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  1. #451
    Yūsuke's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Yūsuke View Post
    (Tsukene : Mizuhoryuu) - Root Release : Water Reserve
    Type : Supplementary
    Rank : B
    Range : Short - Long
    Chakra cost : 25
    Damage points : N/A
    Description : With this technique, the user is able to collect water found underground. The purpose of this technique is to act as a water source for water techniques for the user, without having the enemy realize it. All water will be stored within an single, enormous root which can be found underground at the desired location the user wants it to be. When the user activates the water technique that requires a water source, the root will open itself, releasing all the water which burst into the surface and hence the water technique that the user wants to use will happen starting from there. After the water technique is done, the user is able to call roots connected to the large root that stores the water, to emerge out of the ground and suck whatever water that it is able to get a reach of, back into the reserve. of Enemies are unable of controlling the water stored within the reserve as the root that holds it is layered with the user's chakra that is capable to deflecting away incoming chakra that is targeted towards the water.

    Note : Must know Root Release
    Note : Can only be used or taught by -Yusuke-
    Note : Water within that root can only be utilized by the user
    Note : Once created, the root will last there as long as it is not used or is not released
    Note : Requires at least a turn after activation for a water source, two turns for a large water source
    ___________
    -Approved-
    Remaking the above technique; I don't want two customs to have the same primary ability. (Retrieving water)

    (Tsukene : Zennou Kyanon) - Root Release : Almighty Cannons
    Type : Offensive / Defensive / Supplementary
    Rank : S
    Range : Short - Long
    Chakra cost : 40
    Damage points : 80
    Description : There are multiple stages to the completion of this technique. First, the creation of a large, hollow root that remains dormant underground, gradually filling itself with water at an incredible pace. All around the large root are several other roots that branch out at various directions. No matter the level of aridness of the terrain, this root will manage to retrieve the water it desires underground, as its sense of water has been further enhanced by chakra. After the time taken to collect the water, the user performs a single handseal, which sends a chakra signal to all the roots. Upon receiving the signal, several or a single root will erupt out of the ground, surrounding the target. The distance between the root and the target will be at least short-range or more. If the user decides to utilize multiple roots for the technique, they will be positioned to form a somewhat, 'circle' around the target, with the circle having the radius of short-range (or more). These roots are connected to the large, main root that holds the water underground. Even while the roots are emerging, they are already undergoing the process of being pumped with water, creating enough pressure for it to be launched as a jet of water, which will momentarily subdue the target, though, not killing them, as there is a true, hidden meaning behind the technique. During the process of all the above shards of roots have been created out of the roots themselves and hidden within the core of the water jets. With the pressure applied by the water jets, it will be enough to pierce these shards into the opponent. Due to the pain felt by the enemy because of the jets of water, it conceals the pain produced by the root shards. The user can choose to silently leave the root shard there for however long they wish, or perform another handseal to activate the root shards. The root shards grow multiple roots that seem to come out of the target's body (since that's where the shard is), and they bind the target, strangling their body, leading to consequences the situation makes for (usually unconsciousness or breaking of bones).

    Note : Can only be used twice per battle
    Note : Requires at least one or more turns to retrieve the water
    Note : The strength of the root shard levels the power of A-rank
    Note : Water Release techniques of any rank may not be used in the same turn
    Note : Root Release techniques higher than A-rank may not be used in the same turn
    Note : Cooldown interval between usages of at least one turn after technique completion

    __________________________________________________ ________________________________________________
     approved 
    Other technique is therefore declined and non existent
     
         
    Last edited by Scorps; 04-24-2013 at 08:07 PM.

  2. #452
    ロロノア・ゾロ Caliburn's Avatar
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    Re: Custom Element's Jutsu

    (Shinkuuton: Rushifa no Kogan) - Vacuum Release: Lucifer's Testicles -

    Rank: B
    Type: Offensive/Supplementary
    Range: Medium/Long
    Chakra Cost: 20 (+5)
    Damage Points: 40
    Description: The user creates a spherical vacuum with blunt protrusions (see picture) that have max the size of a human hand. These vacuums act the same like grenades, the difference is that, instead of exploding, they implode. Outside that, due to the properties of a vacuum, the user doesn't necessarily need to throw them and can create them anywhere where there are mainly air molecules (so logically it can't be made on the opponent itself). When the user makes a single handseal, the vacuum implodes, creating a strong suction force that's strong enough to tear off limbs. The user can also moderate the strength of the suction, lowering it enough so that it can render the target immobile. This comes in handy for when you want to catch your target alive, but to do this +5 chakra has to be paid each turn to maintain the suction force.

    ✘ Max 5 grenades can be made at a time


    __________________________________________________ ________________________________________________
     Declined 
    Max 5 grenades per use or usable 5 times?

    (Shinkuuton: Ouroboros ‡ Mongoru Sabaku no Wamu) - Vacuum Release: Ouroboros ‡ The Mongolian Desert Worm -

    Rank: Forbidden
    Type: Offensive
    Range: Medium/Long
    Chakra Cost: 50
    Damage Points: 90 (-20)
    Description: The user creates in the sky, high above its target, a large vacuum shaped like a very long worm that only has a large mouth that is as wide as its body. The inside of the worm is shaped into row after row of shark-like teeth (compare it to the mouth of the Kraken from PotC). Inside the worm there is another vacuum that fills most of the space and on the command of the user that 2nd vacuum implodes starting from the worms mouth and then upwards to the tail of the worm. This implosion creates a massive suction force that sucks in everything under the worm, shredding all of it into pieces by the countless teeth that are inside the worm when it enters its body. While this is happening, the worm starts to descend downwards in a straight line using peristaltic movements, making it look like the worm is biting and clamping down on the air and then open its mouth again to to move forward. As a result the influence of the suction will increase the closer it gets to the earth, even sucking up large chunks of earth right below it. Eventually the worm will latch itself to the earth like like a leech, sucking up all the earth it's in contact with, start digging into the earth until it's completely gone, leaving behind a circular hole. Everything that's sucked up into the worm keeps getting sucked upwards through the entire worm, being shredded by the countless teeth. Whatever is left is thrown out of the worm at the end of its tail high in the sky, falling back to earth as small rocks, small pieces of debris, dust etc. Compared to the size of a summoning it's way longer, however the diameter of its mouth and thus its body is a bit larger than that one of a summoning like Gamabunta, making it possible to suck up such summonings. The mouth is always aimed downwards and its tail will always point upwards, though it's possible for the worm to divert slightly to the left of right when moving downwards.

    ✘ Can only be used once per battle
    ✘ The user takes -20 damage due to all the debris and stuff that gets sucked up and falls back to earth
    ✘ The user can't use any other vacuum jutsu's the next two turns
    ✘ The user can't use any forbidden ranked jutsu's the next two turns

    __________________________________________________ ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 05-06-2013 at 09:31 PM.

  3. #453
    Senior Member Kagutsuchi's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Kagutsuchi View Post
    (Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -

    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 in front of the user that rages forward while at the same time flames burst upwards from below the surface as the fire is traveling. 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 very wide range as everything in front of the user can potentially be set ablaze, transforming a large part of the battlefield into an inferno, though it radius can be decided by the user. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources to be evaporated (whether it be natural or custom made) and blocking the creation of new water sources (unless really high ranked ones). All water and wind based jutsu's are also downgraded a rank.

    ✘ 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).


    __________________
    ~Declined~
    The scale of this is way too large for an A-rank. Potential to set everything in front of the user ablaze? Evaporating all water sources? Way too much. Make a limit on the amount of space that the fire spreads out to (a reasonable limit). The technique also needs to be moved up to S-rank and restricted if you still want to keep it on a scale anywhere near that large. Also change it so that it only evaporates water within a reasonable distance from it, and not an entire lakes worth of water. I'd say that it immediately evaporates all water B-rank within 10 meters from it, and just take out the thing about it evaporating natural sources; I'm not going to allow you to evaporate an entire lake worth of water or anything like that with anything less than a forbidden technique.


