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  1. #526
    Zero Kelvin's Avatar
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Zero Kelvin View Post
    (I'm quoting this because it's the submission wherein the techniques were approved)


    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

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

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

    __________________________________________________ __________________________________________________
     Approved 


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

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

    __________________________________________________ __________________________________________________
     Approved 


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

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

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

    __________________________________________________ ________________________________________________
     Approved 


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

    __________________________________________________ ________________________________________________
     Approved 


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

    __________________________________________________ ________________________________________________
     Approved 
    Attempting some edits:

    (Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
    Rank: S-Rank
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A
    Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji somewhere on the field. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation; the dragon uses the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field as the dragon immediately draws them into itself. Humidity and rain will also be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape draws insects and big concentrations of germs, particles and spores into itself. The dragon, however, does not differentiate between friendly and hostile techniques, which means it will absorb all techniques that fit the aforementioned descriptions.
    -The dragon can maximally absorb techniques of S-ranked strength.
    -The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything sealed inside the dragon into the area.
    -The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
    -The shape lasts for four (4) turns.
    -Can only be used once (1) per battle.


     Approved 

    (Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
    Rank: A-Rank
    Type: Defensive-Offensive
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air; this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Instead of gathering oxygen in its core as some techniques do; the objects created by this technique are completely hollow except for the matter, gas and energy that occupied the spot the object was created around. The user can even expel and absorb gases at will, meaning that the structure can technically be used as a makeshift gas mask.
    -Must wait one turn before reuse.
    -Objects last for the turn they are used and can only be created mid-range from the user.


     Declined  Gas mask part is stretching it and makes little sense for me

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


     Approved 

    (Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
    Rank: A-Rank
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user creates a ripping shape of Empyrean Wind within short range and moves it towards the target and uses its ability to carry oxygen particles to drastically decrease the level of oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust , at which point the user simply cancels the technique, letting the hungry flames rush in to fill the almost airless area, like air rushes to fill a vacuum. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out.
    -Must wait one turn before reuse.
    -The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.


     Declined 

    New submission:

    (Ototon/Amatsu Fūton ♦ Echolalia) – Sound Release/Empyrean Wind Release ♦ Hankyōgengo
    Rank: B-Rank
    Type: Supplementary
    Range: Short
    Chakra cost: 20
    Damage points: 40
    Description: The user releases localized pulses of sound from clusters of his tenketsu and uses the sonar effect to map and check his bloodstream and intestinal system for foreign matter. The pulses are specially saturated with the user’s chakra and react to foreign energy in the same manner as they react to matter. When and if the pulses locate something the user releases small streams of Empyrean Wind towards the affected area that use their ability to differentiate between molecules to capture the foreign matter inside themselves and carry it to a point of the user’s choice where they push it through the skin. If the foreign matter is found in the intestinal system it can even be carried to the user’s mouth where it can be spat out.


     Declined  DNR. Beyond the scope of your CE.
     
         
    Last edited by Scorps; 12-10-2013 at 08:36 PM.

  2. #527
    Korra.'s Avatar
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    Re: Custom Element's Jutsu Submission

    (Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
    Type: Attack
    Rank: S
    Range: Mid/Long
    Chakra cost: 40
    Damage points: 80
    Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand with the motion it the created Red Sand shoots upwards creating a fine dust storm that encompasses a ten meter squared area around the opponent. The Red Sand hangs heavily in the air and can be controlled through motions of the hands to pelt the opponent violently tearing and burning at their flesh the gains of Red Sand will also cling to the eyes causing blindness. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform three hand seals (Bird -> Rat -> Tiger) forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
    Notes:
    -Can only be used twice
    -No other Red Sand jutsu this turn
    -If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


     Declined  I don't understand the part I colored. Please rewrite.

    (Nirro Suna: Reddosupaidā no Kankō Meisho) Red Sand Release: Red Spiders Attraction
    Type: Attack/Supplementary
    Rank: B
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 40
    Description: The user will do the Tiger sign and create 10 life size spiders (size of tarantulas) by either using their chakra to create them from the ground or using an already made source of Red Sand. The spiders will then rush towards the opponent and latch on to them keeping him in place by biting down onto to them. Once attached the user will do the clap his hands together causing the the spiders to grow in size to being the size of Pakkun. The spiders can cause 3rd degree burns by being touched or attacked by them once they are enlarged.
    Note: Usable 5 times a match


     Approved 

    (Nirro Suna: Hadesukyanon) - Red Sand Release: Hade's Cannon
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra: 15
    Damage: N/A (+10 to water jutsus that get heated)
    Description:
    Note: The user creates a large tube of highly heated red sand right in front of them. When the user makes any water jutsu go through the tube it comes out as extremely hot steam that will melt the flesh of anyone in front of them.
    Note: The tube last for 4 turns.
    Note: Usable 5 times a match


     Declined  DNR. Not within your CE's abilities.

    (Nirro Suna: Tenpu no Sainō) Red Sand Release: Gift of Nature
    Type: Supplementary
    Rank: B
    Range: Short - Mid
    Chakra cost: 20 (-5 per turn)
    Damage points: N/A
    Description: The user sends their chakra throughout their red sand, as long as the chakra is present inside of the sand and not negated by opponent(s), the user will be able to freely control the sand. This jutsu serves as more of an activation that lasts until the chakra is negated. The user can control sand within long range but the strength weakens by one rank per 5 meters. The user can use this to make tools and objects within the limitations of the amount of sand that is present. The sand's movement is on par with that of gaara's without shukaku
    Note: Note once activated it stays activated.


     Declined  I don't understand this technique at all. Control the sand...ok...but how? to do what? what sand? to what extent? with what power? It doesnt do damage so what does it do? I mean, its severely under-defined. Define it better and rewrite.
     
         
    Last edited by Scorps; 12-09-2013 at 03:17 PM.

  3. #528
    ジャングルの王 Daemon's Avatar
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    Re: Custom Element's Jutsu Submission

    (Kazan Hai: Hametsu Ponpei )- Volcanic Ash: Bane of Pompeii
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A(60 if used to attack)(+10 damage to taijutsu)
    Description: The user channels fire chakra into their lungs and converts it into layers upon layers of super heated ash. The user spews out an extremely large ash cloud in front of them. By forming a tiger handseal, the cloud of ash collapses inward onto the opponents flesh completely covering them with Volcanic ash. After this stage, the real transformation takes place. Underneath the shell of volcanic ash, the user is converting himself or herself into volcanic ash itself. After the transformation is complete, the volcanic ash that was surrounding the body disappears and collapses to the floor revealing the user. The transformation itself doesn't take long 5-10 seconds should be enough. When in this form of ash, The user can do many things such as create weapons out of their volcanic ash body. However, these weapons will only count as C-rank creations and each time a new weapon is created this jutsu has to be posted for reference. When used in a taijutsu scenario, when the opponent comes in contact with the user they bare severe burns to the skin due to the properties of volcanic ash. Using the explosive properties of volcanic ash the user can also make minute explosions to blast back the enemy. Due to being completely made of ash, the user is lighter and becomes easier to move and contort ones body. This allows them to get through small openings with ease. However, the user does possess the natural weakness of Volcanic Ash. (Click Here). When the user comes in contact with a wind jutsu, it increases the heat of the volcanic ash temporarily increasing the damage. Lightning release would phase through the user as it would any fire jutsu. Fire jutsu acts normally towards the user and can still damage them as Volcanic ash and fire fight on equal terms with each other. Water of a high rank would put out the embers within the ash and cool it down causing it to clump up and solidify. It also gets rid of the explosive properties of the element. Earth Release can handle the heat provided by volcanic ash and can withstand the explosions.
    - can be used 3 times per battle
    - Lasts 2 turns each use with 1 turn cool down between each use
    - can only be taught by Daemon


     Declined  I don't understand this technique. In broad terms it seems like you spew hot ash at your opponent which then collapses upon him, burning him. Ok... But then you have the whole transformation part and how the ash will surround you and transform you... Doesn't make sense. Rewrite.
     
         
    Last edited by Scorps; 12-09-2013 at 04:08 PM.

  4. #529
    Priest's Avatar
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    Re: Custom Element's Jutsu Submission

    Karakazeton - Harmattan Release
    Type: Attack/Def/Sup
    Rank: C
    Range: Short/Mid/Long
    Chakra: 15
    Damage: 30
    Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air.


     Declined  No on the "created from surrounding air" for such a technique without hand seals.

    Karakazeton: Karakaze Kumo - Harmattan Release: Harmattan Cloud
    Type: Sup
    Rank: B
    Range: Short-Long
    Chakra: 20
    Damage Point: N/A
    Description: The user makes a boar handsign then he spews a stream of harmattan that quickly forms into a large cloud. This is a special one that is mixed with scouring dusts and atmospheric aerosols with harmattan being highly susceptible to dust and particles, thus the cloud apears white and the opponent is not able to see within it except for Byakugan doujutsu as it is entirely cursed with the user's chakra. The user also cannot see in the cloud but he can sense anyone in the cloud because of his chakra contained in it. Although this is purely supplementary, the main properties of harmattan itself can't be ignored as opponents would still suffer consequences when too exposed to it thus their skin starts peeling off at the end of one turn and at the end of 2 turns they would surfer severe upper skin loss and blood loss, at the 3rd turn, loss of conciousness.
    +Last for 3 turns then it disperses


     Declined  Oped and breaking the limits of your CE. No where in your CE does it state you can release it as a cloud form or a form that would actually mimic it or blind your opponent in any way. Its wind, just one that is dry and somewhat abrasive and perhaps hot.

    Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
    Rank: S
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 15% thus decreases perspiration.
    This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after one turn, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of 2 turns. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry and barren.
    -Lasts for 3 turns
    -Useable 4x per battle


     Declined  Look at those effects I colored... Besides, even if dry, those effects would never be immediate. Lack of humidity and extreme dry air lead to those effects potentially, not invariably.

    Taibu Karakazeton - Greater Harmattan Release
    Type: Offense/Defense/Sup
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend.
    -Useable only 4x per battle
    -Must be taught by Priest

    Harmattan Approval


     Declined  Describe what it is, not stating "its a stronger version of x technique" because in battle you won't be linking to the other technique when you use this one. You use this one so this one has to have stated everything it can do. The same note i gave for the C-Rank one still applies to this one.
     
         
    Last edited by Scorps; 01-08-2014 at 07:32 PM.

  5. #530
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    Re: Custom Element's Jutsu Submission

    (Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: Short - Long
    Chakra cost: 30 (+10 chakra per turnto sustain creations)
    Damage points: 60
    Description: This technique can be employed by the user in three different ways. The first method allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique). The second method allows the user to focus their sulfuron chakra directly into the ground below before releasing it from the ground as forceful geysers and molding it through shape manipulation into whatever form the user desires. The final method in which this technique can be employed is through using an existing source of gaseous sulfuron residing on the field and manipulating it through hand gestures.

    Note: Can only be used five times per battle
    Note: Can only be Taught by Negative Knight
    Note: All created constructs will amount to the collective power of an A-Rank


     Declined  Problem: the technique is only the first method. The others are actually different techniques altogether and not variations of the same method. Also, its -10 per turn to sustain and you say in your own CE submission it can only be released from your body so that ground application has tons of issues in logic. And I wonder where you got this idea from...hum...

    (Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
    Rank: S
    Type: Supplementary/Offensive
    Range: Mid
    Chakra cost: 40 (+10 chakra per turn)
    Damage points: N/A
    Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. Furthermore, this technique will also evaporate any moisture above and inside the earth, making it useful for ridding the battlefield of underground water sources and reducing the battlefield to a barren, desert-like state.

    Note: Lasts three turns
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight


     Declined  Issues: you state this in your CE
    Sulfuron is created through simultaneously fusing wind, earth and fire chakra, and is released from the user's body.
    so you need to fix your own description according to this. Also, if you propagate it into the soil, how does it affect the air above it? And if it does, doesn't it also affect you?

    (Katon/Sulfuron: Koushoku Kunjou) - Fire/Sulphur Release: Fulvid Fumigation
    Rank: S
    Type: Offensive
    Range: Mid - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.

    Note: Counts as two moves
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other Sulphur techniques above A-Rank in the user's same and next turn


     Approved 

    (Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
    Rank: S
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing it to melt and meld with the earth and create a field of golden molten sulphur. The sheer heat of the sulphur will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to 10 meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

    Note: Lasts for four turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other S-Rank or above Sulfuron in the user's same turn


     Declined  This is actually beyond your CE's abilities because of the note I stated in the other techniques and because you are using Sulphur Chakra to melt the ground when you yourself state the element is weak to earth making me believe it lacks the properties to melt the ground like that. I just don't feel that part is much logical or feasible. If a cloud of sulphur can melt the ground and merge with the ground to transform it into that? perhaps. But that requires a different set of description.

    (Sulfuron: Karada no Kazan) - Sulphur Release: Body of Vulcan
    Rank: S
    Type: Defensive/Supplementary/Offensive
    Range: Short - Long
    Chakra cost: 40 (+10 chakra per turn)
    Damage points: N/A (-20 damage if contact is made)
    Description: The user will release their sulfuron chakra into a part/parts of their body, converting that part of their body (or their whole body) into gaseous sulphur, in a similar manner to replacement techniques which use water, sand and etc. The user's transformed body parts will become impervious to physical damage since they will pass straight through the gaseous sulphur (much like the Hozuki) and will become highly resistant to lightning-based elements. Since sulfuron is a relatively dense gas, projectiles and attacks alike (Taijutsu/Kenjutsu) will traverse through the user with considerable resistance, slowing them down as they pass through. Should the full body version be used, the user will retain their humanoid shape and form but will gain certain characteristics due to their greatly altered composition. The user will become virtually weightless, making them capable of treading without a sound (silent footsteps) and aerial flight alike. Should the transformed parts come into contact with water, the searing heat of the gas will vaporize it near instantly and cause steam explosions. These 'steam explosions' will spray the remaining scalding water vapor and boiling hot water outwards onto anyone nearby. The magnitude of these explosions will depend on the amount of water. During rainy conditions the user's position will resemble an intense fireworks display as the droplets of boiling water are sent outwards in a radial manner. When this technique is used underwater, a similar concept will apply only the steam explosions will be far greater in magnitude. However, in this form the user becomes prone to ignition by Fire-based elements (A-Rank and above). Being ignited will force the user to revert to their human form and the targeted/ignited parts of their body will be covered in flames. In this form, the user can only use sulphur, fire, earth and wind (the elements its comprised of) but they can revert to their previous state at any point in time.

    Note: Lasts for a maximum of three turns
    Note: Can only be used three times per battle
    Note: Requires a cool down time of one turn in between usages
    Note: Can only be Taught by Negative Knight


     Declined  Sorry but this is a copy of my Proud Body of Lucifer technique but with your element instead of decay. I understand many members have tried to copy it but it still doesn't mean I'll allow it.

    (Sulfuron: Iyashii Tatchi) - Sulphur Release: Befouling Touch
    Rank: A
    Type: Offensive/Supplementary
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: By channeling sulphur chakra to any part/parts of their body, the user is able to emit sulphur from that body part covering it in a coating of highly condensed volcanic gas which hovers centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extends through the skin and into underlying fat, muscle, and bone upon contact. This technique can be applied various parts of the body, the whole body at once, or the user can channel the sulphur chakra covering a tool or weapon in sulphur, in a similar manner how Kakashi does so with Raikiri. If that method is applied to a kunai (or any projectile) then the sulphur coated object can only travel up to Mid Range before the coating dissipates. Alternatively, this technique can also be used in a similar manner to Earth Release: Added Weight Technique, where the user will instead focus their sulphur chakra directly into plant-based matter after making contact with it, causing it to recede and die. This is especially useful against prisons and binding type technique which seek to entangle or constrict the user's movements.

    Note: Can only be used four times per battle
    Note: Can only be Taught by Negative Knight


     Declined  My problem is how you make it seem this is so letal to the touch... To achieve 4th degree burns, you actually would need more than simple momentary/immediate contact with it. Its a bit over streched and again, the technique goes from releasing sulphur form your body to engulfing weapons in sulphur and channeling it through plants. One thing is to say "This technique is about releasing sulphur from my body. It can be used to release it as waves or blasts or as a cloud that covers it" another is to say "this techniques is about releasing sulphur gas from my body. It can be used as a defensive mechanism, creating a cloud around me or channeling sulphur into organic matter to poison it". One thing is to have a generic use and exploit the different specific uses it can have in different methods, another is to actually go about specific different methods with no relation to each other. Be careful with that. Also, how will you not be poisoned by this yourself? Ok, you're releasing it from your body which explains why you won't be burned by it which is logical but what about being poisoned if you inhale it? Because you do have to breathe...

    (Suiton/Sulfuron: Izumi no Kasai) - Water/Sulphur Release: Fountains of Volcanus
    Rank: S
    Type: Offensive
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will imbue their suiton chakra into the clouds above and convert the moisture within them into a dark black, flammable liquid (Similar to the one produced in Water Style: Black Clouds). After doing so, the user will connect their fingers and hold their palms centimeters apart in a praying stance before conjuring a small, highly condensed orb of gaseous sulphur in the gap between his hands. The orb will no sooner be thrust skyward and sent towards the flammable bodies of moisture residing above, where it will compress in on itself before furiously bursting outwards into a violent maelstrom of sulphur. The sheer heat and ferocity of the "explosion" will ignite the flammable water and paint the sky a vibrant orange/yellow colour, sending down a meteor shower of fire, aflame water and scalding water vapor. The initial dispersion force of the orb's eruption is so great that no clouds remain above the user and so they remain safe from the technique's effects. The superheated water will cling to and singe through the opponent's skin and clothing, while the surrounding fire sets them ablaze. Clouds of gaseous sulphur will also linger in the sky above the battlefield, which can be used as a source for future techniques. The explosion of fire as well as the sulphur lingering in the sky above will heat the upper atmosphere enough to generate the conditions required for Kirin.

    Note: Counts as two moves
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other Sulphur techniques above A-Rank in the user's same turn
    Note: Can also be used with the aid of a clone or ally.


     Declined  taken from your CE submission regarding your elements interaction with Water:
    Water Release and Rain Release - Sulfuron vaporizes water, causing it to explode into steam.
    Even if you are trying to use a sub-type or a specific release from within the element itself, the truth is all properties of that element still sustain themselves. Example: Oil, even if flammable, is still strong against Fire because it requires a great deal of heat to be ignited. Oil that is produced by that specific branch of Water release. Which, btw, we don't allow customs of, because it collides with Oil CE, Ink releases and Toad Oil, not to mention the fact that it isn't really a cannon thing but one added long ago and kept so far. Sorry but DNR.

