points: N/A
    Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. If the Byakugan were to look directly at, it would blind the user even longer than those without it due to the large amounts of chakra and the Byakugan being able to see chakra directly.
    *Blindness lasts one turn. Confusion of sensory last for 3 turns, as well as heightened blindness to Hyugas
    *Useable three times a battle without a wait period of at least 1 turn in between uses.*

    ~Declined~
    If the light is eminating from the chakra itself then you would most likely be blinded from it as well. Please explain how you handle the blinding light (if you you can see through it at all).

    1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage Points: 80
    Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
    1st clap: strong enough to knock back a man
    2nd clap: strong enough to knock back a couple of horses
    3rd clap: strong enough to knock over a house
    4th clap: strong enough to knock over a Kage's mansion
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *Useable twice a fight. If the 4th clap is used, only one usage may occur the entire fight
    *The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.
    *The friction and force from the claps cause damage to the user's hand and after using 1-2 claps, he cannot move his arms with enough speed to perform fluid taijutsu attacks and his handseal speed is slowed, taking him a few moments longer to string together handseals for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot move his arms above waist height without agonizing pain that subsides over the course of three turns, regaining more movement in his third turn, being able to raise his arms to chest height that turn. His handseal speed is further decreased, taking him twice as long to string together handseals.

    _________________
    ~Declined~
    The bottom two restrictions underlined contradict each other. Also, add that the user cannot use any wind techniques whatsoever for the next two turns if the fourth clap is used.


    2. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
    Rank: A
    Type: Supplementary
    Range: Mid-Long
    Chakra: 30
    Damage Points: N/A
    Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. Only Byakugan users would be able to escape the effects. The user focuses Kami Kaze chakra to their eyes and bends the chakra in a lense shape, allowing their eyes to pierce the chakra without being blinded.
    *Blindness lasts one turn. Confusion of sensory last for 3 turns
    *Useable three times a battle with a wait period of at least 1 turn in between uses.*

    __________________________________________________ __________________________________________________
     Approved 
    Hyuugas can pierce through chakra by focusing and using the telescopic ability of their eyes. So I editted that part.
     
         
    Last edited by Scorps; 04-19-2013 at 07:29 PM.

  17. #442
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Coyote View Post
    Kansou Houmen: Ra's Anshinritsumei | Arid Release: Ra's Enlightenment
    Rank: S - F
    Type: Offensive
    Range: Short - Long
    Chakra cost: 40 (50 if F)
    Damage points: 80 (100 if F)
    Description:
    The user will slap his hands together thus compressing the amount of Arid chakra immensely. When the user slaps his hands together he follows that up by preforming a short row of handseals Serpent → Tiger quickly and in merely less then a second high above the battlefield a reddish-orange star-like figure will appear from the heavens. When this figure appears the battlefield becomes extremely dry and the heat is intense. Any living creature other then the user will sweat/pant. Any foliage of any type plants/fungi/trees will begin to dry and wither quickly due to the chakra infused heat radiating from the object in the sky, weaker wood to a brittle and shinobi to dehydrated state much faster then nature intends. At anytime during this otherworldly experience, the user of this technique can preform a additional handseal - the Serpent handseal. If and when the user preforms this additional seal after the initial creation, from that figure in the sky highly compressed Arid chakra down in a translucent beam in which can near instantaneously suck the moisture from anything that carries water within it. When this happens, forests become small deserts, humans become mummified, and great bodies of water become a fraction of what they use to be. This beam can either hit a wide area in one flash fry or be more pinpointed on a certain thing. This technique has two parts - the first half and if the user so wishes the second half..

    Note: Lasts 3 turns
    Note: Suction of moisture from all things (techniques that involve the use of water such as certain KGs or other CEs cannot be used during certain turns based on how long the technique has been played on the field) from first half of technique is as followed - 1st turn|B-Rank and below - 2nd turn|A-Rank and below - 3rd & Final turn|S-Rank and below.
    Note: If use of Arid beam can only be used in the first 2 turns not during the 3rd and if used the technique stops afterwards.
    Note: No Arid techniques during this technique
    Note: No Arid techniques if Arid beam is used for 2 additional turns from the use of beam
    Note: Must have mastered Arid Release
    Note: Only usable/trainable by Coyote
    ______________
    ~Declined~
    Make it usable once per battle. Also, certain things need to be defined. The beam for one needs to be down-scaled (reducing forests to deserts is to much even for a forbidden rank technique) and then defined. As in a radius/diameter of the beam and where it strikes. And it's effect on foliage... by "weaker wood" do you mean wood techniques? If so, up to what rank? Finally, since I assume that this is one of the main purposes of the technique, describe the effect on people in the environment more, what you said (dehydration) is too loose of a description and can easily be abused.. On that note, you never actually explained why this does not have an effect on you, if you are in fact immune to it. Intense heat and nearly inhabitable conditions should have an effect on everyone, regardless of whether or not you created it. Finally, choose one rank. S or F.


    Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description:
    The user will preform one handseal and spread his Arid chakra up to long range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate me. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see and he can also make his allies have the ability to see through this heat wave.

    Note: Lasts 4 turns
    Note: User can stop at anytime
    Note: No wind technique for 1 turn
    Note: Only usable/trainable by Coyote.
    _______________________
    ~Declined~
    I'll allow you to see through this on the grounds that Zabuza could see through the hidden mist technique, however how do you just magically give your allies the ability to see through it? Furthermore, reduce it to mid-range and you have to make this happen over a certain period of time and gradually extend outward; not just making one hand seal and then bam they're in a desert no matter where your opponent is. Arid release takes moisture away; it doesn't just instantly raise temperature. But same as last time, how exactly are you immune to the effects of dehydration while in your own arid mist? Also, fix it with the proper chakra and rank correspondence.
    Kansou Houmen: Ra's Anshinritsumei | Arid Release: Ra's Enlightenment
    Rank: Forbidden
    Type: Offensive
    Range: Short - Long
    Chakra cost: 50
    Damage points:100
    Description:
    The user will slap his hands together thus compressing the amount of Arid chakra immensely. When the user slaps his hands together he follows that up by preforming a short row of handseals Serpent → Tiger quickly and in merely less then a second high above the battlefield a reddish-orange star-like figure will appear from the heavens. When this figure appears the battlefield becomes extremely dry and the heat is intense. Any living creature other then the user will sweat/pant. Any foliage of any type plants/fungi/trees will begin to dry and wither quickly due to the chakra infused heat radiating from the object in the sky. Humans become very dehydrated - meaning they become confused, preform slower and react slower - they don't die however. At anytime during this otherworldly experience, the user of this technique can preform a additional handseal - the Serpent handseal. If and when the user preforms this additional seal after the initial creation, from that figure in the sky highly compressed Arid chakra down in a translucent beam in which can near instantaneously suck the moisture from anything that carries water within it. When this happens, forests become flash fried, humans become mummified, and small bodies of water are evaporated. This beam can either hit a wide area in one flash fry or be more pinpointed on a certain thing. This technique has two parts - the first half and if the user so wishes the second half. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally. Once beam has been used, the heat wave ends.