    ==================

    (Jigokuton: Sentoerumo no Jujihouka ‡ Barukan no Handan) - Hellfire Release: St. Elmo's Crossfire ‡ Vulcan's Judgement -

    Rank: S
    Type: Offensive
    Range: Mid-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user releases his Hellfire chakra into the ground and air at the same time. Then first the chakra in the ground bursts out on four different locations (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 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 when the chains burst out of the ground, the Hellfire chakra in the air transforms into a flaming upper body of a man holding a heavy hammer, Vulcan the Roman smith god and god of fire, that swings his hammer down on the opponent just after he got chained, incinerating him and creating a crater filled with molted rocks due to the intense heat of the Hellfire. (the principle of the flaming upper body is similar to Sussanoo, only it doesn't cover the user as it's in front of him in the air and it's slightly bigger).

    ✘ 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
    __________________
    ~Declined~
    Overpowered and this should be two separate techniques instead of one. One for the chains, one for the Vulcan part.


    ==================

    (Jigokuton: Raienmakai Hibashira) - Hellfire: Hell-suporting Fire Pillar -

    Rank: S
    Type: Attack
    Range: Medium/Long
    Chakra cost: 40
    Damage points: 80
    Description: The user releases a large amount of his chakra into the ground and collects it under the opponent. There he lets it combust as a large, square pillar of Hellfire from deep underground to high into the sky, like a pillar supporting Hell and Heaven at the same time. The pillar is positioned so that the opponent is always at the center of it when it's released. The radius (I know it's not a circle, but you know what I mean) of the pillar is just a bit shorter than mid range from the opponen's point of view, so that the user is out of harm's way. After the attack is finished, a large empty square hole in the earth remains that looks like a dark, botomless abyss. However due to the extreme heat of the Hellfire, the edges and walls of the square hole are molten, turning it into a pit with at the bottom a pool of lava and molten walls. Due to size of the jutsu it's possible to also stop incoming jutsu's by attacking it from below.

    *Can only be used twice per battle
    *No Hellfire jutsu's next two turns
    ____________________
    ~Declined~
    Again, the scale is simply too large. Creating a giant molten pit in the ground? And having the pillar rise up to seemingly endless heights? This is forbidden rank territory, and even then it would have to be worked with in order to be approved. The radius is much too large and too general (mid-range is generally accepted as around 10 to 20 meters), and it's done instantly with practically no warning. Simply too much.


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

    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 reasonably 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 for example water sources that are ten times larger than the jutsu or that are of a high-ranked water jutsu (which goes against the basic battle rules).

    ✘ All the effects of the jutsu count for everyone.
    ✘ Can only be used twice.

    [


    __________________________________________________ ________________________________________________
     Approved 

    _____________________

    (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 of four 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 in the same and next turn

    __________________________________________________ ________________________________________________
     Approved 


    __________________

    And a small third one:

    (Jigokuton: Hadesu no Kusari) - Hellfire Release: Chains of Hades -

    Rank: B
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user focuses Hellfire based chakra in his throat, which he shapes into the form of several spiked and bladed chains while he spits them out of his mouth with incredible force. He then can grab the chains and swing them a few times before they disappear. Overall the chains aren't that strong, even though they can pierce their targets. They're mainly used as surprise attacks because this jutsu doesn't require any handseals.

    _________________

    __________________________________________________ ________________________________________________
     Declined 
    A few times? How long they last and how can you interact with these chains if they are made of hellfire?
     
         
    Last edited by Scorps; 04-19-2013 at 09:32 PM.

  4. #454
    Typhon's Avatar
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    Re: Custom Element's Jutsu

    Resubmitting:

    (Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
    Type: Supplementary
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 80
    Damage: N/A (-30 to user)
    Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
    ~Can only be used once per match.
    ~Only one other technique can be used in the same turn.
    ~The following two turns no techniques A rank or above can be used.
    (Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
    Type: Supplementary
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage: N/A (-30 to user)
    Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
    -Can only be used once per match.
    -No techniques above S-rank the following turn.
    -Leaves the user strained and unable to run or move correctly for the following two turns.

    Altered the restrictions to make them a little more reasonable.

    __________________________________________________ ________________________________________________
     Approved 
    Chakra cost for forbidden rank techniques is 50...not 45.

    (Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage: 90 (-20 to user)
    Description: The user preforms a series of six hand seals converting a large portion of the earth three feet beneath the surface into a massive snake of adamantine metal. Once formed the snake springs to life and begins to wriggle and move its body, ripping through the layer of earth above it and knocking the opponent high into the air and damaging their legs. The head of the snake then erupts from a location of the user's choice and shoots towards the target, crunching down on them with hundreds of needle like teeth and smashing them into the ground where its body coils tightly around them, crushing them. The snake itself is large enough to coil around a Gamabunta sized summon. This snake is not a self-acting entity and cannot move after the use of this technique.
    -Can be used once per battle.
    -No adamantine techniques the following two turns.
    -No techniques above S-rank the following turn.

    __________________________________________________ ________________________________________________
     Approved 
    Although you could have done much more with this.
     
         
    Last edited by Scorps; 04-19-2013 at 09:34 PM.

  5. #455
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Serpent View Post
    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.
    10) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
    Rank: S
    Type: Defence
    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. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but 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 
    While you sustain this you should only be able to use techniques for the elements that compose Jade Release. And 5 turns is too much although i don't have a problem with using 2 or 3 times per battle. It also needs a weakness stated.
     
         
    Last edited by Scorps; 04-19-2013 at 07:42 PM.

  6. #456
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    Re: Custom Element's Jutsu

    2.) (SakuzenHyouton: Senkou Tou) Dry Ice Release: Flash Freeze
    Type: Supplementary/Defensive
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/A
    Description: The user will use a single handed hand seal infront of them and will release a moderate amount of chakra, quickly creating a shockwave of Dry Ice chakra that spreads in 360 degrees around the user, that will rapidly freeze any water source, extinguish any fire technique up to A-Rank. As well as put a thin film over frost on every surface around the user.
    Note: Can only be used 4 times.
    Note: If the opponent is caught within the shockwave they will not be damaged, though the will get the film of frost and experience a very cold chill throughout their body.

    __________________________________________________ ________________________________________________
     Approved 


    3.) (SakuzenHyouton: Suisei Higyou) Dry Ice Release: Comet Strike
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: The user pulls their right hand back behind them and as they clench a fist with that hand, above them to the right a comet begins to form. The comet itself is approximately 2 meters (6.6 feet) in every direction. When the comet is fully formed the user will thrust their fist directly at the opponent, causing the Comet to fire directly at the opponent traveling at incredibly high speeds, roughly 2 meters (26.4 feet) per second. The comet trail is nothing but the fog that is released from the Dry Ice. If the comet has impact on the ground it will explode on impact creating a crater with shards of dry ice scattered throughout the crater continuously releasing the fog.
    Note: The Fog will continue to release for 2 turns.
    Note: This technique can only be used twice per battle. But must wait two turns between each Comet.
    Note: If the Comet has contact with the opponent, they will have mass amounts of frost bite (freezer burn) due to the dry ice but as well as quite possibly broken bones.