    (Sulfuron: Kyoukou Yuukyuu Kokyuu) - Sulphur Release: Famine's Fallow Breath
    Rank: A
    Type: Offensive
    Range: Mid - Long
    Chakra cost: 30 (+10 chakra per turn)
    Damage points: 60
    Description: The user will spread his sulphur chakra into the ground and cause it to react with any water within the ground to generate a harmful chemical (Hydrogen Sulfide), commonly known as 'sewage gas'. The normal interaction between sulphur and water typically doesn't produce this gas, but the absence of oxygen (since they interact underground) causes this to be the case. This colourless, explosive gas will slowly seep from the cracks/crevices in the ground and rise up to immerse the opponent in its ghastly, pungent odour of rotten eggs, hence its name. Shinobi unaccustomed to the smell of disease and decay may gag or even vomit in response to this terrible odour but this varies from person to person. However, this detection will be a little over momentary, as shortly afterwards the opponent's sense of smell is deadened by their initial exposure to the toxic gas. The opponent's body will be corroded from the outside and within, as the caustic gas causes their skin and flesh to fester while it taints several essential bodily processes. Unknown to the opponent, conventional methods of dispersing or blowing away the gas will not work as its continuously released from below the earth. By the end of the first turn, large swollen blisters and itchy boils filled with a pus-like yellow fluid will have grown all over the opponent's skin, tongue and lungs, making it painfully hard to breathe or talk. These growths will also make handseals impossible to perform, as the user's hands cannot physically fit together. The opponent's movement speed is also reduced by half, making their movements sluggish and much easier to follow with the naked eye. By the end of the second turn, these blisters will inflate even further and will obstruct air flow to the lungs to the extent the opponent will lose consciousness. However, this technique cannot be used on barren or desert-like battlefields due to the lack of water in the ground.

    Note: Lasts for two turns
    Note: Can only be used twice per battle
    Note: Can only Taught by Negative Knight


     Declined  Small correction to your reasoning which you'll understand why it invalidates your technique: Air exists within earth (unless its hard, solid, dense rock, in which case its residual) and air contains oxygen. Also, again, the note about your own CE submission

    (Fuuton/Sulfuron: Kyoubou no Funkazan) - Wind/Sulphur Release: Rage of Vesuvius
    Rank: S
    Type: Offensive//Supplementary
    Range: Mid - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will focus their sulfuron chakra into the earth before causing clouds of sulphur to rise up from the cracks and crevices in the ground. The pale, translucent mist will emerge beneath and around the opponent in a radial manner and can extend as far as up to mid-range of their position. With a single handseal, the user will infuse their wind chakra into the air in order to generate a heavy gust of wind which will lift up large quantities of scouring dust (Similar to Wind Release: Dust Cloud Technique) before forcing the clouds of sulphur and dust alike to converge inward on the opponent at a high velocity. The sheer compression force of the wind will push the opponent inward from all sides and subsequently cause them to undergo rapid petrifaction, as the miniscule pieces of dust, dirt and debris are deposited in their melting skin and flesh, while the surrounding clouds of volcanic gas heats them to blazing temperatures. The pressure of the wind causes the pieces of rock to compact into the organism's body while heat of the sulphur act as a blast furnace, hardening the layer into solid stone and making it a permanent change.

    Note: Counts as two moves of the user's three per turn
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No S-Rank or above Sulphur techniques in the user's next turn
    Note: Can also be used with the aid of a clone or ally.




     Declined Effects are way too much NK. And as it stands, its too powerful. I can't allow a technique that can cause petrification of the target like that, specially if we consider that that is not a primary ability of your CE. Your CE is sulphur. A substance. You can explore some of its abilities but to this degree it becomes too much. And the dual elemental thing doesn't help.

    (Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
    Rank: Forbidden
    Type: Offensive/Defensive
    Range: Short - Long
    Chakra cost: 50
    Damage points: 90 (-40 damage to the user)
    Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (rain clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. Furthermore, the heat of these clouds will resonate into the upper atmosphere, generating the conditions required for natural thunderstorms (Kirin).

    Note: Can only be used once per battle
    Note: No Sulphur techniques S-Rank or above in the user's next two turns
    Note: No long handseal sequences (longer than three) for the next two turns
    Note: No other Forbidden Ranked elemental techniques in the user's same and next turns
    Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
    Note: Can only be Taught by Negative Knight



    Approved Custom Element


     Declined  I even editted the restrictions and was about to approve when I noticed that kirin note... If you clean the whole field of water, how can storm clouds be created for kirin? Also, think logically. You are not releasing energy from your body. You are releasing a gas. A very very dense gas. Which is poisonous and which you just filled the whole atmosphere and basically the whole field with. Don't you think you need to explain how long it stays on the field? And how you aren't poisoned by it?
     
         
    Last edited by Scorps; 02-24-2014 at 11:53 AM.

  6. #531
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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Selendrile View Post
    (Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
    Rank: Forbidden
    Type: Offensive/Supplementary
    Range: Short-Long
    Chakra cost: 50 (-10 per turn if merged, -10 per Hippocampus)
    Damage points: +20 to foam techniques; (-10 to user)
    Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super infused foam that can be used as a source for any additional foam techniques regardless of their original method of release (This foam can be utilized even for techniques that state they originate from the user's body). Both the user and opponent stand at the far edge of a raised, cylindrical, white platform equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam, except for a thin layer of the slippery version of foam which makes movement incredibly hard to execute to those not used to dealing with the element. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Meanwhile, the foam cloud will automatically release an A-ranked spray of foam which quickly morphs into a Hippocampus once per turn (a horse with a fish tail that can be used for offensive or defensive purposes). Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to any foam techniques used due to the super-charged foam that is present within the chamber. However, the user can only utilize foam, wind, and water techniques while merged with the foam.
    - Usable once per battle; Lasts four turns and then disperses from the battlefield
    - No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for a single turn after the end of this technique; None above A-rank the following turn
    - The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.


     Declined  Oped. Too much stacked. The +20 damage and such, no. I mean, I don't mind you summoning a container that has foam which is enhanced with chakra and allows the usage of stronger foam techniques from it up to X number of times. However this is way too much. It has too many things stacked on it. I cannot approve such a thing.
    (Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
    Rank: Forbidden
    Type: Offensive/Supplementary
    Range: Short-Long
    Chakra cost: 50 (-10 per turn if merged)
    Damage points: +20 to foam techniques; (-10 to user)
    Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super infused foam that can be used as a source for any additional foam techniques regardless of their original method of release (This foam can be utilized even for techniques that state they originate from the user's body). Both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. However, the user can only utilize foam, wind, and water techniques while merged with the foam. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to one foam technique of the user's choosing per turn.
    - Usable once per battle; Lasts four turns and then disperses from the battlefield
    - No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for a single turn after the end of this technique
    - The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.

    Removed the hippocampus, slippery foam covering the platform, and added a usage limit on the strengthened techniques.


     Declined  You didn't read what I wrote nor fixed anything of what I mentioned to be an issue. I suggest you do.

    Quote Originally Posted by Selendrile View Post
    (Awaton: Mizūmi no Uchikina Redī)- Foam Release: The Bashful Lady of the Lake
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: 60 per lance
    Description: The user stomps onto the ground or claps their hands, injecting their foam chakra into the ground around the opponent. Once done, the user creates a beautiful and slender woman composed entirely of foam. The foam woman is incredibly shy, and is reluctant to show herself above-ground without coaxing from the user. The world of men is too harsh for a woman of her stature. However, she is coaxed from the ground when an elemental technique is used, as the lady loves to look upon the fine creations of ninjutsu. Once another elemental technique is in the process of being released, the woman emerges halfway from the ground to gaze at the technique while she forms a portion of her body into a large, five foot lance. So, once the technique is released, she slings her lance as well, aimed at whatever place intended. The woman is able to release a lance up to four separate times during the duration of her stay on the battlefield, with each lance having the strength of an A-rank attack. She functions similar to a clone in that she is completely sentient and is capable of critical thinking and speech, and is the size of an average shinobi. When underground, the woman simply deforms into a mass of foam that can travel quickly through the ground, having no specific shape and undetectable to those who do not possess a doujutsu or some other type of sensory.
    - Usable twice per battle; Lasts 3 turns
    - No foam techniques above A-rank the same turn


     Declined  Problem here: you intend to use this to make your techniques have a foam combo...ok. However, by saying the lance is A-Rank and saying that she throws the lance at whatever place is not going to be of any good. You actually want to, for 3 turns, be able to use 2 techniques with each one you use. I won't approve that. You can make her throw a foam spear at a technique if feasible and possible of being combined which will result in a foam/X element combo with +X damage. But not like this.
    (Awaton: Mizūmi no Uchikina Redī)- Foam Release: The Bashful Lady of the Lake
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: 60 per lance
    Description: The user stomps onto the ground or claps their hands, injecting their foam chakra into the ground around the opponent. Once done, the user creates a beautiful and slender woman composed entirely of foam. The foam woman is incredibly shy, and is reluctant to show herself above-ground without coaxing from the user. The world of men is too harsh for a woman of her stature. However, she is coaxed from the ground when an elemental technique is used, as the lady loves to look upon the fine creations of ninjutsu. Once another elemental technique is in the process of being released, the woman emerges halfway from the ground to gaze at the technique while she forms a portion of her body into a large, five foot lance. So, once the technique is released, she slings her lance as well, aimed at whatever place intended. The woman is able to release a lance up to four separate times during the duration of her stay on the battlefield, with each lance having the strength of an A-rank attack (also counting as a single move). She functions similar to a clone in that she is completely sentient and is capable of critical thinking and speech, and is the size of an average shinobi. When underground, the woman simply deforms into a mass of foam that can travel quickly through the ground, having no specific shape and undetectable to those who do not possess a doujutsu or some other type of sensory.
    - Usable twice per battle; Lasts 3 turns
    - No foam techniques above A-rank the same turn


     Declined  Same as above. One more go.