    Note: Lasts 3 turns
    Note: Suction of moisture from all things (techniques that involve the use of water such as certain KGs or other CEs cannot be used during certain turns based on how long the technique has been played on the field) from first half of technique is as followed - 1st turn|B-Rank and below - 2nd turn|A-Rank and below - 3rd & Final turn|S-Rank and below.
    Note: The radius of the beam is 50 feet - roughly the diameter of a tower.
    Note: If use of Arid beam can only be used in the first 2 turns not during the 3rd and if used the technique stops afterwards.
    Note: No Arid techniques during this technique
    Note: No Arid techniques if Arid beam is used for 2 additional turns from the use of beam
    Note: Usable once per conflict
    Note: Must have mastered Arid Release
    Note: Only usable/trainable by Coyote

    __________________________________________________ __________________________________________________
     Declined 
    Still too powerful. Your description actually managed to make it worse...Mummify people? Flash fry forests? The size is too big and the technique needs a serious tone down. One more change. Also, forbidden rank is 90 damage, not 100.

    Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
    Rank: B
    Type: Supplementary
    Range: Short - Medium
    Chakra cost: 30
    Damage points: N/A
    Description:
    The user will preform one handseal and spread his Arid chakra up to mid range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate the user. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally.

    Note: Lasts 3 turns
    Note: Starts of in short range during the first turn then goes up to mid range during the second turn
    Note: User can stop at anytime
    Note: No wind techniques in the same and next turns
    Note: Only usable/trainable by Coyote.

    __________________________________________________ __________________________________________________
     Approved 
    Removed damage since the technique doesn't actually do damage to the opponents.

    New submissions:


    Kansou Houmen: Atsusa Gekido | Arid Release: Heat of Refinement
    Rank: A
    Range: Short - Long
    Type: Attack
    Chakra: 30
    Damage: 60
    Description: The User of this technique will focus their Arid chakra into their hand, making it highly condensed. The user will then extend his/her hand that the chakra has been condensed in a thrusting motion, releasing a beam of highly condensed arid chakra. This beam though only moves in one direction. Because its Arid chakra, it can easily evaporate/brittle A-rank and lower techniques that require water (Water element, Wood, Ice, etc.)

    Notes:
    - Usable 3x per battle
    - Only usable by Arid Release user
    - Only usable/trainable by Coyote

    __________________________________________________ __________________________________________________
     Approved 
     
         
    Last edited by Scorps; 04-19-2013 at 07:35 PM.

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    Re: Custom Element's Jutsu

    ( Masshuru-Muton:Senkyou no Nora ) Mushroom Style: Fields of Wonderland

    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the opponent from utilizing it as a source from Earth Jutsus, as well as melting through any previously active earth jutsu, neutralizing it. The net of fungus does not have parasitic abilities and the mushrooms don't have spore or poison release abilities.
    Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.
    *Can only be used thrice per battle*


    Approved
    Upgrading:

    ( Masshuru-Muton:Senkyou no Nora ) Mushroom Style: Fields of Wonderland

    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the user and the opponent from utilizing it as a source for jutsu, for example Earth Jutsus, as well as melting through any previously active earth and earth-based jutsu, neutralizing it, following the element's strengths and weaknesses. The net of fungus follows the characteristics of the main release fungus. The mushrooms that grow follow the characteristics described by normal alternative release mushrooms, without the poisonous or spore release aspect of it. The high metabolic characteristics of the mushroom element allow for a secondary use, allowing the net to retrieve and metabolize certain chemical, biological, toxic, mineral, etc substances present in the ground at the time of creation, and present them in the outer layer of the net, strengthening the net and giving it additional protection, following the characteristics of the metabolized substance, or simply re-locate the substance to another area of the net, depositing the substances there. (If the substances came from a technique, the absorption is restricted to a rank higher (case they're a strength), a rank lower (case they're enlisted as a weakness (Toxic, for example) or same rank (in neutrality).
    *Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.
    *The fungal net follows the same weaknesses and restrictions of the element (For example, while the net can be created over ground or water, it can't be created over lava. While metal and earth techniques can't pierce through the net, strong fire or lightning can).
    *Can only be used thrice per battle*
    ||Approved||

    (Masshuru-Muton: Shuju no Dokusei ) Mushroom Style: Toxic Dwarf
    Rank: A
    Rank: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Creates one large mushroom anywhere within range, with either a bright red top with orange particles, black with purple waves, white with yellow stripes, or grey with sporadic holes.

    If red, the mushroom will release a blinding mist of spores that will secrete a liquid that causes irritation to the eyes, nose and throat of anyone who inhales them.
    If black, the mushroom will release an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.
    If white, the mushroom will emit a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.
    If grey, it will act like a vacuum whenever the user preforms an handseal (counts as the same technique). Thus able to suck up any small particles in the air (Poison, toxines, sand, lethal chemicals) up to the maximum range of this technique, absorbing and neutrilizing them into their harmless by-products, up to one rank above of this technique.

    The mushroom will release it's toxins over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

    *Only one mushroom at a time*
    *Must wait 2 turns after the mushroom decays in order to use the jutsu again*
    *The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism[/spoiler]

    Approved
    (Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs

    Rank: A
    Rank: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

    • Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them. Throwing off scent-based abilities
    • Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will release an hallucinogenic-based cloud, a near odorless, near colorless mist with hallucinogenic properties, making the opponent see a party of dwarfs stabbing them with daggers and needles. The mist is slightly reddish, and the odor has a slight peppery scent to it.
    • Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud, potent itching toxin, which will irritably make those who are affected by it want to scratch themselves, making the skin brittle and creating ugly friction blisters
    • Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.
    • Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.
    • Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.
    • Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination


    *Only one mushroom at a time*
    *Must wait 2 turns after the mushroom decays in order to use the jutsu again*
    *The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism
    ||Approved|| I removed the Summons part.