    __________________________________________________ ________________________________________________
     Approved 


    4.) (SakuzenHyouton: Ryuuseiu Kyuuzou) Dry Ice Release: Meteor Shower Explosion
    Type: Offensive
    Rank: S
    Range: Long
    Chakra: 40
    Damage: 80
    Description: This is a highly advanced version of the Comet Strike technique. Once the user has fired the Comet Strike from long range, they will forcefully open their right hands fist causing the Comet to explode into 6 separate pieces each 1.8 feet in diameter. All of the pieces are roughly a foot from one another. When the Comet explodes it releases a shockwave approximately 8 meters (26.4 feet) in radius going in 360 degrees, extinguishing all flames within the shockwave as well as flash freezing all water up to S-Rank. The 6 separate chunks continue to blast towards the opponent at an even more accelerated rate than before, at roughly 6 meters (79.2 feet) per second. Once the chunks have contact with a surface they explode on impact, creating 6 small craters, the chunks will explode into millions of nano sized shards within each crater continuously releasing its fog.
    Note: Can only be used once per fight.
    Note: Once used the user is unable to use any Dry Ice technique for 4 turns.
    Note: The fog continues to emit from the shards for 3 turns, if the opponent remains in the fog for an entire turn they will suffocate.
    Note: If the opponent is hit by this technique they will suffer from frost bite (freezer burn), as well as several shattered bones.
    Note: Each individual chunk has the power of a B-Rank, while two of them together have the power of A-Rank, and all of them together are S-Rank.
    Note: This technique can only explode the Comet into 6 separate chunks

    __________________________________________________ ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 04-19-2013 at 09:38 PM.

  7. #457
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    Re: Custom Element's Jutsu

    These were pending for a while now, I made no changes except a few grammatical ones:
    Changes are in bold. Didn't Bold dots, commas and semicolons etc. since a lot were needed.
    Quote Originally Posted by Rain Of Hell View Post
    Infection Jutsu(Kansen-jutsu)
    Rank: A
    Type: attack
    Range: mid-short
    Chakra Cost: 30
    Damage: 60
    Description: The user releases 200 billion germs from his mouth, these germs enter the opponents body using any holes.(mouth, ears, wounds) If they enter from a wound they directly get to the blood, so all effects happen 2 turns quicker. The opponents best chance to stop this attack is to kill the germs before they reach his body; once infected it is hard to get healthy again, the opponent must be either in extreme cold(snow, ice etc..) or in extreme heat(burned or stand very close to a fire for 2 turns) to destroy the germs once they are inside his body. The effects of the Germs are as follows:
    1st turn: The opponent gets tired; his tai-jutsu deal -7 damage and his regular jutsu deal -5 damage,
    2nd turn: The opponent gets even more tired; his tai-jutsu deal -15 damage and his regular jutsu deal -10 damage,
    3rd turn: He develops a fever and takes 15 damage; he also sweats and his tai jutsu and regular jutsu deal -17 damage,
    4th turn: He gets very tired and unconsecrated; his vision of mid range and long range become blurry and his sense of smell and sound weaken greatly; he takes 25 damage and his jutsu deal -20 damage ,
    5th turn: His vision of long range is gone; his vision of short-mid range becomes very blurry and he he takes 40 damage; his jutsu deal -30 damage; his sense of smell is completely gone and he becomes unable to hear regular talking,
    6th turn: he falls down and is unable to stand; he takes 60 damage, he can't use any jutsu, his hearing disappears; every breath causes him great pain, he can barely see short range,
    7th turn: The opponent dies.
    *If the opponent gets infected this can't be used again,
    *While the opponent is infected the user can't use any germ jutsu,
    *If the opponent gets infected and gets better after the 4th turn he becomes immune to all other germ jutsu,(germ element jutsu can still physically hurt him)

    ----This was pending so I re-submitted with slight changes

    Germ Style: Deadly Weapon Jutsu(Seishoku yōshiki: Deddorī Weaopon-jutsu)
    Rank: A
    Range: close-short(effects the users weapons)
    Type: Offence
    Chakra Cost: 30
    Damage: 60
    Description: Without the need of any hand seals the user quickly covers a weapon(or a few shuriken) with a thin layer of germs. This layer is microscopic, so it is invisible to the naked eye and can only be seen by 3rd Tomoe sharingan or equivalent sensory jutsu. If the coated weapon pierces the skin and touches the opponents blood stream by the slightest bit, then the germs enter the opponents body. 1 turn after contact, the germs weaken the opponent by slowing his/her reflexes, weakening his/her senses and decreasing his/her total chakra. By the 2nd turn the area the germs first entered goes numb and the limb turns blue. By the 3rd turn the numbness effect applies to the whole body shutting all external muscles(ones that don't effect internal organs). At the 4th and final turn all of the muscles in the opponents body shut down, the hearth stop beating and the opponent dies.
    *The user can any time remove the germs from the targets body if they hit himself or his allies,
    *When the germs are removed the effects don't disappear immediately it takes the number of turn that has passed since being effected to get back to normal. ex: if the person was effected for 3 turn it takes 3 turns for him to return to normal.
    *The weapons return to normal after 4 turns
    *The germs can be destroyed by extreme heat or cold(being in snow/ice or near a fire for at least 1 whole turn)

    -----Re-submitted, made weaker

    Germ Style Resilient Virus(Seishoku sutairu danryoku-sei no aru uirusu)
    Rank:S
    Range: All
    Type: Supplementary
    Chakra Cost: Jutsu used before +15
    Damage: non
    Description: Even if a germ jutsu is stopped some of the billions of germs still manage to survive, although practically harmless these germs gain a resistance to the thing that stopped the initial germ jutsu. Firstly the user makes a couple of hand signs and pulls back the surviving germs to him/herself. Then he feeds his chakra to the germs making them multiply. This process is long and takes 1 turn for jutsu below B-rank, 2 turns for A-S rank jutsu and 3 turns for Forbidden rank jutsu. During these turn the user cannot use any germ jutsu but afterwards all Germ jutsu used by the user are resistant to the element that stopped the original jutsu by 20. Furthermore Disease like Germ Jutsu can't be stopped by that element. (for example: a germ infection was healed by standing near a fire for a while. After this jutsu is used all of the future germ jutsu used by the user are resistant, so the opponent can't heal himself by fire anymore)
    *can only be used twice
    *must be used at most 2 turns after the germ jutsu was stopped

    Germ Style: Decomposing Bacteria(Seishoku yōshiki: Bunkai kin)
    Rank: S
    Type: Offence/Defense
    Range:All
    Chakra Cost:40
    Damage: 80
    Description: The user creates trillions of decomposing bacteria using his germ chakra.(created by water, earth and lightning) These bacteria form a dust cloud the size of small horse. First the user spins the dust cloud around his body and then can launch it at any target or move it around as he/she wishes. The bacteria are specially designed to not hurt humans so the user can't get hurt.(meaning the opponent can't get hurt as well) The dust cloud of bacteria also can't decompose: soil(earth), water(pure water/natural water{can still decompose anything things like oil, syrup etc.}), fire, lightning and air. This jutsu is best used against summons, weapons and other CE. The decomposing bacteria are very fast and can decompose something in the size of a person in 0.5-1 second.
    *can only be used 2 times per battle
    *the cloud automaticly disperses after 3 turns
    *the cloud automaticly disperses after decomposing something twice the size of gamabunta
    *the user can disperse the germ cloud at any time he wishes
    *the user can't use any germ jutsu while the cloud is active
    ~Pending~ Leaving for Nexus/Cali.
    Quote Originally Posted by Rain Of Hell View Post
    Germ Release: Snot binding (Seishoku yōshiki: Hanamizu ketsugō)
    Snot Binding
    Rank: B
    Range: Short-Mid
    Type: Attack/supplementary
    Chakra Cost:25
    Damage: 40
    Description: The user does a single hand-seal and excretes lots of mucus from his mucous glands. He gathers that mucus in his mouth and mixes it with germs he created simultaneously in his mouth. Then the user spews out the combination, which is snot. Since there are much more germs compared to regular mucus the snot is dark green. It is also dense, hard to move in and very sticky. The user can spew enough snot to cover an entire person. The snot can be used in methods such as but not limited to; trapping and binding his opponents, suffocating his opponent by covering their mouth and nose with snot(not allowing them to breath),pulling objects to the user like a sticky rope.