    (Awaton: Yagiza no Bōsō Mure)- Foam Release: Capricorn's Stampeding Herd
    Rank: S
    Type: Offensive
    Range: Mid-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will clap their hands together, focusing their chakra into the sky in order to open up a large portal similar to that utilized in the “Earth Release: Sticky Earth Drop” technique. From this portal, a large amount of foam creatures spiral downwards from the sky, in the shape of a massive herd of goats with fish tails. These creatures are created with the slippery version of foam, so when they strike the ground, they spray their foam up to short range from the location of their impact. Those creatures that attack the opponent barrel into them from above with incredible force, causing severe blunt-force damage and can leave small craters in the ground from their impact.
    - Usable twice per battle
    - No Foam techniques above B-rank the same turn


     Approved  Edited
     
         
    Last edited by Scorps; 01-12-2014 at 04:52 PM.

  7. #532
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Lili-Chwan View Post
    (Masshuru-muton: Mahou Momsuta-mokuren ) Mushroom Manner: Monstrous Murk-Dweller Mandrake

    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: 6 marks materialize a monstrous and massive mountainous mindless moorish and malodorous militant mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, menacing, malevolent and not merciful, melancholy melting mischievous miscreants, the miserable menaces to it's maternal master. It's moaning moldy mouth of mire is master of Mushrooms, up to it's mark. The mesh of mold may materialize a myriad no more than 6 miniature monsters from it's might, mischievous militant mini murk-dwellers. The murderous musky mandrake mockingly manages a myriad of no more than 4 move-sets before it's muted. Moribund it is made milky and messy, melting mile-wide and measly.
    *Mushrooms managed by the Monstrous Murk-Dweller Mandrake are 1 mark more mighty than mundane Mushrooms*
    *1 monotonous use*


    Note in current english: Creates a madrake-like structure of fungus of the size of a boss summoning. It's body has the same yet enhanced effects of normal main-release Mushroom. It can use mushroom techniques up to its ranked, whose effects get enhanced 1 rank. Is able to spit out mini copies of itself, up to 6. Lasts 4 turns if unblocked, can only be used once and requires 6 handseals. When the jutsu ends, the fungus just falls on the ground like it lost the force that was keeping it together.
    ____________
    -Approved-

    General note, this was checked ahead of line just because I requested the re-post.
    Updating ( A Lot) :

    ( Bunshin Bakemono no Biggubonkei ) Behemoth Beasts of Babylonia

    Rank: S
    Type: Offense
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: "Book of Biblical Beast, a bestiary based on the behemoth beings that barreled the bogs of bygone-eras. Bark and boil backed, bare and blood-lusted. Bonfires and blasphemous bongs, barring their buildings and barring their backs, but the Babylons burned. Because they are Barbatos born. Beware the Behemoth Beasts of Babylonia."

    The Beasts of Babylonia are sentient monsters, similar to earth golems and some clones,
    made entirely of fungus. They usually change in appearance and in the type of fungus that composes them, but share a few common characteristics. Similar to Leshy Conks, they are able to absorb Natural Energy, preventing Sage Mode users (including the user him/herself) in the area from accessing it, as well as preventing them from sustaining or entering Sage Mode. When using a camouflage ability, they disappear to the naked eye and sensors the same as actual Natural Energy, as they blend perfectly with nature, allowing only the user and active Sage Mode users to sense them. Except in specific species, the Beasts do not share Leshy's ability to induce petrification by touch, and aren't capable of using Sage Mode techniques, or allow the user to enter Sage Mode through them. They are able to handsealessly use Mushroom techniques up to S rank, not including Behemoth Beasts of Babylonia itself, though, when used by a Beast, the techniques increase 1 rank in power.
    In order to create a beast, either by spitting it out, or growing it from the ground or vegetable/dead surface or oneself, the user has to perform 6 handseals. They last 4 turns before they melt into a mass of Main Release fungus. Can only be used once per battle, 3 times per war.

    ( Fea Fugen Feari-ouja ) Fearsome Fairy Faux-King

    "Foraging for faring foresters, the Faux-King's followers fly. Fairies of fascinating fairness and flamboyant faces, they fetch the feeble fauna. As if falling to fatigue, the fowls fail, and the followers feed. Facing forward, with the fairies flashing on their foreheads, they faint and form fightless food, flares for the foul fiend and its filled fangs, the Fearsome Fairy Faux-King"

    The Fairy King is a a large bulb of white Main Release Fungus, 4 times the size of an average african elephant, with a great mouth filled with sharp teeth made of steel-strong Linchen, with the appearance of a lean venus fly-trap and an angler fish. It is able to fuse with vegetable matter and the ground, swimming freely and camouflaged, leaving behind bioluminescent spores produced from an anterior antenna, aggregating to form humanoid figures of bluish white light, fairies. While it hides, the pixies fly about until they find animal organisms (Summons or humans) with foreign chakra. They then trick or overpower the target to attach themselves to the forehead or the back of the neck, physically (but not mentally) paralyzing the target for 1 turn, at which point the Fairy King pops from underneath them, mouth open, and swallows them whole, allowing the Main Release Fungus in it's body to quickly digest them. Going into camouflage mode, leaving the fairies behind, counts as a move. The paralysis effect is considered S rank.


    ( Mahou Momsuta-mokuren ) Monstrous Murk-Dwelling Mandrake

    "A monstrous and massive moorish and malodorous mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, melancholically melting mischievous miscreants. The mesh of mire may materialize a myriad no more than 6 miniature monsters from it's might, militant mini mimics of the Monstrous Murk-Dwelling Mandrake."

    The Mandrake is a Boss Summoning sized fungal beast made entirely of Main Release Fungus, varying only in color, being much redder and crimson. Once per battle, it can create 6 clones of itself, the size of a large summon. These can use mushroom techniques up to S rank, without gaining the power boost. It resembles a bulbous primate with long fungal hairs and beards and can carry primitive weapons made of steel-thick lichen, similar to Titania Linchen, like spears, shields, swords, etc, which do not have to be the same as its clones. Creating clones counts as a move. The weapon from the main mandrake is considered S rank.

    ( Putturido Pondu Picossi ) Putrid Pond Pixie

    "Peerless and powerful, the pixie's pungent putrefaction pollutes the planet. Its pronounced perfume plains any poor person that peeps at it. For it pours out a primal punch of putridness that plains any person, so is the power of the Putrid Pond Pixie."

    The Putrid Pixie is a large frog-like creature, about 2 times the height of a average human and several times fatter than an bison, made of black Main Release Fungus and spongy Centaurides Yeast, making a very elastic and bouncy structure. Inside its stomach it can produce any mushroom, canon, custom or real. It can then inflate its bowel, creating a cloud with the mushroom's spores, toxins or any other mushroom product, along with a very pungent and foul smell, and belches it out, in a yellowish and black mist. The initial smell, short range from the pixie, is able to stun any target for 1 turn, while the following mist carries either hallucinogens, poisonous toxins, irritants or spores, or a cocktail of all of them, to deal further damage. Can only belch once per two turn, counting as a move.
    It is considered S rank.

    ( Garadoro Gorotora ) Gruesome Glade Griffin

    "Gravitating to gray-lighted glades, it growls grand and greedy, for game to gnaw upon. Gashes on the great grooves give away its grotesque grasp, but get no good guess to the gruesome and grindy gimp it gifts. It grows in gluttony, to gorge itself, it will gobble you up, the Gruesome Glade Griffin"

    The Glade Griffin is a large cat-like mesh of pale flesh-colored Main Release Fungus, about 3 times bigger than a tiger, with an strong scaled armor of lichen, stronger than Titania Lichen. Articulated, the armor allows the Glade Griffin great mobility and flexibility. It can exert great force with it's jaws, and paws, proportional to a tiger of the same size. It can prowl, camouflaging itself in the surroundings and only revealing itself a few meters from the opponent, leaping. While all of armor behaves similar to normal Titania Lichen, the effects of the extremities are akin that of a Leshy Conks, infusing the Griffin's inherited Natural Energy into the opponent at contact, petrifying even a Sage Master with the overload. Extremities are limited to the paw's sharp claws, the fangs and teeth, the spiked scales of the end of the tail and a lush and sharp horn crown, varying in style from antlers with multiple ends to a single spiral horn, all made of concentrated Lichen.


    References:

    Leshy Conks:
    (Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy

    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user is able to erupt a beautiful orange mushroom that looks like a intricate coral, anywhere within range. This large being will then start gathering Natural Energy for one turn. After the turn has passed, the mushroom will act as a vacuum against opponent's that gathered Natural Energy, cleansing them from it, while at the same time it will act as a guardian from all the natural beings in the battle field, and will prevent the opponent from gathering new Natural Energy. If the mushroom is touched, it will let out a burst of Natural Energy that will petrify even the most experienced of Sage Mode users.
    *The user can, with one handseal, make the mushroom go underground and appear on a new location, without loosing any of the aforementioned abilities*
    *The mushroom stays active until it is destroyed*
    *Can only be used 3 times per battle*

    #Approved


    Centaurides Yeast:
    ( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith

    Rank: A
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description:User takes advantage of the specific release of mushroom release to create specific species or types of mushrooms to create a chakra-enhanced pre-developed yeast. This yeast can be produced as normal weapons (Arrows, kunai, shuriken, staffs, swords, etc) that can be thrown at the enemy or like walls, pillars, structures, etc that are created either from existing organic matter (wood, grass, leaves, flesh), water/moist or from the users body.The yeast is manifested as a soft, dense, foam/sponge-like structure, whose color varies from user to user. The yeast mature and react differently according to the substance that touches them, this is more noticeable when exposed bone is pierced or pierces through the yeast structures, as they will infect the bone, culminating in the dissolution of exposed bones (ex: Kaguya) into dust, rendering them mushy, then dry, then desintegrating them. While this would simply mean that a normal person would just be sick and weakly, preventing the usage of high level Taijutsu and bursts of speed, for a Kaguya it would mean the loss of their KG for the duration of the disease. It requires 2 turns after infection for the culmination of the symptoms.
    *Can be used only once every 2 turns, and only 4 times per battle*