    Also, after talking to Scorps, we both decided to work on better describing some of the effects that are generically stated in the CE submission of Mushroom, mimicking what was done with Diethyl Ether CE and the inhalation effects since with Mushroom we came across the issue of having too generic descriptions of certain aspects as abilities:

    Standard Chakra Absorption: Every turn of contact, the fungus steals the trapped organism half the chakra used in the overall production of the fungus (chakra cost of the techniques), which can be transfered to the user by direct contact, or allies by mediated contact with the user. Additional effect: If the fungus is not countered and the contact is not lost within the first turn of contact, the effect is more violent, the opponent becomes unable to modulate their chakra in for more complex techniques. The effect is more violent the higher the mushroom technique used with the standard Chakra Absorption. In terms of battle consequences, the contact with such fungus will make it harder for the target to mold his chakra and to produce techniques, being that the higher the technique, the harder it is to mold whilst under the effect of the chakra absorption fungus. While it will produce simple effects like removing the specialty bonus like the use of an element with only one handseal (making the enemy need to produce the technique with the required handseals), it will actually make it so hard for the opponent to mold and shape chakra that after awhile he'll need to add more handseals than the ones originally used for the technique he desires. The chakra consumption is always half that of the technique that gave birth to it (example an S-Rank tech would siphon 20 chakra per turn). Off course, uncountered contact is needed with the technique for at least one turn for effects to be felt. The user can also use this properties when mushroom techniques are interacting with opposing elements. In some applications, instead of countering a technique physically (through a direct clash), the user is able to use his mushroom techniques to siphon chakra from enemy techniques, disabling them. This off course, follows basic S&W. The chakra siphoned can't be used by the user directly but it can be used to power/increase the size and the strength of the mushroom technique that absorbed it, in this case adding half of the chakra points absorbed as bonus damage points. Reasoning is that Mushrooms are simplistic, yet effective, chakra eaters in narutoverse, much like they are organic eaters in RL.

    Water/Earth Growth: This ability is related to the origins of Mushroom Release but also the normal biological characteristics of the element in itself. When used from a passive water source, Mushrooms will always be twice as big and always possess much more moisture than normally. When used from normal, dry earth passive sources, the Mushrooms will not possess any kind of special bonus in size. However, the growth bonus also applies for Mushrooms techniques used from Mud and/or other combinations of Earth and Water passively existing in the field or produced by a now inactive technique. When used from active enemy Water and Mud (earth element) techniques as a counter, the Mushroom element can siphon the chakra and will have the same growth bonus, following S&W of the CE. However, when used in combination with the users own techniques of Earth or Water elements, the Mushroom will suffer a bonus in strength, not only in size. Water techniques B-Rank and above give +20 damage when used to power a mushroom technique, adding to the size of it as well. Earth techniques B-Rank and above with high contents of moisture (mud variations) will add +10. This is only valid, off course, for techniques used in a combo and relates to the normal weaknesses and strengths of the element and the guide for elemental interactions and mimics other elemental relations such as Fire and Wind or Water and Lightning.
     
         
    Last edited by RokuNR; 06-08-2013 at 02:46 PM.

  19. #444
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    Re: Custom Element's Jutsu

    (Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
    Type: Defensive/Offensive
    Rank: A
    Range: Short - Mid
    Chakra cost: 30 (-10 per turn)
    Damage points: 60
    Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb slightly with enough force to slightly fracture bones.

    Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
    Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
    Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
    Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.



    __________________________________________________ __________________________________________________
     Approved 
    Edited.
     
         
    Last edited by Scorps; 04-19-2013 at 07:38 PM.

  20. #445
    Otogakure -Cobalt-'s Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by -Cobalt- View Post
    Francium Release: Gathering | Francumiton: Saishuu
    Rank: D
    Range:Short-Long
    Type:Supplementary
    Chakra:10
    Damage:N/A
    Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
    1st turn: The user is able to preform D and C rank techniques.
    2nd turn: The user is able to preform B and A rank techniques.
    3rd turn: The user is able to preform S and Forbidden rank techniques.
    Note: Must be taught by -Cobalt-.
    Notence activated this technique will be in use for the following 3 turns leaving the user only 2 more techniques per move.
    ~Approved~ A very nice, simple and clean technique, well done.

    Francium Release Technique | Francumiton no Jutsu
    Rank:C
    Range:Short-Long
    Type:Supplementary
    Chakra:15
    Damage:N/A
    Description:After preforming 2 hand seals the user uses the Francium to create medium sized pillars,weapons,shields,walls,domes,spikes and tools of Francium. The constructions do not make a lot damage but can lead to an explosion if used with water.
    Note:Must be taught by -Cobalt-
    Note:Can only be used once per turn
    ~Declined~ It may not cause a lot of damage but you still need to include damage to the technique itself. Also I'd like you to clarify on the walls, domes, etc etc part. Exactly how many can you make?
    Francium Release: Francium Coating | Francumiton: Francium Tosou
    Type: Supplementary/Offensive
    Rank: C
    Range: Short
    Chakra:15
    Damage:30
    Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin.
    Notence activated it lasts 3 turns unless canceled by the user.
    Note:Must be taught by -Cobalt-.
    ~Approved~
    Francium Release: Field of Francium | Francumiton: Francium Hara
    Type: Supplementary/Offensive
    Rank: B
    Range: Long
    Chakra: 20
    Damage: 40
    Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion destroying anything it has covered. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In order to perform this technique the user needs to be in touch with the ground or object he is covering.
    Note: Can only be used 2 times per battle.
    Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
    Note: Must be taught by -Cobalt-.
    ~Declined~ Reword the "destroying everything in its path" part. Also, will this prevent yourself and the opponent from utilizing earth style? Depending on the rank of course.
    Francium Release: Kill Switch | Francumiton: Uchitoru Irege
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra: 15
    Damage: N/A
    Description: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it completely harmless. The user can reactivate the explosion ability by using this technique again.
    Note: Once used, it cannot be used again for the following 2 turns.
    Note: Must be taught by -Cobalt-.
    ~Approved~ Thank you sir for allowing me to read nice and simple techniques for a change.
    Quote Originally Posted by -Cobalt- View Post
    Resubmitting:

    Francium Release Technique | Francumiton no Jutsu
    Rank: C
    Range:Short-Long
    Type:Supplementary
    Chakra:15
    Damage:30
    Description:After preforming 2 hand seals the user uses the Francium to create medium sized pillars, weapons, shields, walls, domes, spikes and tools of Francium. The constructions do not make a lot damage but can lead to an explosion if used with water. The number of medium sized structures is limited to one per move (dome, wall and other larger constructions).
    Note:Must be taught by -Cobalt-
    Note:Can only be used once per turn.
    ~Approved~ Edited "Larger" to "Medium Sized". The technique won't be able to create multiple medium sized walls, etc etc but it will be able to be used to create more than one kunai and things that have low mass levels.