    Germ Release: Transformation (Seishoku yōshiki: Henge)
    Rank: C
    Range: All
    Type: Supplementary
    Chakra Cost: 20
    Damage: non
    Description: This is one of the most basic of germ techniques. It is used to change germs on the battle field into different ones(not natural germs just the ones created by the user) The user focuses his chakra into the germs he wants to transform and a faint blue light appears around those germs. Then the user does whatever is necessary to create the germ he wishes to turn them into.(the user has to post the jutsu of the germ jutsu he wishes to turn the germs into) The selected germs are replaced with the new ones immediately. The amount of the new germs cannot surpass the amount of the previously existing germs, in other words no new germs are created. But the amount of new germs can be less then the amount of germs that previously existed, depending on the jutsu.
    *Can only be used 3 times per battle
    *The difference of rank between the new and the old germs can be maximum of 2
    *No germ jutsu the next turn
    *This takes up 2 moves
    ~Pending~ Leaving for Nexus/Cali.


    Germ Release: Polluted Field - Seishoku rirīsu: Odakuno
    Rank: A
    Type: Supplementary
    Rank: Long
    Chakra Cost: 30
    Damage Points: -
    Description: The user spread germs all around the field as he forms four hand-seals with the formation of the ram handseal. These germs does no harm but they act like the insects of the Aburame clan. They sense chakra and tell the user by transporting their report through each other to the user in a high speed manner. Once the germs are destroyed in a location others will spread into that location and cover it.
    *This technique can only be maintained for 5 turns. This rule won't count if the user remained sitting on the ground while keeping the ram hand-seal focusing his chakra to remain his control over the germs.
    *Can only be used once per battle.
    *Cannot use A or higher ranked germ release technique while this technique is active.

    __________________________________________________ ________________________________________________
     Declined 
    No sensing germs. DNR.

    Germ Release: Cursed Shower - Seishoku rirīsu: bachiatari Hitoame
    Rank: A
    Type: Attack/Defense
    Rank: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does the ram handsign as the germs gather in small groups around the user form all directions. The groups are incredibly small that they are barely noticeable by the naked eyes, however visible at mid range and closer. The user release these germs after covering them with wind chakra with forming the horse handsign right after the ram's and then send them at a very high speed to all directions attacking multiple targets at once. This technique can also be used to attack one direction by placing all of the small groups in one side. Using the wind chakra, the groups can cut through boulders and continue. Once the germs inject themselves into the enemy's body the germs aggressiveness destroy the enemy's cell from the inside out over a small part of their body.
    -Can only be used once per battle.

    __________________________________________________ ________________________________________________
     Declined 
    Makes little sense. Dunno what you want from this or what its supposed to be doing or how it does it.

    Germ Release: Anti-Terraforming (Seishoku rirīsu: Kō terafōmingu)
    Rank: Forbidden
    Type: Supplementary/Attack/Defense
    Rank: All
    Chakra Cost: 50
    Damage Points: ---
    Description: The user makes 4 hand seals and uses his lighting/water/earth chakra to create an innumerable amount of germs.These germs combine and form a giant tornado as big as a real tornado. The tornado of germs is about 200m across. Also many smaller twisters of various sizes come out from the main germ tornado like tentacles. The germs which the tornado is made up of are extremely destructive and can devour almost anything. The only thing which these germs cannot effect is chakra. Therefore this tornado of germs cannot be used against humans, summons, jutsu or anything that's infused with chakra. However it can remove pretty much anything else and can be used to alter the terrain completely. The user can freely control the tornado and the smaller tentacles within it without any hand motion. This jutsu can be used to destroy forests, dry-out lakes, turn buildings to dust and reshape the terrain. It can also be used to kill plants and non-summon animals(ones without chakra). Another use of this technique would be to attack or defend indirectly.(for example the user can destroy the base of a building and make the building fall on the enemy)
    *The user can use the tornado for 4 turns
    *Twice per battle
    *Was declared forbidden due to extreme damage to the environment and life
    *The tornado is translucent so it can't be used to block the opponents vision
    *The user cannot use any other germ jutsu while the tornado is active
    *The user cannot use Earth, Water or Lightning Jutsu above A-rank while the tornado is active
    *For the tornado to effect a part of terrain created by either the user or the opponent 1 turn has to pass after the creation of the part of terrain(2 turns have to pass if an A-rank or higher jutsu was used) {For example; the opponent created a mountain using an A-rank Earth jutsu, the user has to wait 2 turns before he can use the tornado to destroy that mountain)

    __________________________________________________ ________________________________________________
     Declined 
    Ridiculous scale. DNR.
     
         
    Last edited by Scorps; 04-19-2013 at 09:40 PM.

  8. #458
    ReXii's Avatar
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    My juice was to diluted, so i
    sent it to a concentration
    camp.
     



    Re: Custom Element's Jutsu

    Frost Release: Frost Dragons Roar
    Rank: S
    Type: Offence/Affliction
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This Dragon's Roar is exclusive to the Frost Dragon Slayer. The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of frost crystals and wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
    Note:
    -Can only be used thrice per battle
    -Should the opponent be hit or surrounded at any point by the frost dragons roar they will suffer a reduction in speed equivelant to one rank on the speed chart for two turns.
    -Must know Frost Release

    __________________________________________________ ________________________________________________
     Declined 
    Uh? What is this Frost Dragon Slayer?

    Frost Release: Frost Dragons Claw
    Rank: B
    Type: Offence/Affliction
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: A melee attack combined with Frost Dragon Slayer jutsu, the user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. He can also create frost on the feet, enhancing speed and allowing the user to jet-propel in any direction he wishes. This allows the user to rapidly get close to opponents to engage in melee, even while preparing another technique.
    Note:
    -Can only be used thrice per battle
    -Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
    -The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
    -Must know Frost Release

    __________________________________________________ ________________________________________________
     Declined 
    Same as above.

    Frost Release: Frost Dragons Frozen Fist
    Rank: A
    Type: Offence/Affliction
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: An effective Nintaijutsu attack, in which the user engulfs his fist in frost and then punches his opponent, causing heavy blunt damage alongside lasting effects of frostbite.
    This technique can be used with both hands making it an S ranked attack gaining +20 damage but being considered two uses of the technique.
    Note:
    -Can only be used twice per battle
    -Should the opponent be hit at any point by the frost dragons frozen fist they will suffer a rapid build up of frostbite on the targeted area, this culminates in two turns causing the closest affected limb to seize up and stop working entirely.
    -The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
    -Must know Frost Release

    Link to frost.
    http://narutobase.net/forums/showthr...=1#post2030973

    Link to Nexus allowing me to submit frost CEJ.
    http://narutobase.net/forums/convers...=2166&u2=79791

    __________________________________________________ ________________________________________________
     Declined 
    Collides with existing Ice Techs.
     
         
    Last edited by Scorps; 04-22-2013 at 11:22 AM.

  9. #459
    Migualon J.J.'s Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Migualon J.J. View Post
    (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.
    Resubmitting

    (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 3 serial hand seal and shoot out 2 medium size (3 meters in diameters)ball of pearls toward the enemy with fast speed of its rank. instead of crush or hit the opponent with it, the ball of pearl will spinning in the middle part of the opponent body with 10 cm gap between the spinning ball against the opponent body, leaving him out of breath due to high velocity spinning will compress his air/oxygen, turbulence experiences, unable to move/perform hand seals then collapse in the end.

    note: No A ranked or above Pearl techniques for one turn.
    Note: Can only be used 3 times per battle
    Note: The User must wait 2 turns to use this technique again

    __________________________________________________ ________________________________________________
     Declined 
    Uh? Confusing description which wasn't bettered in any way. Also, why is this S-Rank? Compress air and oxygen? Uh?