    #Approved


    Titania Lichen
    ( Masshuru-muton: Kouhi no Ken ) Mushroom Release: Blades of Titania

    Rank: S
    Type: Offensive/Defensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: Through use of a higher dose of earth chakra to reinforce the mushrooms, honing the their hardest tissues with water, the user is able to produce blade like structures of liquens, with equivalent hardness of hardest Metals of equal rank and hardest crystal of 1 lower. Liquens are symbiotic structures of fungi and algae, recriated here with water, earth and mushroom chakra. With this jutsu, the user is able to grow linquens from her/his body and spread them into any surface, as long as they're directly in contact. This serves to create sharp blade structures or to lock an opponent into a tight petrified-like coat of liquens. A secondary ability of the liquens is the detection of air toxicity/radiation, allowing the user to utilize the algae part to absorb radiation up to the rank of the technique. Due to a chakra rectriated photosintetic ability, the liquen will prevent sage mode users from acessing natural energy when in contact with the liquens.
    *Can only be used 4 times per battle*
    *Can only be used once every two turns*

    #Approved´


    Note: The Behemoth Beasts of Babylonia are the Mushroom version of the Four Horseman of the Apocalypse.


     Pending  As you know, I can't check this Will remind Roku/Cali to check the stuff pending. If you have time, send me a pm with links of anything pending from mushrooms.

    ~Declined~ No and I'm very tempted to NR this. They are sentient beings, but will not be affected by the SM chakra? Yes they will. So I will not accept anything about the whole SM chakra part and outside that to me these are complete summonings. They are huge, they are sentient and they can preform jutsu even stronger than they normally are and the restrictions? Can only be used once per battle. For nearly any forbidden rank jutsu that's a given, so it barely has any restrictions. I also find this very badly structured as it becomes difficult to even see the jutsu template.

    Quote Originally Posted by Lili-Chwan View Post
    ( Meromeroton: Aibo ) Perfume Release: Mémoire

    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: Allows the user the change one's scent, through the usage of perfume, to mimic any known scent, and/or simply to remove oneself's. This allows for such a strong and influential change that the user is able to incite certain illusions on a target, considered external illusions due to the physical presence of the perfume particles, not just an invasion of chakra, A rank in strength, which enhance or subdue the general mood of a person, greatly improving genjutsu and other psique-altering situations by 1 rank. For example, the user could add a pungent scent of blood alongside the scent of a loved one, to incite a sense of despair if the target is already prone to feel so. One could add scents of woodland and flowers or scents of heat and sand, to go along with illusions that alter the terrain, enhancing the experience and adding a layer of scent to previously total-visual techniques. Likewise, the user can change the scent to specifically attract a target/species, thus enhancing the inherit luring property of Perfume by 1 rank.
    Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra, cutting down to half ( 15 chakra).
    *Lasts 3 turns, suffering a 2 turn cool down before being able to change scent again*
    *As stated, the degree at which the scent-based illusions work is restricted by the physique and personality of each target. The perfume itself can only incite primal responses from the organism (bitter, sweet, spicy, etc)


     Declined  Still not sure about this one. Contact me in PM as I want to know how you intend on using it and how you would describe its limits.
    ( Meromeroton: Aibo ) Perfume Release: Mémoire

    Type: Supplementary/Offensive
    Rank: D
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: 20
    Description: Allows the user to utilize Perfume to neutralize, augment, change or add to certain aspects or the whole of his/her own scent. It is a supplementary external genjutsu, as it achieves its effects through the inhalation of perfume particles.
    On its own, it can have more punctal effects like masking one's scent to throw off chemical sensory abilities (Scent/Taste), or recreate soothing or irritant scents, the later allowing one to stun and damage one's opponent with the pungency of the smell (Only to a certain extent, as per the limits of the rank).
    The major application of the genjutsu is by combining it with other Genjutsu, Perfume or any applicable technique, engrossing, camouflaging or merely adding a secundary scent/taste sense to the illusion. In this case, the chakra cost and damage points, if applicable, are added directly to the other technique, the rank increasing proportional to the final chakra.
    *Lasts 3 turns max, suffering a 1 turn cool down before being able to change scent again*
    *Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra (5 chakra) to achieve the same results.

    Note: pretty much edited everything, so consider it a new technique, based loosely on the previous one and with the same name.


     Declined  Still big issues with this: you don't say what it does. Its a long range, "passive", generic and undefined Genjutsu through the use of perfume. If you want this to work, you need to define exactly what it can do so your opponent knows how to defend from it. Also, if this is something that "lasts" you need a chakra cost to sustain. And, you mud consider something: range. A dog will smell you 15 meters away or more. Ok. No issue. But a person? Even at 3-5 meters away, you still need to produce a pungent strong smell to be "sniffed" out passively by an enemy. The only difference would be if you "propelled" this perfume to your enemy or something but passively, more than Short range is not working for me and Long range is certainly too much. Perhaps mid range.
     
         
    Last edited by Caliburn; 06-26-2014 at 01:47 PM.

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    Re: Custom Element's Jutsu Submission

    Magnesium Dust - http://www.narutobase.net/forums/sho...=1#post8719416

    [Magnisuton: Fenriru no Gin Kenshi] - Magnesium Dust Release: Fenrir's Silver Cuspid
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40 (-5 per turn)
    Damage Points: 80
    Description: Allows for the rapid extension of dense tendrils of centripetally spinning magnesium from ones body. As a result of the rotation the protrusions gain amplified piercing abilities and also become incredibly hot due to friction. However, the tendrils experience suppressed ignitability due to technique-specific attributes, their innate density and their compactness. Instead, due to Magnesium's damping capacity and the forced rotation, the Magnesium becomes scalding hot - allowing them to sear through the opposition. These tendrils can be released in a quick burst - sent into long range as projectiles, or undergo sustained control so that the user can continuously manipulate their path and guide them through complex manoeuvres; shifting their overall shape as necessity requires, such as widening them into shields, streamlining them into separating spears and so on - ultimately granting the user fluid and versatile control.

    Note:
    - Can only be used 5x per battle.
    - No Magnesium techniques above S rank for the rest of the turn.
    - Due to the density, compression and compactness of this technique technique, it is strong against even the hardest of materials. (All Earths, Metals, and Crystals)


     Declined  The part I colored is too complex and makes little sense. It makes it seem as if you rotate yourself to release them at high speeds. Also, tendrils of dust? Not sure that is the right word. Also, your submission says Magnesium is highly inflamable and that even the smallest of sparks will ignite it so any heat applied to it will result in its ignition unless its made to be compact and dense, something that a rotating "tendril" of what is basically sand cannot be. If its compact and dense, it won't rotate and move around...it will behave as a solid. If it moves around and rotates and frictions, its not dense and compact and thus ignites itself. As for the number of times you use it, thats too much for an S-Rank and the last note needs to be removed. Your technique will follow the elements S&W.


    [Magnisuton: Beruzebubu no Barikēdo] - Magnesium Dust Release: The Beelzebûb Barricade
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: Allows for the rapid release and conversion of chakra alongside two hand seals to create dozens of small and compact flies of magnesium. The flies always swarm and surround the user; and can be commanded to aggregate into structures of magnesium; such as shields, walls, weapons and the like. Finally, they're capable of forming automated defences to shield the user from harm - defences are erected on the basis of a foreign substance entering into the users vicinity and disturbing the flight pattern of the flies and the granules of sensory magnesium that they passively emanate - which as a result signals a responsive defence. Essentially, virtually all attacks of equal or lower power will be incapable of passing this defence, exceptions being those that the user is unaware of and create no airflow changing stimuli, and those which surpass the defensive speed of the magnesium - which is capped at twice the speed that the user can track with their eyes. What truly makes this defences impeccable however is the flies restorative abilities, as by pitching on the user for a short while they can rapidly replenish themselves to full power - propagating if need be so as to restore numbers, therefore an attack of equal or greater power would be needed to truly neutralise or overpower this defence.

    Note:
    - Due to the flies compact nature, they can only be ignited by a fire technique of or greater equal power.
    - Can only be used twice per battle.
    - No Magnesium techniques above S rank can be performed by the user while this is active.
    - Can last a maximum of 4 turns.


     Declined  DNR. Collides with existing customs.


    [Magnisuton: Eriesu' Ekusutashī] - Magnesium Dust Release: Erinyes' Ecstasy
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: A dual application technique which revolves around rapidly bursting waves of magnesium from ones body. The first application involves the release of either a 360 degree or unidirectional wave of magnesium that will erupt outwards from the users body; the explosive force sending grains of magnesium pummelling into anything within range. This application can either be released in one triumphant burst, or in up to three successive weaker bursts. The second application follows a similar principle; the only change being that the user converts their body into a burst of magnesium. Thus, their body can be sent bursting towards a desired location, either for evasive purposes, or to puncture an unsuspecting target full of minuscule, bloody holes. Then, upon reaching a desired location the user can quickly reform. Again, this application can be radial or unidirectional, and can be done in a single burst, or up to three consecutive bursts. Lastly, the amount of magnesium is not proportional to the users actual body - thus almost all of the magnesium would have to be destroyed to prevent proper reformation. The first application of this technique is particularly fast, however the second is even faster - being a speed which the naked eye can only barely track in the case of two evenly matched Shinobi. In the case of multiple bursts for the second application, each burst will maintain its S ranked power provided that it doesn't encounter obstructions as its merely a sustained technique, and in the case of the user being struck by a fire technique of equal power, the magnesium will burst into a flare of counteracting white flames from being ignited, with the user emerging from the extinguishing flames unharmed, or in danger should the fire technique be of greater power.
    Note:
    - Cannot be used on consecutive turns.
    - Can only be used 4 times per battle.
    - No Magnesium techniques above S rank can be used by the user for the rest of the turn, and the next turn.