    Added the damage and restricted the creation of larger constructions.

    Francium Release: Field of Francium | Francumiton: Francium Hara
    Type: Supplementary/Offensive
    Rank: B
    Range: Long
    Chakra: 20
    Damage: 40
    Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion which will destroy only the objects covered by Francium. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In order to perform this technique the user needs to be in touch with the ground or object he is covering. In case someone uses Earth Release when this technique is activated (for example someone raises a plateau or pillar) only the top layer will be covered in Francium unless the user creates a thicker layer (more than half a meter beneath the ground). In that case B-rank and below Earth Release techniques cannot be used (within reason).
    Note: Can only be used 2 times per battle.
    Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
    Note: Must be taught by -Cobalt-.
    ~Approved~
    Rephrased the part you asked me to and added the Earth Release thing. I'm glad you enjoyed my submissions ^^.

    New techniques:

    Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu
    Type:Supplementary/Offensive/Defensive
    Rank: A
    Range:Short
    Chakra:30
    Damage:60
    Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode.
    Note: Must be taught by -Cobalt-.
    Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.
    ~Approved~ Edited a bit.
    Francium Release: Francium Arms | Francumiton: Francium Heiki
    Type: Supplementary/Offensive
    Rank: B
    Range: Short-Mid
    Chakra:20
    Damage:40
    Description: The user performs a hand seal and uses the gathered Francium to create silver colored arms. The arms can be created from the users body to be used to create hand seals, throw tools or help in taijutsu. The arms can also be created from the ground though they will be much larger and able to sustain more damage. The arms created from the ground are used to restrict the opponents movement and grab him. They can be used to crush the opponents limbs. If they get touched by water they will explode.
    Note:Must be taught by -Cobalt-.
    Note:Can be used three times per battle.
    ~Declined~ Too many similar techniques exist.
    Francium Release: Francium Body| Francumiton: Francium Karada
    Type:Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small to medium sized objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects go up to mid range no matter of the size. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
    Note: Must be taught by -Cobalt-.
    Note: Can only be used once every two turns.
    Note: Two objects can be created per usage of technique.
    Note: Can be used three times per battle.
    ~Approved~ Added note
    Just an explanation to this technique: I want to create tools of Francium with a large explosive ability. Thus the reason why it is A-rank.

    Greater Francium Release Technique | Kyousei Francumiton No Jutsu
    Type: Supplementary/Offensive/Defensive
    Rank: A
    Range:Short-Long
    Chakra:30
    Damage:60
    Description: After performing 2 hand seals the user is able to create stronger and more durable objects of Francium such as pillars, weapons, shields, walls, domes, spikes and tools of Francium. The number of larger constructions is limited to one per move (walls, domes, etc.)
    Note:Must be taught by -Cobalt-.
    Note:Can only be used once every two turns.
    Note: Can be used three times per battle.
    ~Approved~ Added note

    Francium Release: Loss of Control | Francumiton: Sonmou Shihai
    Type: Supplementary/Offensive/Defensive
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: This technique is a technique applicable only to previously created bodies of Francium. The user removes the control of chakra from the Francium and lets it turn into a liquid, sticky substance which has a silvery glow (similar to the one created with the technique "Syrup Capture Field"). The user can use this technique to either capture the opponent (when they are in the liquid Francium the user uses this technique again to make it solid) or reform the Francium into another shape from a distance. This technique also allows to reverse the process by turning the liquid Francium into solid again. If any of the liquid Francium touches the opponents skin it will cause a burning sensation on that spot creating 3rd degree burns.
    Note: Must be taught by -Cobalt-.
    Note: Four times per battle only.
    Note: One conversion per usage
    ~Approved~ Added note


    Francium Release: Francium Coating | Francumiton: Francium Tosou
    Type: Supplementary/Offensive
    Rank: C
    Range: Short
    Chakra:15
    Damage:30
    Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin. When the Francium attaches to the skin of the opponent it will cause 2nd degree burns and horrible pain. The user can cancel this technique with a simple hand seal.
    Note: Once activated it lasts 3 turns unless canceled by the user.
    Note: Must be taught by -Cobalt-.

    __________________________________________________ __________________________________________________
     Approved 


    Francium Release: Kill Switch | Francumiton: Uchitoru Irege
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra: 15
    Damage: N/A
    Description: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it completely harmless. The user can reactivate the explosion ability by using this technique again.
    Note: Can only be used once per turn.
    Note: Must be taught by -Cobalt-.

    __________________________________________________ __________________________________________________
     Approved 


    Francium Release Technique | Francumiton no Jutsu
    Rank: C
    Range: Short-Long
    Type: Supplementary
    Chakra:15
    Damage: 30
    Description: This technique allows the user to use the Francium to create pillars, weapons, shields, walls, domes, spikes and tools of Francium which are just as versatile as Mokuton. The constructions do not make a lot damage but can lead to an explosion if used with water. The user cannot use this to create constructions larger than himself.
    Note:Must be taught by -Cobalt-
    Note:Can only be used once per turn.

    __________________________________________________ __________________________________________________
     Approved 


    Francium Release: Field of Francium | Francumiton: Francium Hara
    Type: Supplementary/Offensive
    Rank: B
    Range: Long
    Chakra: 20
    Damage: 40
    Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion which will destroy only the objects covered by Francium. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In case someone uses Earth Release when this technique is activated (for example someone raises a plateau or pillar) only the top layer will be covered in Francium unless the user creates a thicker layer (more than half a meter beneath the ground). In that case B-rank and below Earth Release techniques cannot be used (within reason).
    Note: Can only be used 2 times per battle.
    Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
    Note: Can only be used once every 2 turns.
    Note: Must be taught by -Cobalt-.