    ( 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 besides him with reverse position where the Pearl would pour out from the White Jar into the ground. The user did this in term of all the pearls inside of his White Jar will pour down into the ground. A moment afterward the user will perform 2 serial hand seals to sink down a massive amount of little pearl size of a tennis ball and they travel underground. The pearls will cover the entire battle field to long range from the underground beneath, right between the user and the opponent. The opponent will not aware of this, because the movement of the pearls conducted in the underground. When the user feels the desire amount of the pearls have been completely sets up, he will shouted.. HA !!! when suddenly the pearls will be start erupting from underneath the opponent ground, cover up all over his body part from bottom to top, from the opponent toe to his head. By molding his pearl chakra which affinity with earth chakra, the user will add sticky effect upon the pearls which could seal the opponent movement, making the opponent unable to perform any hand seal. Reduce their air or oxygen, making the opponent out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls with 2 second gap between the replacement pearls because of the White Jar will keep producing the little Pearls until it’s run out (Active for 2 turn) . At this rate, it is almost certain the opponent won’t be able to avoid it and died.

    note: Can only be used once per battle.
    note: The White Jar keep producing pearls until the pearls run out/the user interrupted
    note: No other Pearl Jutsu in the same turn when this jutsu activated.
    note: The user will still be able to use other elemental ninjustsu (excluding Pearl Jutsu) when he active this pearl jutsu, but his position 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 position at his first moves, then gap it with the other moves when he can erupting the pearls, so it will count as 2 moves.
    Note : The user extremely exhausted, can’t move correctly like slow in movement, slow in running and only be able to defend with A-Rank jutsu 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 this is ridiculously hard to understand and needlessly complicated. Forbidden ranks also do 90 damage...not 100. Fix this and try to make it readable. Its a mess.

    New Pearl Jutsu
    ( Shinju: P1 Fōmu, Hakushoku funmatsu ) - Pearl Release: P1 Form, The White Powder
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra cost: 20
    Damage points: N/A
    Description: The user will perform 3 serial hand seal and then he thrust his hand up to the sky where certain amount of little pearls size of basket balls will merge out from his jar into the sky high, covering the opponents sky with pearls. Then the user will perform another hand seal to blow up the entire pearls and turn them into form of pearl powder. The user will be able to use this form into any several pearl powder jutsu purposes, such as White sensor, White blinded smoke, white mist illusion etc. But it will count as 2 moves.
    Note :
    - Will last for 2 turns then auto vanished if not combine with other pearl powder jutsu.
    - Can only be use 5 times per battle

    __________________________________________________ ________________________________________________
     Declined 
    Covering the opponents sky with pearls? Uh? If so...why is this short ranged?
     
         
    Last edited by Scorps; 04-19-2013 at 09:45 PM.

  10. #460
    The Pervy Sage's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by The Pervy Sage View Post
    (karumera youshiki) - Caramel Form
    Rank: A
    Type: Supplementary - Defense
    Range: Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled.

    Note: Can only be 4 times
    Note: In this form the user will be more vulnerable to the caramel weaknesses
    Note: Can only have a caramel limb for up to 3 turns

    Declined. you mention that you must identify the state, then only explain the liquid state, please also note the other state(s) and include the properties/advantages of that state. If you are going to maintain caramel limbs through multiple turns you will need to add a restriction which only allows caramel jutsu while in this form because you cannot concentrate more than one type of chakra at a time unless having undergone yin-yang training

    (karumera kata) - Caramel Shapes
    Rank: B
    Type: Supplementary
    Range: Mid
    Chakra cost: 20
    Damage points: 40 (if in liquid boiling form)
    Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc.
    These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space.

    Note: Can only be used once per turn
    Note: No fire jutsu in the same turn

    Declined. Please note the maximum number of objects that can be made made by this technique. I also want to check to see if you can only create object at mid range or if you intend to make objects that yo can hold at well. since this uses shape manipulation, are you manipulating existing caramel or forming it from the ground? Doesnt the "greater caramel technique" cover the extent of this jutsu?
    (karumera youshiki) - Caramel Form
    Rank: A
    Type: Supplementary - Defense
    Range: Mid
    Chakra cost: 30 (-10 per turn)
    Damage points: N/A
    Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled. The other state is the solid state of caramel, where it can be as hard as stone. This is good for defense but solid caramel has different weaknesses to liquid caramel. In the solid state the user will be more vulnerable to water as it will dissolve the caramel breaking it down. The user can only use caramel Jutsu in the form, but can turn back to normal at any point.

    Note: Can only be used 4 times
    Note: In this form the user will be more vulnerable to the caramel weaknesses
    Note: Can only have a caramel limb for up to 3 turns

    __________________________________________________ ________________________________________________
     Approved 


    (karumera kata) - Caramel Shapes
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra cost: 20
    Damage points: 40 (if in liquid boiling form)
    Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space. And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where.

    Note: Can only be used once per turn
    Note: No fire jutsu in the same turn
    Note: Can only make one object per turn.
    Note: Caramel is created from the users body
    Note: Objects can only be manipulated the turn they are used.

    __________________________________________________ ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 04-19-2013 at 09:48 PM.

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    Re: Custom Element's Jutsu

    Force release: Planetary Rings (Graviton: Wakuse Enjin)
    Rank: B
    Type: Defensive
    Range: Short
    Chakra cost: 20
    Damage Points: 40(if contact is made)
    Description: User generates one or more rings (a maximum of 4) of graviton that glows in yellow sparkles around himself to act as defensive barrier (Lasts for 5 turns if not used during the period). The rings spiral around the user pushing away any physical objects that come in contact with an incredible force, the object is launched at a considerable distance. The user could expand a single ring to make a wall of light for more a more effective defense against wide spread attacks. The technique is capable of defending against up to A rank techniques of advanced elements and S rank techniques of basic elements that force release is strong against.

    ________________________________________________
     Declined 
    OP. Its a B-rank. It needs to follow elemental W&S. BEing strong to something doesn't mean it can overcome a difference of 2 ranks. Also, if this is to be maintained, it needs a chakra cost per turn.

    Force Release: Heavenly Body technique (Graviton: Tentai no jutsu)
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra cost: 30/turn
    Damage Points: N/a
    Description: Heavenly body is a technique that releases an aura of force chakra that negates Friction and Gravity simultaneously around the user or another object within range resulting in moving objects gaining steady momentum and losing their ability to break or change trajectory. When applied by the user he gains the ability to fly, and his movement speed can be doubled (given his reaction allows it) and his physical attacks much stronger proportional to momentum, in addition to that the user could also coat weapons, tools and other objects in force chakra to enhance their speed and destructive potential. The technique does have an obvious drawback that the user’s movements become much more predictable despite the high speed because of the inability to change trajectory or stop. This restriction could however be bypassed if used with Planetary rings or another suitable alternative to make the rings act as a gyroscope allowing maximum efficiency even during movement, however the user still does not possess the ability to break requiring him to exit the technique if he wishes to stop.
    Note: Lasts 5 turns
    -Usable twice per conflict

    ________________________________________________
     Declined 
    DNR. Collides with Rinnegan Technique.

    Force Release: Grand Chariot (Graviton: Guran Shario)
    Rank: S
    Type: Offensive
    Range: Long
    Chakra cost: 40
    Damage Points: 80
    Description: The users forms several orbs of force energy that float and reaches the sky, the orbs takes positions that appears from the ground as stars forming a constellation the user has kept in mind while the preparation of this technique. On user’s command the orbs diverge around moving at extremely fast speeds, they crash back to the ground in a successful chain inscribing whichever constellation they made at the area they crashed at. Each individual orb generates a great impact. The preparation of this technique isn't slow neither is it limited to a vertical angle, it could be sped up and shot at a horizontal direction.
    Note: Usable thrice per conflict
    Appearance: X

    ________________________________________________
     Declined 
    Develop the part i bolded. Its easily exploitable.
     
         
    Last edited by Scorps; 06-04-2013 at 07:53 PM.

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    Re: Custom Element's Jutsu

    Jiechiruēteruton: Mukankaku (Diethyl Ether: Numb)
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: The user surges their body with Diethyl Ether chakra, allowing the user to numb their body in such a way that they will temporarily be unable to feel pain. Though the user does not feel pain, their body is still incapable of performing any tasks that their body would not allow them to with an injury.
    Note: Lasts for 4 turns.
    Note: Can only be used 2x per battle.
    Note: The pain returning to the user all at once causes the user to be put into a comatose state for one turn.