     Declined  The transformation of your body into your element is a copy of existing techniques for other elements.


    [Magnisuton: Cernunnos Komando] - Magnesium Dust Release: The Cernunnos Command
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: Allows for the release of self sustaining life-sized animals of Magnesium that can be made to rapidly expand to gigantic sizes upon formation; with the original creation size of mythical creatures simply being subject to the users whims. This animals can be spewed, released from the body, or made to rise from the ground/existing source of magnesium within short range, with the latter two requiring the formation of two hand seals. The animals exhibit the physique-based capabilities of the animals which they were modelled after, for instance, birds would be capable of flight, Hyena's would posses impeccable jaw strength, and so on. The animals are self-sustaining and sentient, and can thus prowl, fly, dig or slither throughout the battlefield according to theirs and the users wishes. They also have impeccable control over their own bodies, a testament to this being their ability to offensively erupt, either in a radial or directional manner, into a cloud of magnesium before rapidly reforming, with the latter in some cases being highly useful in closing in on targets at high speeds. The actual explosion displays B ranked damage, capable of forcefully blasting back and shredding grain sized holes into the body of anything that it hits, while perhaps also sending the animals rocketing forth in a chosen direction at still, albeit barely, traceable speeds. The animals are also equipped with the unique ability that, when they have ensnared a target such as a summoning animal, they're capable of rapidly molding around it in attempts to hi-jack their physical movements, adopting the colouration of the host as they do so. For summons, the magnesium animals would attempt to deliver a rapid, lethal laceration to the brain, before coating them both inside and out. The chakra of the magnesium serving to block the link between summon and summoner, preventing its new host from being de-summoned, while the magnesium quickly 'Robotisizes' the animal in question, taking over its physical abilities, rapidly leeching chakra, and, while for the first few seconds movement of the metal-biological hybrid may seem disgruntled and mechanical, within a turn it adapts to display fluid, and soon impossible to distinguish mannerisms. A similar process can be utilized for humans and other organic beings, although clones cannot be punctured to the brain, but rather simply coated, with the Magnesium rapidly leeching chakra to keep it in tip-top condition - strengthened constantly to withstand any internal enemy attacks - of course the same process could be applied for summons or normal humans should it be the users/animals will.

    Note:
    - Once these animals find a chakra providing host, they become capable of utilizing Magnesium techniques of S rank and below without handseals, albeit their techniques gain a +20 damage boost in power due to their unsparing use of the hosts chakra. (And in turn cost 20 more chakra, all/most of which is taken from the host)
    - Once the animals have wrapped around the host, they're capable of withstanding Forbidden ranked impacts and below of any element from the inside out, so as to prevent the hosts escape. While for external attacks normal W&S apply.
    - Saps 150 chakra points per turn.
    - Only Two animals can be created per use
    - Each usage grants two explosions - therefore if two animals are created per usage they can each only explode once.
    - A host animal cannot return to its homeland until the take-over is relinquished.
    - Cannot be used on consecutive turns
    - A maximum of Four animals can be created per battle.
    - No Magnesium above A rank can be performed by the user for the rest of the turn.


     Declined  Oped. No time limit. No size Limit (both upper or lower). Copy of existing cjs of other elements and various submissions. Too exploitable.



    [Magnisuton: Akiresu Henkan] - Magnesium Dust Release: The Achilles Conversion
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Self
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user spreads a surge of chakra throughout their body that rapidly converts their constitution to magnesium. Visually, the user is exactly the same, less they decide to alter their body and make use of their metallic grain like composition. With said -almost omnipotent- bodily manipulation holding multiple useful applications, one of them being that physical attacks automatically become more or less useless against the user. Weaker attacks simply cause the struck part of their body to slightly cave in or crumble, while stronger attacks may punch through the users body - which does little other than cause slight discomfort as the user is capable of rapidly reforming from either form of damage, with the reforming capability even allowing for easy reattachment of limbs. Meanwhile, the ability to mould around physical attacks can allow the user to ensnare an adversaries limb to gain the upper hand, literally. While in this form, any magnesium within short range of the user can be freely sculpted or moved according to the users wishes, something which plays upon the fact that the user is capable of manipulating their body to produce extendable tools, alter their form (Such as enlarging their fist), devolving into dust clouds, releasing projectiles, waves and so on. The only limit to this ability being that the users mass doesn't change, therefore in order to create or enlarge something, something else must become smaller or disappear entirely, unless the user utilizes an outside source of magnesium to do so - thus the users ability to assimilate magnesium for size increases can be seen as a necessity. Naturally, forms such as changing into a dust cloud would grant the user the ability to freely traverse through air, with said forms generally allowing for much faster movements, yet also being somewhat susceptible to being blown away by the wind and such. While in this form, the user is capable of phasing through lower ranked earth, allowing for almost undetectable movement noticeable only by Doujutsu users/sensors. The downside to this form is that, the user becomes limited to utilizing Fire, Earth and Magnesium, although the users proficiency in said elements increases, reducing the handseals required for jutsu of these elemental natures to one. Should the user be ignited, they would burst into a flare of white flames before being forced to instantly revert back to their original form, although only fire techniques of A rank and above are capable of such a feat. Similarly, should the user be submerged in water for any notable length of time they would also be forced to revert back to their original form (Splashes or minimal exposure would have little effect, but, for instance, being dragged into a lake would.) Lastly, unfocused electrical currents do naught but empower the user. Aside from the listed exceptions, weaknesses and strengths are followed, with any technique of sufficient strength being capable of blasting the user back into their original form should it hit, with stronger techniques inflicting their remaining damage on the users original form. Aside from the full transformation, the user is capable of partially transforming their body, although partial transformations are limited to lasting a turn.

    Note:
    - Full body transformation can only be used twice per battle.
    - Partial transformations can only be used once every three turns.
    - The user can maintain a full-body conversion for a maximum of four turns.
    - Once the user reverts, they become incapable of using Magnesium techniques above A rank for the rest of, and the next turn, with a two turn cool-down between full body uses.
    - The user can utilize elemental KG/advanced elements, provided they utilize at least one of the elements that this form supports. (Fire, Earth)


     Declined  Again, this is something done before for other elements and translated into yours in an even more powerful manner. Too powerful to be exact.


    [Magnisuton: Suikomi-Guchi Kakei] - Magnesium Dust Release: Mawscape
    Type: Offensive/Defensive/Supplementary
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90
    Description: A technique which represents the virtually ubiquitous control that the user has over the Magnesium element. Through the release of masses of chakra the user will raise copious amounts of Magnesium from the ground that will immediately initiate a battlefield wide circulation. The Magnesium essentially creates a battlefield wide dust storm - the magnesium storm inhabited by streams and circulating masses of magnesium that spiral, twist and rage throughout the battlefield. Streams and masses of magnesium can be manipulated at will for various offensive, defensive or supplementary applications .The user can manipulate the magnesium to create freeform blasts, waves, tools and projectiles, and can also empower the floating magnesium with additional charka so that it can combat chakra infused elemental techniques (Without exhausting the chakra supply of the technique itself). During usage of this technique, the user is confined to the usage of Magnesium, Earth and Fire (Including CE's stemming from the usage of one or more of these elements), however in return Fire techniques can be freely infused with Magnesium which acts as fuel - allowing the Fire to burn stronger and granting it a blindingly bright quality. At any point in time this technique can be utilised to neutralize any attack on the battlefield - or even sent to fully aggregate upon the opponents position and crush them from existence, however doing so inevitable ends the technique. Once this techniques does end, the user will feel the full effect of the chakra drain, becoming limited to the usage of S rank and below techniques for rest of, and the next turn; as well as having their ability to utilize magnesium sealed off for the same duration. The user will also become rather exhausted, being lethargic, and suffering from painful pins and needles within their extremities as well as occasional glancing pain throughout their body for the rest of, and the next turn.

    Note:
    - Can only be used 2x
    - Strangely, the Magnesium is fully fire resistant - or rather its ability to ignite is utterly suppressed via chakra, except for when utilised to infuse Fire. (Can be ignited by fire techniques of a theoretical rank above)
    - Lasts for a maximum of four turns.
    - Magnesium-Fire Infusion grants +20 damage to Fire techniques.
    - Addition of extra chakra for enhanced manipulation counts as a Jutsu, follows elemental W/S, and a maximum of 40 chakra can be utilised for this purpose per turn. (So essentially an S rank)
    - The non-chakra infused wind blasts always count as C-Rank, and can be used for various purposes. However they play little role when powerful magnesium constructs are clashing against equally powerful elemental techniques.


     Declined  No forbidden rank can be used twice. Too powerful. Its also overly complex without necessity. You want a basic technique which is also advanced and too powerful to be approved in that manner. Simplify, tone down and make it more basic.