    __________________________________________________ __________________________________________________
     Approved 


    Francium Release: Francium Body| Francumiton: Francium Karada
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects go up to mid range no matter of the size. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
    Note: Must be taught by -Cobalt-.
    Note: Can only be used once every two turns.
    Note: Four objects can be created per usage of technique.
    Note: Can be used three times per battle.

    __________________________________________________ __________________________________________________
     Approved 

    ________________________

    Note to checker: Only changing a few things on some techniques, though I quoted all of them.
     
         
    Last edited by Scorps; 04-19-2013 at 09:11 PM.

  21. #446
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Solf J. Kimblee View Post
    Silicone Release: Body Shield (Shirikon: Bodi Toku)
    Rank: A
    Type: Defense
    Range: Short
    Chakra cost: 30 (30 per turn)
    Damage points: N/A
    Description: The user raises silicone sand over their body. The user can make the sand over the body, look like a knights armor or a different shape of armor(if the user makes a knights armor it will have flexibilty so the user can move still). It looks like the user is wearing a white(color of silicone sand) armor and it also weights down the user because it weights 75 lbs and lowers the user`s speed one rank.
    -It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu.
    -Only lasts four turns
    -Only used three times per battle
    ____________
    -Approved-
    Silicone Release: Body Shield (Shirikon: Bodi Toku)
    Rank: A
    Type: Defense
    Range: Short
    Chakra cost: 30 (30 per turn)
    Damage points: N/A
    Description: The user cover silicone sand over their wholebody. The user can make the sand over the body, look like he/she isn't wearing any armor at all. This technique also weights down the user because of its weight and this lowers the user`s speed, one rank. When the armor is attack and enough damage has been done to it, anyone can see the armor true color and where it is.
    -It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu(first gate or anything that has the strength is able to crack and pill it and second gate or anything that has the strength can completely destroy it).
    -Only lasts as long as the user has chakra to keep it up
    -Only used three times per battle

    __________________________________________________ __________________________________________________
     Update Declined 
     
         
    Last edited by Scorps; 04-19-2013 at 07:38 PM.

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    Re: Custom Element's Jutsu

    I got a feeling these will be declined but it's worth a try xD

    1. Kougyokuton: Barad Dur | Corundum Release: Dark Tower
    Rank: Forbidden
    Type: Supplementary/Offensive/Defensive
    Range: Short-Mid
    Chakra Cost: 50
    Damage Points: N/A (90 to opponent if spikes hit them or they fall into trench with spikes)
    Description: The user makes a short string of 5 handseals, and spreads large amounts of chakra throughout the earth, converting it to Corundum. After spreading such copious amounts of chakra, the user then makes the snake handseal, causing an earthquake along the field. This earthquake does no damage however, it is what caused the earthquake that makes this jutsu so dangerous. After making the snake handseal, the user causes a massive black tower of Corundum to quickly rise from the ground, standing at over 50 feet high, looking as if it's a monument dedicated to the dark arts. The tower resembles a castle's tower, being very grand in it
    s appearance and size. As the tower grows, it causes an earthquake along the earth that causes no damage, unless the enemy is underground when the tower grows of course. The bottom of the tower has a 10 meter deep trench encircling it, filled with Corundum spikes. Upon reaching culmination, the tower emits a pulsating vibration from it until it is destroyed, allowing it to sense the location of anything within long range of it and in contact with the earth. As long as the user is in contact with the tower, any damage done to it will reform as the user will be continuously streaming chakra to it and the user's corundum attacks gain a +10 bonus to them due to the constant channeling of chakra from the tower to the user and from the user to the tower and providing the user with a medium for releasing said corundum jutsu. The tower's reforming ability counts as a jutsu per turn of the user if he choices to fix the damage of the tower, otherwise the damage happens and the user can still use his normal three jutsu per turn. The user can also make the tower protrude A-ranked spikes from it, skewering any foe in close range of it. The tower also enables the user to perform several jutsus only capable of being used after the formation of the tower (each to be submitted as it's own technique).
    *Tower lasts until destroyed or 2 turns without direct contact from the user*
    *Can only be used once per battle*
    *Can only use 1 jutsu in the turn this is used*
    *After using, the user is left slightly fatigued and cannot use any Corundum jutsu that turn*
    *After being destroyed, the user can only use jutsu of A-rank and below the next turn and only 2 jutsu per turn for two turns*
    *Can only be repaired 2 times a battle*
    *The user cannot repair damage done by Forbidden jutsus or S-rank jutsus from elements that are strong against Corundum*

    Image of tower:


    Enlarged image link: http://www.lotrscenerybuilder.org/im...on_I_large.jpg

    __________________________________________________ __________________________________________________
     Declined 
    Scale is too big. Also, you convert the earth into corundum...all of it? Like all of the field?

    2. Kougyokuton: Barad Dur: Sauron's Manako| Corundum Release: Dark Tower: Sauron's Eye
    Rank: A
    Type: Supplementary/Offensive
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: After using the Dark Tower jutsu, the user activates the special jutsu after special conditions are met. A special ability of the tower is that after 2 turns of maintained contact with the user, it will have absorbed enough chakra to project an image atop the tower of an eye that looks towards the enemy, casting a genjutsu that the enemy will have trouble noticing is active. The effects of the genjutsu take place over two turns. The first turn, seemingly nothing happens to the enemy as he will still see the surroundings and the user of this technique in the same position as when the eye was activated, albeit the user now yelling at the target and throwing several kunai and various other ninja tool. What actually is happening is the eye activates the lower chamber of the tower to open up and several ropes erupt outwards in an attempt to bind the enemy. As the ropes grab the enemy, his chakra begins to be drained, preventing him from using ninjutsu of S-rank and higher while the ropes are upon him. The second turn continues the genjutsu, in which the enemy sees the user now breaking out into fits of hysteria, going berserk as the eye seems to punish him by means of a fire burst from his eye for not finishing the job by then. In actuality, the ropes that were binding the enemy now begin to drag him into the lower chambers of the tower, imprisoning him as he is drained of chakra, trapping him in the tower.
    *can only be used twice*
    *After using, the user cannot use any jutsu related to the Tower for 2 turns or Corundum in the same turn as this*
    *The user cannot use any Corundum jutsu that are offensive or cause direct damage to the foe while this jutsu is active.*
    *Cannot use any summoning or fuuinjutsu for two turns after using this and one turn before*

    Picture of the eye above the tower:


    __________________________________________________ __________________________________________________
     Declined 
    Tower wasn't approved

    Updating the below tech due to poor grammar and english.