    __________________________________________________ ________________________________________________
     Declined 
    Explain how your CE can do this to yourself.
     
         
    Last edited by Scorps; 04-19-2013 at 09:49 PM.

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    Re: Custom Element's Jutsu

    Purton| Kyohakuarashi - Plasma Release| Star Storm
    Rank: A
    Type: Attack
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: After creating a plasma source in the sky or ground, the user proceeds to create 5 handseals: Monkey -> Dragon -> Horse -> Rat -> Tiger. With the seals completed, the user will first make a simple swing of his hand causing the plasma in the air/ground to cascade towards an opponent in a barrage of bright matter that burns through flesh with ease. Most masters of the style, will cause plasma to rain from above only as a diversion in order to divert the opponent's attention from the real threat below them.

    __________________________________________________ ________________________________________________
     Declined 
    Restrictions?
     
         
    Last edited by Scorps; 04-19-2013 at 09:49 PM.

  14. #464
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    Re: Custom Element's Jutsu

    5.) (Sui-SakuzenHyouton: Kinmotsu Kosei Yottenheim!) Water-Dry Ice Release: Forbidden Ancient Laws of Joutenheim!
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra: 40
    Damage: N/A
    Description: By combining the freezing quality of the Dry Ice, the Water molecules in the air, and the users own chakra. The user of this technique is capable of creating Ice, much like the Yuki Clan & the Yukigakure nin, and use it too his advantage. Although the Ice that the user creates is very unique to the user of this technique, and is unable to use the clans or villagers cannon techniques.
    Note: This technique can only be used 3 times, and lasts for 3 turns
    Note: Ice Techniques the user can use are only Custom ones
    Note: The user must wait 2 turns before they can use this technique again after it has time has expired.
    Note: Due to enabling the user to use Ice techniques the user is unable to use regular Dry Ice Techniques while this is active.

    __________________________________________________ ________________________________________________
     Declined 
    I don't understand what you want this technique for nor what does it actually do. Explain it better please.
     
         
    Last edited by Scorps; 04-19-2013 at 09:51 PM.

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    Re: Custom Element's Jutsu

    (Taruton: Tarudeguchi) Tar Release: Tar Geyser
    Type: Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage points: 60
    Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
    Note:
    -Can only be used 3 times per battle.
    -Can only be taught by Serpent.

    __________________________________________________ ________________________________________________
     Declined 
    You sure you want this to be Short-ranged? >_>

    (Taruton: Tarusu Kazangan) Tar Release: Field of the Tar Pits
    Type: Offensive
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage points: N/A (+10 to Tar Release)
    Description: The user will makes a quick set of handseals "Dog>Ram>Tiger" and focus there chakra around the battlefield. This jutsu helps bring out more substance for Tar jutsu thous allowing for usage of Jutsu that require a Tar Source. It also adds a certain twist to the battlefield by changing a basic terrain into to a Molten terrain of Tar Pits.
    Note:
    -Can only be used twice per battle.
    -Can only be taught by Serpent

    __________________________________________________ ________________________________________________
     Declined 
    DNR. Pointless technique other than giving you +10 damage for the rest of the match with no real reason why.

    (Taruton: Tama) Tar Release: Bullet
    Type: Offensive
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage points: 40
    Description: after making 3 hand seals, the user will release a Large molten bullet of Tar that's size is equal to that of "Great Blaze Ball". This Molten ball will smash, smother and burn the designated target.
    Note:
    -Can only be used 3 times per battle.
    -Can only be taught by Serpent.

    __________________________________________________ ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 04-19-2013 at 09:54 PM.

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    Re: Custom Element's Jutsu

    ±± Closed for Checking ±±

    Thread closed for checking.

    Also I'll take this chance to say that I won't be checking things in order. I'll be clearing the easier submissions first (like contracts, easy declines, etc) at random before starting on the harder ones. So if you see that I checked a submission after yours and yours is unchecked, don't worry or find it strange. Its just to make it easier and faster on my end.

    Thank you and sorry for the delays!
     
         

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    I'm far worse.
     



    Re: Custom Element's Jutsu

    ±± Opened ±±

     
         

  18. #468
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Gobi Gobletsson View Post
    1:

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

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


    2:

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

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


    ____________
    -Approved-


    3:

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

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

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




    ____________
    -Approved-


    4:

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

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

    ✘ Can only be used two times per battle



    ____________
    -Declined-


    5:

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

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

    ✘ Can only be used three times per battle



    ____________
    -Pending-
    Define how long it lasts if it lasts more then 1 slice.


    Resubmitting Black Coffin

    (Keigakuton: Kurohitsugi) - Abyss Release: Black Coffin -
    Rank: S
    Type: Attack
    Range: Medium-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will do one handseal as he focuses Abyssal chakra on four points around the user in square formation and, just like in the gif below, they quickly form four walls with a roof, trapping the opponent inside. The user then lets the coffin be pierced on all sides and in different directions by countless of blades made out of Abyssal chakra at the same time, similar to the magician's box trick that gets pierced by swords. After that the box disappears. This size of the coffin is around max 10m by 10m and around 40m high.

    ✘ Can only be used two times per battle
    Cannot use Abyss techniques above A-Rank the next turn



    ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 08-19-2013 at 12:55 PM. Reason: Rechecked

  19. #469
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Solf J. Kimblee View Post
    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?
    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. This meaning that the user uses the silicon sand and moves it towards someone or some item and tighten the silicon sand around aka grabbing the someone or item. The user can even use this on themselves as a way of not hitting the ground from a long fall. The silicon sand must already have the user chakra into it or no chakra at all.
    ________________________________________________
     Approved 


    Silicon Release: Protect (Shirikon: Mamoru)
    Rank: A
    Tye: Defense
    Range: Short
    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.
    Note: Can only be used 3 times per battle.
    ________________________________________________
     Approved 
     
         
    Last edited by Scorps; 05-15-2013 at 05:14 PM.

  20. #470
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    Re: Custom Element's Jutsu

    (Yaniton: Reikai) - Nicotine Release: The Spirit World
    Rank: A
    Type: Supplementary/defense
    Range: Short-long
    Chakra Cost: 30
    Damage Points: 60 (when releasing blasts)
    Description: The users starts by focusing Yaniton chakra through out his body, by using both the effect of the gaseous state and the supplementary state. By doing so, his body becomes intangible and takes on a ghastly aura. This can variate from a single limb towards the entire person's body. Due to being of a gaseous nature in this form, the user is able to move faster than normal (his speed is increased by roughly half his maximum running speed). While moving, the user leaves trails of nicotine as well. He is also able to send out bolts of gaseous nicotine. If the user is somehow hit while being in this "form", he simply regenerates (as if a ghost would do) considering tangible objects or energy based material (like lightning) would pass through it. The user is also able to take on any shape he wishes while in this form (within reason).
    Note: If used, requires to wait 2 turns before using it again.
    Note: If hit by a wind attack (natural weakness) in this form, the user can guide his ghastly form/figure by maneuvering with the wind stream and thus bypassing it; though if hit by a fire based attack (natural strength) the user would almost certainly die as the nicotine mass he's in would evaporate too quickly to do anything about it.
    Note: The user can not use fire-based attacks if this is used throughout all of his body.
    ________________________________________________
     Declined 
    I don't mind it so much that this is a copy of a technique I have for decay but its actually much more powerful. No drawbacks. Also, those "bolts"...they need to be ranked and count as a moves. Speed boost is a no no. And add some type of drawback and some type of restriction to the "regeneration" part.