    Quote Originally Posted by ~Hasashi~ View Post
    (Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points:N/A
    Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the force, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of it.
    ~the opponent can't use earth jutsu while this is in affect, as they can't manipulate Cory Dom, however the user can utilize any earth technique(I'm the form of corundum) from it as he can manipulate corundum.
    ~the user can sense the opponent by his vibrations, so an opponent without chakra can be sensed as well(I.e. Zetsu usin mayfly)
    ~all earth jutsu would be +10
    ____________
    -Approved-
    (Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points:N/A
    Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the appearance or its strength, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of the corundum created earth.
    ~the opponent can't use earth jutsu while this is in affect, as they can't manipulate corundum, however the user can utilize any earth technique(in the form of corundum) from it as he can manipulate corundum.
    ~lasts 4 turns and can only be used twice. After the 4 turns end, the corundum earth becomes inert and can be used by both parties for earth techniques with no additional properties.

    __________________________________________________ __________________________________________________
     Approved 
     
         
    Last edited by Scorps; 04-19-2013 at 09:16 PM.

  23. #448
    W Ø Я S T B Ξ H Δ V I O R Drizzy's Avatar
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    Re: Custom Element's Jutsu


    [Magnisuton: Magunesiumu Chiri] - Magnesium Dust Release: Magnesium Dust
    Type: Supplementary
    Rank: B
    Range: Short - Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user releases their chakra into the earth, using their chakra to bring forth an abundance of magnesium in the form of a powder like dust, which settles over the battlefield creating a layer of magnesium. The magnesium dust layer remains rather compact, preventing it from moving or being simply being brushed away by anyone other than the user. The dust cuts off contact with the earth preventing anyone other than the user from performing Earth Jutsu. The user is also capable of making the dust rise up from the ground, so that instead of forming a protective dense layer of magnesium over the earth, the user instead creates a cloud of lingering magnesium. The layer/cloud of magnesium serves as a source of magnesium, and allows for quicker and more proficient use of magnesium techniques. While it also has a pressure sensing effect, so that the user is aware of anything that comes within direct contact of the magnesium. Alternatively the user can release the magnesium dust from their mouth. The amount of magnesium that is called forth by the user is subject to the users intentions.

    ________________________________________________
     Declined 
    The technique does too much. Pressure sensing is an earth custom so it can't be added there. Also, this resembles a carbon (if memory serves me right) technique. If this is to serve as the basic technique of the element, then you need to make it so that it simply calls forth magnesium from the ground that your use to attack or defend and that stays on the battle field to be used for other techniques. For a B-Rank its too packed up with things. I don't have a problem with the dual use (from the ground or mouth) but you effectively have here 4 techniques roled up in one.

    [Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Magnesium Creation
    Type: Offensive | Defensive | Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30 (-10 per turn to maintain)
    Damage: 60
    Description: The user creates objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

    Note:
    - Can only be used 6x
    - Only one object per use

    ________________________________________________
     Approved 


    [Magunisuton: Ranbou Tenka] - Magnesium Dust Release: Violent Ignition
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: A technique where the user is capable of further manipulating magnesium techniques used within the next three turns so as to cause them to ignite at the cost of extra chakra. When the user uses a magnesium technique, by sacrificing more chakra, upon creation the user manipulates the magnesium dust causing the powder to rub against the other particles frantically as it forms into its desired shape. This creates friction, which in turn creates heat or possibly even static electricity. Thanks to the ease at which magnesium can be ignited it quickly sets alight, allowing for the creation dazzlingly bright, blazing constructs of magnesium. Alternatively this technique can be used on an already existing magnesium technique, but in turn will only affect that technique and no other.

    Note:
    - Can only be used three times per battle

    ________________________________________________
     Declined 
    There is a confusion in your description. Up to the last sentence this seems to be usable on existing magnesium dust techniques by adding more chakra and making it go boom but then you say "Alternatively this technique can be used on an already existing magnesium technique, but in turn will only affect that technique and no other." where the description already hints to it. From what i see, this is a technique where you ignite magnesium, be it from a technique or present in the field, making it go boom. The more the magnesium, the more the damage. Simple. Basically a case of simplifying the technique.

    [Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Greater Magnesium Creation
    Type: Offensive | Defensive | Supplementary
    Rank: S
    Range: Short-Long
    Chakra: 40 (-15 per turn to maintain)
    Damage: 80
    Description: The user creates stronger and larger objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

    Note:
    - Can only be used 4x
    - Can create up to 2 objects per use.
    - No Fire and Earth techniques above S-Rank same and next turn.

    ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 05-09-2013 at 10:35 PM. Reason: Edited at request of creator before check.

  24. #449
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Zero Kelvin View Post
    (Amatsu Fūton: Sakyū no Kyūei) Empyrean Wind Release: The Song of the Sand Dunes
    Rank: A
    Type: Supplementary
    Range: Short- Mid (short-range around the designated area)
    Chakra cost: 30
    Damage points: N/A
    Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 30 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
    -The user can, with one (1) handseal, push the soil and earth upwards again. This counts as one of the three moves allowed per turn.
    -As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn. Furthermore, the user will only be able to use two (2) techniques during the following turn.
    -Can only be used twice (2) per battle.
    ~Approved~ If you are not satisfied with my edits, please feel free to VM me and I will change my verdict.
    (If half a kilometer is unsatisfactory, could you please switch it with 'several hundred meters downwards'? Thanks beforehand)

    (Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) Empyrean Wind Release: The Breath of Paarthurnax
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A
    Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind one hundred meters in the air. By using the air itself alongside the incredible suction power of Empyrean Wind, the shape quickly begins to attract and gather odorous molecules in its core. Through its rotation, the shape uses the air itself to gather all odorant molecules alongside moisture and most vapors. This in itself makes it impossible for any odors to be spread around the field, as they are immediately pulled directly upwards into the atmosphere. Humidity, too, will be absorbed by the shape, which only adds to the dry environment created by this technique. Finally, the shape draws insects and big concentrations of harmful germs/particles/spores to it, killing and destroying them in the process with the ripping nature of Empyrean Wind.
    -This technique's ability to draw in insects only accounts for insects that are not being used for any techniques.
    -The user can, with one (1) handseal, disperse the entire shape, causing the gathered humidity to fall onto the ground as a source of water.
    -The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any Empyrean Wind Techniques during the turn this technique is activated.
    -The shape lasts for four (4) turns.
    -Can only be used once (1) per battle.
    ~Approved~ Made some minor changes.
    New Submissions:

    (Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
    Rank: A
    Type: Supplementary/Defensive
    Range: Short-Long (Mid range around the designated area)
    Chakra cost: 30
    Damage points: N/A
    Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
    -Pulling a technique upwards counts as one of the three moves allowed per turn.
    -The user cannot use S-ranked or above Empyrean Wind during the following turn.
    -The technique lasts for three (3) turns.
    -Can only be used twice (2) per battle.
    ~Approved~ Made some edits, same as above regarding my verdict.
    (If five turns are over the top, could you please switch them with 'four (4)'? Thanks beforehand)

    (Amatsu Fūton: Jinkō Akari) Empyrean Wind Release: Artificial Lights
    Rank: A
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust and leave nothing behind but ashes. The shape of Empyrean wind will keep the needed matter in and the unneeded matter out. The decreased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, provided they survive. This technique can also be used to create an area devoid of Oxygen.
    -Must wait one turn before reuse.
    -The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.
    ~Declined~
    (Amatsu Fūton: Mōshin no Miko) Empyrean Wind Release: The Blind Faith of Theresa
    Rank: A
    Type: Supplementary/Offensive
    Range: Short/Mid (Can be directed/thrown to Long range)
    Chakra cost: 30
    Damage points: 60
    Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind and maintain them for a few precious moments. The objects made through this technique possess the ability to draw Natural Energy and Chakra from everything touching them, being able to suck techniques dry of Natural Energy and wreak havoc on ongoing Gentle Fist techniques.
    -Must wait one turn before reuse.
    -The objects can only affect Gentle Fist techniques and techniques based on Natural Energy.
    ~Declined~ Remove everything about sucking natural energy, and also make up your mind with the ranges. Its either mid, or long.
    (I'm quoting this because it's the submission wherein the techniques were approved)
    Quote Originally Posted by Zero Kelvin View Post
    Editing/Resubmitting:
    (Amatsu Fūton: Sakyū no Kyūei) - Empyrean Wind Release: The Song of the Sand Dunes
    Rank: A
    Type: Supplementary
    Range: Short-Mid (Can be placed Mid-range all around an area at Mid-range)
    Chakra cost: 30
    Damage points: N/A
    Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
    -The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
    -As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn.
    -Can only be used twice (2) per battle.
    __________________
    ~Declined~
    Sorry, I agree with Mathias's edits on this one.


    (Fūinjutsu/Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) - Sealing Technique/Empyrean Wind Release: The Breath of Paarthurnax
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A
    Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. Through its rotation, the shape can use the air itself to gather all odorant molecules alongside moisture and most vapors. This makes it impossible for any odors to be spread around the field, as they are immediately drawn directly upwards into the atmosphere. Humidity and rain, too, can be absorbed by the shape, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores to it. This technique, however, can only attract the objects mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form a unique sealing array that seals all the incoming objects and material into itself.
    -Switching between the three options counts as a move.
    -The user can form a single handseal to unseal everything the three arrays have stored. This counts as a move.

    -The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
    -The shape lasts for four (4) turns.
    -Can only be used once (1) per battle.
    ____________________
    ~Declined~
    Just one thing, when releasing all of the odors, vapors, gases, etc. is the result just all of them seeping out into the area? Or is there some sort of powerful S-rank impact to accompany the release of the gases?


    Resubmitting:
    (Fūinjutsu/Amatsu Fūton: Mōshin no Miko) - Sealing Technique/Empyrean Wind Release: The Blind Faith of Theresa
    Rank: A
    Type: Supplementary/Offensive
    Range: Short/Long
    Chakra cost: 30
    Damage points: 60
    Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to materialize long strings of chakra-based Kanji on the object, increasing its life-span. The more chakra and focus spent on this technique, the more visible and vicious the result of this technique will be.
    -Must wait one turn before reuse.
    -Can only last for three turn.
    _________________
    ~Declined~
    First off, there needs to be a limit on the size of the beast or object that you can create. And a reasonable limit for an A-rank jutsu at that. Furthermore, the last sentence underlined doesn't really... make sense here. You mention no where else about being able to focus varying amounts of chakra or focus for a sustained period of time in this. So... either you need elaborate on what you mean there or take that out.


    New submission:
    (Fūinjutsu/Amatsu Fūton: Kurohitsugi) – Sealing Technique/Empyrean Wind Release: Black Coffin
    Rank: S
    Type: Defensive/Offensive
    Range: Short/Long
    Chakra cost: 40
    Damage points: 80
    Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great arrays of chakra-based Kanji to appear around a specific point. Upon creation, the arrays arrange themselves into forming the frame of a big, rectangular box. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of many sealing arrays, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The frame of sealing arrays is designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
    -It’s possible to confine the Empyrean Wind to the outer surface of the box, thereby pulling matter towards the box and safeguarding matter inside it.
    -Can only be used once per battle.
    -No other Empyrean Wind techniques during the following turn.
    __________________
    ~Declined~
    Nice idea. However, the box's size needs to be defined/restricted. Also the effect of reversing the technique (you mention it in your first side note) need to be stated. How far away can the matter that the box pulls in be? What happens when the objects are pulled in? Are they simply drawn in with some minor damage from falling is there some sort of impact?
    Quote Originally Posted by Zero Kelvin View Post
    (Amatsu Fūton: Tenrai Oozara) Empyrean Wind Release: Celestial Discoids
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: 60
    Description: After forming a single handseal, the user releases several concentrated medium-sized flat discs of empyrean wind from their mouth that can be directed toward any place the user wishes to attack the opponent from all sides. The discs will slice through any object in their path and almost seem as if the object was cut through but were actually ripped apart on a molecular as it paves through the object.
    ~Can only be used five times per battle.
    ~Declined~ How many exactly? And lets be real here, they can't slice through any object.
    (Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: 60
    Description: After forming a single handseal, the user releases a massive blast of empyrean wind, slightly larger than Pressure Damage, that is shaped in the form of a dragon's head. The massive blast of empyrean wind will rage toward the target and cannot be satisfied until its hunger is quenched. This technique is so powerful that it has been said that it was used to pave an enormous tunnel straight through a large mountain in order to making traveling from one side to the other easier.
    ~Can only be used five times per battle.
    ~Approved~ I don't want to see any funny business with the background story of paving a tunnel through a large mountain.