    (Fuuton/Yaniton: Karthus no Yakeru Yōna Tamariba) - Wind/Nicotine Release: The Searing Haunt of Karthus
    Rank: Forbidden:
    Type: Offense
    Range: Short-Long
    Chakra Cost: 50
    Damage: 90 (-10 to user due to strain)
    Description: the user start by creating a cage of wind around the opponent. It blows with enormous strength from all 6 directions towards the opponent. Because of the wind simultaneously blowing from all sides, it is very hard (if not nearly impossible) to move, as the wind blows the movement from any direction. The user then infuses nicotine gas into the cage, causing it to blow around the user and thus into the user his body. The nicotine acts as a toxin (as approved in the CE), causing the body to take on the effects of the nicotine in an extreme form.
    Note: Can only be taught by Wesobi
    Note: Can only be used once
    Note: The user can not move from his position due to the amount of chakra used and the strain on his body during the next 2 turns.
    Note: The user can only use 2 jutsus for the next 4 turns
    Note: The user can only use up to A-rank techniques the following 2 turns.
    ________________________________________________
     Approved 
    Although I think this is pointless.

    (Yaniton: Osoroshī kōka) – Nicotine Release: The ghastly effect
    Rank: B
    Type: Offensive
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user creates a small cloud of nicotine gas up to mid range from him. He can either inhale the gas himself to receive the positive effects from the nicotine (on a small scale) or cause the opponent to inhale it, creating the negative effects from nicotine in the opponent’s body.
    Note: Can only be taught by Wesobi
    Note: Can not use other Nicotine release techniques in the same turn
    Note: Positive and Negative effects are described in the CE.
    ________________________________________________
     Approved 
    Remember, nicotine is visible... Just so we don't have another invisible poisonous gas.
     
         
    Last edited by Scorps; 05-15-2013 at 05:20 PM.

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    Re: Custom Element's Jutsu

    Quote Originally Posted by Serpent View Post
    10) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
    Rank: S
    Type: Defence
    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. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but 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 
    While you sustain this you should only be able to use techniques for the elements that compose Jade Release. And 5 turns is too much although i don't have a problem with using 2 or 3 times per battle. It also needs a weakness stated.
    (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
    Rank: S
    Type: Defence
    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. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but 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. While this armor is activated, the user will be venerable to dramatic temperature changes.
    Note:
    -Can only be twice once per battle
    -Can only use Earth, Lightining and Jade Elements while its active.
    -Requires a 2 turn cool down
    -User can't use Jade Release in the same turn this Jutsu is activated
    -Last 3 turns
    -Must know Jade Release
    -Can only be taught by Serpent

    ________________________________________________
     Approved 


    Quote Originally Posted by Serpent View Post
    (Taruton: Deguchi) Tar Release: Geyser
    Type: Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage points: 60
    Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
    Note:
    -Can only be used 3 times per battle.
    -Can only be taught by Serpent.

    __________________________________________________ ________________________________________________
     Declined 
    You sure you want this to be Short-ranged? >_>
    (Taruton: Tarudeguchi) Tar Release: Tar Geyser
    Type: Offensive
    Rank: A
    Range: Mid-Long
    Chakra Cost: 30
    Damage points: 60
    Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
    Note:
    -Can only be used 3 times per battle.
    -Can only be taught by Serpent.

    ________________________________________________
     Approved 


    Wow nice catch, Thanks.

    New submission:

    (Taruton: Konami) Tar Release: Great Wave
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage points: 60
    Description: The user will focus their Chakra under a designated area while making a 3 handseals "Tiger-Ox-Snake". This converts the targeted ground into a large molten wave of Tar. This wave is then directed to a target where it will crash down, smother and burn the target. If there is a source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances.
    Note:
    -Can only be used 3 times per battle.
    -Can only be taught by Serpent.
    ____________________
    -Leaving for Scorps-


    ________________________________________________
     Declined 
    I don't like the generic reading i'm getting from the part i bolded. What do you mean with convert? what? and to what limits?
     
         
    Last edited by Scorps; 06-04-2013 at 07:56 PM.

  22. #472
    ReXii's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by ReXii View Post
    Frost Release: Frost Dragons Roar
    Rank: S
    Type: Offence/Affliction
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This Dragon's Roar is exclusive to the Frost Dragon Slayer. The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of frost crystals and wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
    Note:
    -Can only be used thrice per battle
    -Should the opponent be hit or surrounded at any point by the frost dragons roar they will suffer a reduction in speed equivelant to one rank on the speed chart for two turns.
    -Must know Frost Release

    __________________________________________________ ________________________________________________
     Declined 
    Uh? What is this Frost Dragon Slayer?

    Frost Release: Frost Dragons Claw
    Rank: B
    Type: Offence/Affliction
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: A melee attack combined with Frost Dragon Slayer jutsu, the user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. He can also create frost on the feet, enhancing speed and allowing the user to jet-propel in any direction he wishes. This allows the user to rapidly get close to opponents to engage in melee, even while preparing another technique.
    Note:
    -Can only be used thrice per battle
    -Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
    -The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
    -Must know Frost Release

    __________________________________________________ ________________________________________________
     Declined 
    Same as above.

    Frost Release: Frost Dragons Frozen Fist
    Rank: A
    Type: Offence/Affliction
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: An effective Nintaijutsu attack, in which the user engulfs his fist in frost and then punches his opponent, causing heavy blunt damage alongside lasting effects of frostbite.
    This technique can be used with both hands making it an S ranked attack gaining +20 damage but being considered two uses of the technique.
    Note:
    -Can only be used twice per battle
    -Should the opponent be hit at any point by the frost dragons frozen fist they will suffer a rapid build up of frostbite on the targeted area, this culminates in two turns causing the closest affected limb to seize up and stop working entirely.
    -The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
    -Must know Frost Release

    Link to frost.
    http://narutobase.net/forums/showthr...=1#post2030973

    Link to Nexus allowing me to submit frost CEJ.
    http://narutobase.net/forums/convers...=2166&u2=79791

    __________________________________________________ ________________________________________________
     Approved 
    Frost Release: Frost Dragons Roar
    Rank: S
    Type: Offence/Affliction
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of frost crystals and wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
    Note:
    -Can only be used thrice per battle
    -Should the opponent be hit or surrounded at any point by the frost dragons roar they will suffer a reduction in speed equivelant to one rank on the speed chart for two turns.
    -Must know Frost Release

    Frost Release: Frost Dragons Claw
    Rank: B
    Type: Offence/Affliction
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. He can also create frost on the feet, enhancing speed and allowing the user to jet-propel in any direction he wishes. This allows the user to rapidly get close to opponents to engage in melee, even while preparing another technique.
    Note:
    -Can only be used thrice per battle
    -Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
    -The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
    -Must know Frost Release

    Frost Release: Frost Dragon Force
    Rank: F
    Type: Defence/Supplementary
    Range: Self
    Chakra Cost: 50
    Damage Points: +20 to all frost techniques
    Description: When a Dragon Slayer enters Dragon Force, they effectively turn into a humanoid Dragon, gaining reptile-esque scales and traits, such as further elongated, and sharper, through the use of frost release this is emulated, with the user gaining scales made of frost, along with an aura of frost that surrounds there body, protecting them from all C ranks except lightning release ones, along with this the user gains a considerable increase in the power of his frost techniques, and a small increase in movement speed using the power of the speed of the swirling frost in a slipstream manner.
    Note:
    -Can only be used once per battle and upon it's end no more frost jutsu can be used in the battle.
    -This technique lasts for three turns, or until it is destroyed.
    -The effects of frostbite are all boosted in this form, taking one less turn to culminate.
    -Must know Frost Release

    Frost Release: The Frozen Wastes Of Ice Crown
    Rank: F
    Type: Offence
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 100 (-40 to user)
    Description: The user of this technique begins by focusing chakra in to there body, this only allows them to use two techniques per turn for two turns, at the end of these two turns the technique is fully charged, allowing the user to snap his fingers, causing all air on the battleground to become frigid and blistering, the effect of this wind is powerful, causing not only instant frost damage when it activate's but also culminating hoar frost on the opponents body over two turns, if the opponent is unable to escape or block the frigid power of the wind in two turns there organs are highly likely to seize up completely.
    Note:
    -Can only be used once per battle and upon it's end no more frost jutsu can be used in the battle.
    -This technique lasts for two turns, or until it is destroyed.
    -Must know Frost Release
    ___________________
    -Leaving for Scorps-


    ________________________________________________
     All Declined 
    Japanese name?
     
         
    Last edited by Scorps; 06-04-2013 at 07:57 PM.