    (Amatsu Fūton: Muon Maru) Empyrean Wind Release: Soundless Circle
    Type: Offensive/Supplementary
    Rank: Forbidden
    Range: Short-Long
    Chakra cost: 50
    Damage: 90
    Description: After clapping his hands together, the user creates a small, visible sphere of Empyrean wind. The sphere will be about the size of a football at its creation. Immediately after being created, a slightly bigger sphere of Empyrean wind is created around the original one, encasing it like a second layer of skin with no space between the two layers. More and more layers are subsequently added to the technique in quick succession afterwards. Small ripples in the immediate vicinity of every layer heralds their coming to the world. The ripples also appear right before the original sphere is born, warning vigilant enemies of its coming. All the layers are individual structures in their own right. Therefore; each sphere has its own center. All the midpoints, one for each layer, are placed around each other, forming their own circle with a small hollow space in the very center. The small hollow space will, as the technique swallows more and more mass, slowly be filled with extremely compressed matter, forming a kind of core. The extreme amount of compresison means, that while the core might not be very big, it's extremely heavy and unstable because of its forceful creation. When enough layers have been added and enough mass has been gathered, the user performs a single handseal, which causes all the layers to be compressed into countless microscopic spheres with each their center, encasing the core of mass, thereby forcefully ripping it apart. The second the core is ripped into countless pieces, the rings disperse, as to not gather all the microscopic shards at their center, but still letting them retain their velocity and lethality The extreme speed with which the core is destroyed sends countless of extremely heavy, microscopic projectiles flying in all directions, covering the entire area in a deadly rain of death. The user can control which sides of the core the microscopic rings gather at when he compresses them around the core of mass, to avoid killing himself with his own technique.
    ~Can only be used once.
    ~No Empyrean Wind technique for 4 turns after this technique has been used.
    ~The sheer concentration and chakra this technique requires severely tires the user and damages him for 20 points.
    ~No A-ranked or above wind techniques can be used the turn after this has been used.

    ~Declined~ How many layers can you exactly stack together? How long does this technique take to be fully finished? Microscopic projectiles? I don't think so. Lastly, 20 damage to the user? I'm expecting to see some real physical drawbacks from this technique on re-submission.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

    Resubmitting/Editting:
    (Amatsu Fūton Sakyū no Kyūei) - Empyrean Wind Release The Song of the Sand Dunes
    Rank: A-Rank
    Type: Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
    -The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
    -Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
    -No Forbidden-ranked Empyrean Wind techniques during the following turn.

    -Can only be used twice (2) per battle.

    __________________________________________________ __________________________________________________
     Approved 


    (Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
    Rank: S-Rank
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A
    Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation, the dragon can use the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field, as the dragon immediately draws them into itself. Humidity and rain, too, can be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores into itself. This technique, however, can only attract the things mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form sealing formulas that seals all the incoming material inside the dragon.
    -Switching between the three options counts as a move.
    -Absorbing a technique/combination counts as a move.
    -The dragon can maximally absorb techniques of S-ranked strength.

    -The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything inside the dragon into the area.
    -The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
    -The shape lasts for four (4) turns.
    -Can only be used once (1) per battle.

    __________________________________________________ __________________________________________________
     Approved 


    (Amatsu Fūton Doragon Unari) - Empyrean Wind Release Dragon's Roar
    Type: Supplementary/Offensive
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: N/A (Depends on the gathered gas)
    Description: After forming a single handseal, the user releases a massive gust of Empyrean Wind, slightly larger than 'Wind Style: Pressure Damage', that is shaped in the form of a dragon's head. The massive gust of Empyrean Wind will rage around the field and cannot be satisfied until its hunger is quenched. This technique is designed to gather gaseous molecules whose consistency differs from that of air through the unique rotation of Empyrean Wind. By inhaling deeply the turn after this technique has been used, the user is able to gather and compress the gathered gases and air into a compressed ball that can be exhaled as a large cloud immediately afterwards. By storing the gas in the Oxygen-forsaken core of the Empyrean Wind, the user is able to preserve the gas' properties for when it's exhaled.
    -Can only be used three (3) times per battle.

    __________________________________________________ ________________________________________________
     Declined 
    I don't understand it. You need to rewrite it.

    Resubmitting:
    (Amatsu Fūton Mōshin no Miko) - Empyrean Wind Release The Blind Faith of Theresa
    Rank: A-Rank
    Type: Defensive-Offensive
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air, this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to condense the objects created by the technique, increasing their life-spans.
    -Must wait one turn before reuse.
    -Objects last for the turn they are used and can only be created short range from the user.

    __________________________________________________ ________________________________________________
     Approved 


    (Fūinjutsu/Amatsu Fūton Kurohitsugi) – Sealing Technique/Empyrean Wind Release Black Coffin
    Rank: S-Rank
    Type: Defensive-Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of seals are designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
    -It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
    -Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
    -No other Empyrean Wind techniques during the following 3 turns.
    -Cannot mold chakra above S-Rank for the same and next turn.

    __________________________________________________ ________________________________________________
     Approved 


    (Amatsu Fūton Jinkō Akari) - Empyrean Wind Release Artificial Lights
    Rank: A
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out. The increased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, warning them of the imminent danger.
    -Must wait one turn before reuse.
    -The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.

    __________________________________________________ ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 04-19-2013 at 09:26 PM.

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    Re: Custom Element's Jutsu

    Silicon Release: Grab (Shirikon: Gurabu)
    Rank: B
    Type: Supplementary/Defense
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user using the silicon sand they have already under their control, grabs hold of someone or something. The silicon sand must already have the user chakra into it or no chakra at all.

    __________________________________________________ ________________________________________________
     Declined 
    Too generic. Needs definition

    Silicon Release: Protect (Shirikon: Mamoru)
    Rank: A
    Tye: Defense
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user using the silicon sand they have already under their control, and makes a defense of some sort. The defense can be in any shape or form. The user must know where the attack is coming from to be able to make the defense. The silicon sand must already have the user chakra into it or no chakra at all.

    __________________________________________________ ________________________________________________
     Declined 
    Why is this long range?
     
         
    Last edited by Scorps; 04-19-2013 at 09:26 PM.

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