  23. #473
    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
    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.


    1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: Forbidden
    Type: Attack
    Range: Short-Long
    Chakra: 50
    Damage Points: 90
    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 string of 10 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 user is unable to use any Divine Wind jutsu of S-rank and higher the next turn
    *The user cannot use any wind jutsu of any kind for the next two turns if the user so chooses to used the 4th clap.
    __________________
    -Declined- Mention the size of the waves, and mention what rank each wave has, in theory each one should be A-ranked, since they all compose a Forbidden rank.


    Quote Originally Posted by Lord of Kaos View Post
    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
    2. 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 charges Corundum chakra into the earth up to mid range of him, creating a deep concentration of the chakra. After doing this, 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 20 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 5 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. The user can choose to have the tower grow under him, with him being on top of top of the tower, or cause it to grow behind him. 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). Only the earth under and in the short range area surrounding the tower becomes Corundum, though this is only so the tower's growth is ensured.
    *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 1 time 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:

    ________________________
    -Declined- Too many abilities stacked here mate, i'm not allowing the sensing of anything long range of the tower thing, everything else seems okay-ish, remove the A-rank spikes though, it's enough as it is.


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

    3. 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*
    ____________________
    -Declined- Tower is not approved yet.


    Picture of the eye above the tower:
     
         
    Last edited by Ryūjin; 05-08-2013 at 08:47 AM.

  24. #474
    Xylon's Avatar
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    Re: Custom Element's Jutsu

    Radiation Release: Chamaeleon (Hakkton: Kamereon)
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/a
    Description: Chamaeleon technique named after the Chamaeleon star constellation, is a form of electromagnetic radiation. It involves a radiation user’s ability to manipulate the electromagnetic spectrum to change the wavelength of light from any element or object in range. Between low to high frequencies, this also allows the user to generate UV and X-Rays. By creating a layer of radiation chakra around the user or an object, the user can change the frequency of light that bounces off the object so from the viewers perspective the object appears of a different color or nature. By lowering the frequencies further, the user could appear invisible due to a naked eye’s inability to detect ultraviolet colors. Simultaneously, the user could reverse this technique allowing himself to view objects hidden to naked eye. By transforming invisible wavelengths to visible ones, they gain the ability to detect UV (and chakra by extension, assuming even chakra has a spectrum from all its different colors we’ve seen), to look past matter, and to look clearly in the dark.
    Note: Lasts 5 turns, usable twice per battle.

    ________________________________________________
     Declined 
    Collides with Light Release, OPed and can't be approved in NB RPG because what it achieves can already be done with a CE, some CJs and at least a Cannon. DNR.

    Radiation Release: Virgo Lux (Hakkton: Otomeza)
    Rank: A
    Type: Supplementary/Defensive
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/a
    Description: Virgo is a non-ionizing radiation release techniques named after the Star Constellation of Virgo, The technique means Maiden Light. The user generates a surge of radiation chakra around his body leaking it from different tenketsu. The chakra radiates out of the body forming a Blue and Purple (To imply the technique is visible to naked eye) flare. The Flare is composed of UV (With a Varying Spectrum of UVA to UVB) of such a huge concentration that the light becomes visible. The technique itself has no lethal effects, however exposure to the light(4-5 seconds) can cause Acute Direct and Indirect DNA damage. After one turn, the opponent is left incapable of using his Bloodline Limit (Including advance elements, but this does not include Custom Elements or Hiden) techniques that are A rank or above for the remainder of the battle. The effects of this technique extends to Organic elements (Such as Wood release) causing them to lose their unique traits near instantly after exposure. This technique does not affects the form of the Jutsu in any way, simply its unique traits such as Wood’s ability to absorbs chakra/energy in the cells, duplicate cells etc.
    Note: Usable 4 times per conflict.
    Note: Affects enemies, users and allies indifferently.

    References:
    http://en.wikipedia.org/wiki/Indirect_DNA_damage
    http://en.wikipedia.org/wiki/Direct_DNA_damage

    ________________________________________________
     Declined 
    OPed. Only medical ninjas can deal with this... DNR.

    Resubmission, New Description mainly (makes more sense now) and changed the name

    Quote Originally Posted by Xylon View Post
    Alpha Power strike; Penetrate (Arufa isei dageki; kantsuu)
    Rank; S
    Type; Defense
    Range; Short-Mid
    Chakra cost; 50
    Damage points; N/A
    Description; The technique utilizes Alpha the weakest type of radiation to put in use forming a shock wave for the targets defense, Alpha radiation draws near helium atoms and puts them in an dense pressured form, and releases them at once making a huge shock wave penetrating everything in its way, except objects with a density extremely high and pressure enough to move such mass against the push. The incredible push of the shock wave is most of the times enough to block most of the attacks. When released the shockwave makes a chaotic disturbance in the surrounding.
    Note; Can only be used 4 times in a battle, 1 turn to recharge.

    -Defending up to A rank jutsus for the elements weak towards Radiation-
    -approved-
    Radiation Release: Leo (Hakkton: Shishi)
    Rank: S
    Type: Defensive/Offensive
    Range: Short-Mid
    Chakra cost: 40
    Damage Points: 80
    Description: Leo is a non-ionizing, Offensive and Defensive radiation technique named after the star constellation, Leo. The technique allows the user to generate transverse waves that radiate heat into objects, the strength of the technique is variable from a low frequency wave with no kinetic push(Leo Minor) and that heats up objects quickly to an explosive one that makes objects combust and explode as they come within range(Leo Major). The technique causes similar damage as Scorch release: Incinerating Flare Technique burning and incinerating all vegetation and lifeforms within its radius. The approximate range of the shockwave is 25m-40m.
    Note: Can only be used 4 times per conflict.

    ________________________________________________
     Declined 
    Shockwave? What shockwave? 25 to 40 is not mid range... And 4 times X2 is too much.... Restrictions?
     
         
    Last edited by Scorps; 06-04-2013 at 08:00 PM.

  25. #475
    Azazel's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Azazel View Post

    Jiechiruēteruton: Mukankaku (Diethyl Ether: Numb)
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: The user surges their body with Diethyl Ether chakra, allowing the user to numb their body in such a way that they will temporarily be unable to feel pain. Though the user does not feel pain, their body is still incapable of performing any tasks that their body would not allow them to with an injury.
    Note: Lasts for 4 turns.
    Note: Can only be used 2x per battle.
    Note: The pain returning to the user all at once causes the user to be put into a comatose state for one turn.

    __________________________________________________ ________________________________________________
     Declined 
    Explain how your CE can do this to yourself.

    Diethyl Ether Gas State Inhalation Effects:

    Jiechiruēteruton: Mukankaku | Diethyl Ether: Numb
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: The user surges their body with Diethyl Ether chakra. The act forces gaseous Diethyl Ether through the user's bloodstream, allowing the user to numb their body in such a way that they will temporarily be unable to feel pain, allowing them to continue fighting after a drastic injury. Though the user does not feel pain, their body is still incapable of performing any tasks that their body would not allow them to with the injury.
    Note: Lasts for 4 turns.
    Note: Can only be used 2x per battle.
    Note: The pain returning to the user all at once causes the user to be put into a comatose state for one turn.

    ________________________________________________
     Declined 
    DNR. This wording attempts to do the same as a banned technique removed from the system not long ago. Also, you'd die according to your own CE after 2 turns, which would mean this is a forbidden rank/kinjutsu and neither i'll approve. And finally, such self influence towards your metabolism requires medical knowledge.
     
         
    Last edited by Scorps; 06-04-2013 at 08:03 PM.

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