    Quote Originally Posted by Drizzy View Post
    [Magnisuton: Kagai Magunesiumu Jaki] - Magnesium Dust Release: The Infernal Magnesium Imps
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user can create up to three Imps of Magnesium which can be spawned from either the ground, or spewed from the users mouth. These Imps are slightly smaller than a human, averaging at about four and a half feet. The Imps are rather generic in looks, having demonic like tails, small devilish wings; capable of only maintaining pseudo-flight due to their small size, claw like hands with opposable thumbs, horns, and a rather malicious and mischievous appearance. These Imps usually wield a weapon, either a bow or trident. They're rather proficient at close range combat; possessing uncanny speed and strength as well as being adept at wielding their weapon of choice. The Imps are only capable of using B rank and below Magnesium techniques, which must be created from the ground/an existing source. However the true offensive capabilities of the Imps stem from the fact that they're capable of manipulating the magnesium that they're comprised of, being capable of enhancing their features (larger limbs, stronger and longer claws etc), or releasing bullets/clouds/blades and the like of Magnesium. Of course should the released Magnesium exit the Imps sphere of influence, which has a diameter of 1 meter, the Imps control of said Magnesium would be completely relinquished, lest there be a physical or aggregational connection. The limit to this manipulation however is that the mass of the Imp is incapable of changing, therefore for one body part to grow, another must become smaller. This restriction however can be slightly circumvented should the Imps manage to come in contact with a Magnesium source. The Imps are capable of assimilating magnesium into their bodies, allowing them to grow larger and stronger. The Imps are also capable of assimilating the features of the absorbed Magnesium technique, which can be manipulated much like their own. Therefore should a projectile like technique be absorbed, the Imps hold the capability of redirecting these projectiles to a place of choice. Despite being exceptionally fast, the assimilation is not instant, therefore when attempting to absorb techniques with a velocity, the Imp's would have to be of a near equal or larger size to effectively do so lest they wish to adverse effects. Due to the capabilities of the Imp's, an Imp would have to be completely and utterly destroyed as should they only suffer injuries such as a severed limb, they'd simply put themselves back together with horrific ease.

    Note:
    - Can only be used 2x
    - These Imps are created within Short Range of the user.
    - No Magnesium techniques above B rank for the rest of the turn; and the next turn.

    ________________________________________________
     Declined 
    Why is this Long range?


    [Magnisuton: Behemoth's Doki] - Magnesium Dust Release: Behemoth's Wrath
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs two handseals, causing an abundance of Magnesium dust to rise from the ground beneath and around the opponent(s). The Magnesium dust quickly forms into a raging tornado. Matter caught within the Tornado is ravaged and sliced by the miniscule particles of Magnesium that swirls within. Should the opponent not defend, they would be torn to pieces within a matter of moments. The size of the Tornado is capable of being up to a scale in which it would be capable of completely consuming large constructs such as Great Stone Golem.

    Note:
    - Can only be used 2x
    - No Magnesium techniques above A rank for the rest of; and the next turn.

    ________________________________________________
     Approved 
    [Magnisuton: Behemoth's Doki] - Magnesium Dust Release: Behemoth's Wrath
    Type: Offensive
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90 (- 15)
    Description: The user performs two handseals, causing an abundance of Magnesium dust to rise from the ground beneath and around the opponent(s). The Magnesium dust quickly forms into a raging tornado. Matter caught within the Tornado is ravaged and sliced by the minuscule particles of Magnesium that swirls within. Should the opponent not defend, they would be torn to pieces within a matter of moments. The size of the Tornado is capable of being up to a scale in which it would be capable of completely consuming large constructs such as Great Stone Golem. Alternatively, the user can release the Tornado from their mouth or hands, in which case it travels in the form of a raging vortex like blast that expands outwards in a V shape.
    Due to the sudden excessive use of chakra, the user is left tired, with pangs of pain momentarily yet occasionally glancing through the users jaws/hands as well as a constant pain similar to pins and needles in said area for the rest of, and the next turn.

    Note:
    - Can only be used 2x
    - No Magnesium techniques above A rank for the rest of; and the next turn.


     Declined  You edit this to a forbidden rank and keep that its used twice and add no other noteworthy restriction. S-Rank is as mcuh as I'll allow a technique that is so powerful as that. And again, forbidden ranks can only be used once.


    [Magnisuton: Kagai Magunesiumu Jaki] - Magnesium Dust Release: The Infernal Magnesium Imps
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: By performing two handseals the user can create up to three self-sustaining Imps of Magnesium which can be spawned from either the ground, or spewed from the users mouth/released from their body. These Imps are slightly smaller than a human, averaging at about four and a half feet. The Imps are rather generic in looks, having demonic like tails, small devilish wings; capable of only maintaining pseudo-flight due to their small size, claw like hands with opposable thumbs, horns, and a rather malicious and mischievous appearance. These Imps usually wield a weapon, either a bow or trident. They're rather proficient at close range combat; possessing uncanny speed and strength as well as being adept at wielding their weapon of choice. The Imps are only capable of using S rank and below Magnesium techniques, which must be created from the ground/an existing source. These Imps are capable of manipulating their body so as to alter the size ratio of their features, create extendible weapons, release basic projectiles such as bullets or waves of magnesium and similar such applications. Any magnesium within a meter of an Imp is free game for it to manipulate as if it were its own body, with the meter boundary stemming from the furthest particle that said Imp is in concious control of, allowing for Imps to devolve into dust clouds whilst still maintaining their abilities. The limit to this manipulation however is that the mass of the Imp is incapable of changing, therefore for one body part to grow, another must become smaller. This restriction however can be slightly circumvented should the Imps manage to come in contact with a Magnesium source. The Imps are capable of assimilating magnesium into their bodies, allowing them to grow larger and stronger. The Imps are also capable of assimilating the features of the absorbed Magnesium technique, which can be manipulated much like their own. Due to the capabilities of the Imp's, an Imp would have to be completely and utterly destroyed as should they only suffer injuries such as a severed limb, they'd simply put themselves back together with horrific ease.

    Note:
    - Can only be used 2x
    - The bodily manipulation of the Imps is unranked, with projectiles released generally being similar in offensive prowess to basic ninja tools. Although this can vary depending on the size of the released projectiles.
    - These Imps are created within Short Range of the user, and are capable of freely traversing throughout the battlefield.
    - No Magnesium techniques above A rank can be used by the user for the rest of the turn.[/QUOTE]


     Declined  They are not self sustaining as they are not clones. They will require you to feed them with chakra and they cannot use such a high level of magnesium techniques. Again, with the colored, you made it quite unreasonable and oped. It cannot be approved with all those abilities stacked altogether.
     
         
    Last edited by Scorps; 09-18-2014 at 11:18 AM. Reason: Edited at Users request

  9. #534
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    Re: Custom Element's Jutsu Submission

    (Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra: 50
    Damage: 90
    Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
    The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
    As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent explosion up to short range on all sides of the phosphorus tomb.
    Notes:
    - Can only use once per battle.
    - Due to the huge strain of jutsu it will cause the user to go through fatigue so the user can only use 1 other jutsu along with this.
    - The user can't use any phosphorus jutsus in the following 2 turns after its use.
    - The use can't use any jutsus above S rank in the immediate next turn.


     Declined  Why is this forbidden if it doesn't do damage to you? Also, its not something that needs to be forbidden but thats your call. Also, by saying you add fire chakra that means you need to spend a move to make it explode as you are essentially using a second technique by using a second different natured chakra. The damage points are also wrong. This does damage because it explodes so it should be: N/A (90 if it explodes).
     
         
    Last edited by Scorps; 01-12-2014 at 05:06 PM.

  10. #535
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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Priest View Post
    Karakazeton - Harmattan Release
    Type: Attack/Def/Sup
    Rank: C
    Range: Short/Mid/Long
    Chakra: 15
    Damage: 30
    Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air.


     Declined  No on the "created from surrounding air" for such a technique without hand seals.

    Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
    Rank: S
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 15% thus decreases perspiration.
    This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after one turn, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of 2 turns. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry and barren.
    -Lasts for 3 turns
    -Useable 4x per battle


     Declined  Look at those effects I colored... Besides, even if dry, those effects would never be immediate. Lack of humidity and extreme dry air lead to those effects potentially, not invariably.

    Taibu Karakazeton - Greater Harmattan Release
    Type: Offense/Defense/Sup
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend.
    -Useable only 4x per battle
    -Must be taught by Priest

    Harmattan Approval


     Declined  Describe what it is, not stating "its a stronger version of x technique" because in battle you won't be linking to the other technique when you use this one. You use this one so this one has to have stated everything it can do. The same note i gave for the C-Rank one still applies to this one.

    Karakazeton no Jutsu - Harmattan Release Technique
    Type: Attack/Def/Sup
    Rank: C
    Range: Short/Mid/Long
    Chakra: 15
    Damage: 30
    Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.


     Approved 


    Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
    Rank: S
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: N/A(+80 after two turns)
    Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 5% thus decreases perspiration.
    This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after two turns, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of the third turn. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry making it a barren wasteland.
    -Lasts for 3 turns
    -Useable 4x per battle


     Declined  Still way too much. Read my check last time. You contained the same things. Its dry wind, not a blast of radiation or of scorch. Your element is dry, hot wind...

    Taibu Karakazeton no Jutsu - Greater Harmattan Release Technique
    Type: Offense/Defense/Sup
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend and for supplementary purposes. The user is able to create crafts like harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs, a core purpose to creatively craft out several hammatan constructs up to his own imagination. This can be spewed from the mouth, shot from the hand or can be created from surrounding air though creating harmattan remotely will require 2 special handseals from the user.
    -Useable only 3x per battle
    -Must be taught by Priest


     Approved 

    Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
    Type: Sup/Attack/Defense
    Rank: S
    Range: Short
    Chakra: 40(+10 per turn)
    Damage: N/A (+80 on contact with the opponent, +20 to Harmattan)
    Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a corrosive nature able to grind things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
    Note
    -Last 4 turns or when the user dispels it.
    -The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
    -Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage.
    -adds +20 damage to harmattan jutsus


     Declined  First things first: your element is dry wind. References to things such as corrosion make it confusing and somewhat exploitable. Also, why does this power up your harmattan techniques? Why does this add +10 chakra each turn to you? +80 to taijutsu? No. It has to be simplified, rewritten and corrected if you want me to approve it.

    Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
    Rank: A
    Type: Attack
    Range: Short-Mid/Long
    Chakra: 30
    Damage: 60
    Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by mere eye gesture(wink), he causes the harmattan balls to explode violently with a radius blast of 3meters. Alternatively this can be used on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same eye gesture to cause each the harmattan molecule to burst causing an explosion though the blast radius of this depends on the volume and size of the harmattan present on the terrain.
    However the eye gesture is a form of alternate handseal for chakra focus, it adds essence and speciality to the jutsu itself. Also there is a 1-second time space between the wink and the explosion.
    Note
    -Upto 3 Basket-balls can be made
    -Useable 5x per battle
    -No Harmattan above S-rank the next turn this is used
    -The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.


     Declined  How does dry wind explode? What is this explosion? Hand seal... Not winks. Not for something you can create anywhere in the field. I'm giving you the chance to explain what you mean by explosion because if its literally an explosion then its DNR as that has been done countless times before for almost all CEs. It would be nothing more than a copy of them. However, if its air expansion...perhaps.

    Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
    Rank: S
    Type: Def/Att/Sup
    Range: Short-Long (made short range with long range reach)
    Chakra: 40
    Damage: 80
    Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise the opponent. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user
    is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air), This is the active form. The user can rather in a fantasized fashion, HIBERNATE the petals upon the bossom of the user himself in a way that they gather to form a large elegant pair of wings attached to the users back which he can use for defensive purposes by wrapping himself with it also offensively by shedding some lone petals from the wings towards the target and while supplementarily to gain flight. However the user is not able to perform any jutsu while controlling/piloting this jutsu in their active form just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it. However in their hibernated form(where they are attached as wings on the user), the user can still use harmattan techniques only though will require to repost the jutsu if he wants to use it from their hibernated form.
    Note
    -Usable 4x per match
    -When hit by a jutsu that can not completely destroy them, they leech (+20) off the user's chakra and regenerate immediately since the user is still in control of them.
    -The user breaking his control over the jutsu is not affected by a genjutsu on the user since the user is still not severing his control even when his chakra is being disrupted.


     Declined  These are essentially two techniques. One of which I won't approve as we already have more than enough wind wings and elements wings on the base. There are other forms of flying. Also, 4 times for an S-Rank is too much. If they last more than the time they are used, then you need chakra to sustain. You make it seem the petals, even when not used for the wing variation, still maintain themselves on the field. If this is the case, they need to drain chakra from you as well as focus. The last restriction makes literally no sense at all.

    Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
    Type: Defense/Offense
    Rank: Forbidden
    Range: Short-Mid(with long range reach)
    Chakra: 50(+10 per turn to keep it active)
    Damage: 90(+20 to User)
    Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to device a containment within which he can control his own gravity using internal wind current just so as to achieve a motor/rotating function without him being affected.
    The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him hovering at the epicenter. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater.
    The ball would however regenerate when not hit by an attack able to completely stop it at once.
    NOTE
    ♦ Usable only once
    ♦ Last 4 turns
    ♦ The user can't use any other jutsu while this is active.
    ♦ The user recieves +20 damage and his speed reduces by a rank for two turns
    ♦ No Harmattan or Ninjutsu above S-rank next turn


     Declined  OPed. And no gravity manipulation mentions. It makes no sense. Its wind. 4 turns for a forbidden rank is way too much. And saying you get 20 damage means nothing in terms of RP and yuo know it. Reword it.

    Karakazeton: Kansei - Harmattan Release: Dehydration
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 90(+40 to User)
    Description: The user chains six handseals whilst releasing a huge amount of hammattan chakra into the atmosphere, converting the normal breathing air into hammatan breathing air which due to its intense dehydrating nature when inhaled, it drys out all the water/fluid in the body. The user however because the air is entirely cursed with his own chakra and because he filters his own breathing air using a temporary mild chakra barrier around himself, is totally unaffected by the harmattan air albeit recieving damage himself after using the jutsu because of the toll it takes on the conjurer. Though this effect is not instant but a gradual one thus in the first turn of inhalation, body weakness, fatigue and drowsiness may occur, then in the second turn of inhalation, acute lethargy sets in which includes extreme fatigue, neuro-muscular excitation which causes involuntary spasm, irritability/excessive response to stimulus and then the third turn comes body seizures and coma. The first turn of inhalation albiet subtle and can still be reversed renders the opponent unable to use jutsu above S-rank because of the fatigue and body weakness and also the opponent is not able to complete a string of handseal that is more than 4 without abruptly ending the sequence due to the drowsiness. The second turn however when sets in, the harmattan content in the opponent's body becomes irreversible unless the opponent has a kind of self cleansing jutsu or healing jutsu and also he becomes unable to mold chakra for jutsu above A-rank. At the third turn, the opponent completely dries up.
    NOTE
    ♦ Usable only 1x per match
    ♦ Harmattan air last 3 turns and then reverts back to normal air
    ♦ User recieves 40 damage and can't use Harmattan the next turn when this is out of play regardless maybe it completes 3 turns or the user abruptly ended it
    ♦ No Ninjutsu above S-rank the next turn this jutsu ends
    ♦ User can't use fire the same turn this is used


     Declined  OPed. And beyond your elements scope. One more go but next time, if its at this level, its DNR.
     
         
    Last edited by Scorps; 02-21-2014 at 11:46 AM.

  11. #536
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    Re: Custom Element's Jutsu

    Quote Originally Posted by Lili-Chwan View Post
    ( Meromeroton: Aibo ) Perfume Release: Mémoire

    Type: Supplementary/Offensive
    Rank: D
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: 20
    Description: Allows the user to utilize Perfume to neutralize, augment, change or add to certain aspects or the whole of his/her own scent. It is a supplementary external genjutsu, as it achieves its effects through the inhalation of perfume particles.
    On its own, it can have more punctal effects like masking one's scent to throw off chemical sensory abilities (Scent/Taste), or recreate soothing or irritant scents, the later allowing one to stun and damage one's opponent with the pungency of the smell (Only to a certain extent, as per the limits of the rank).
    The major application of the genjutsu is by combining it with other Genjutsu, Perfume or any applicable technique, engrossing, camouflaging or merely adding a secundary scent/taste sense to the illusion. In this case, the chakra cost and damage points, if applicable, are added directly to the other technique, the rank increasing proportional to the final chakra.
    *Lasts 3 turns max, suffering a 1 turn cool down before being able to change scent again*
    *Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra (5 chakra) to achieve the same results.

    Note: pretty much edited everything, so consider it a new technique, based loosely on the previous one and with the same name.


     Declined  Still big issues with this: you don't say what it does. Its a long range, "passive", generic and undefined Genjutsu through the use of perfume. If you want this to work, you need to define exactly what it can do so your opponent knows how to defend from it. Also, if this is something that "lasts" you need a chakra cost to sustain. And, you mud consider something: range. A dog will smell you 15 meters away or more. Ok. No issue. But a person? Even at 3-5 meters away, you still need to produce a pungent strong smell to be "sniffed" out passively by an enemy. The only difference would be if you "propelled" this perfume to your enemy or something but passively, more than Short range is not working for me and Long range is certainly too much. Perhaps mid range.
    ( Meromeroton: Aibo ) Perfume Release: Mémoire

    Type: Supplementary/Offensive
    Rank: C
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: 30
    Description: Allows the user to utilize Perfume to neutralize, augment, change or add to certain aspects or the whole of his/her own scent. In essence, it is the control of the olfactory sense, by masking existing smells with perfume, that perfume being any different scent conceivable by the user (Ex: Adding Cinnamon and Orange to one's scent. Eliminating one's scent and adding surrounding scents, camouflaging the user in terms of smell. Adding Rotten Eggs to existing scents, which could denote Poisonous Gas). Adding scent of an Elephant to visual Genjutsu that creates elephants. Adding Spice scents to throw off someone, in a more offensive usage. Multiplying the pungency of an existing smell, to damage the opponent). It is a supplementary external genjutsu, as it achieves its effects through the inhalation of perfume particles.
    On its own, it can have more punctual effects like masking one's scent to throw off chemical sensory abilities (Scent/Taste), or recreate soothing or irritant scents, the later allowing one to stun and damage one's opponent with the pungency of the smell (Only to a certain extent, as per the limits of the rank).
    The major application of the genjutsu is by combining it with other Genjutsu, Perfume or any applicable technique, engrossing, camouflaging or merely adding a secondary scent/taste sense to the illusion. In this case, the chakra cost and damage points, if applicable, are added directly to the other technique, the rank increasing proportional to the final chakra.
    *The user is basically spraying perfume around herself, so it is restricted to the element's own S&W*
    *Lasts 3 turns max, suffering a 1 turn cool down before being able to change scent again, where the 15 chakra points are evenly split through the 3 turns of usage, thus 5 per turn*


     Declined  I still have plenty of issues with it and there were things you didn't fix. Example: chakra cost to sustain. Now, for this to get approved, you need it to be something that cannot damage your enemy, cannot add damage to other techniques and cannot be used to manipulate will. Assuming all of the above are done, you can, however, as per your CE's abilities, add this to make genjutsu (already cast on the enemy when you use this) to be harder to release due to the illusion becoming perfected and deeper by adding the scent aspect. As it is, the perfume is invisible, and the enemy only detects it when he smells it at which point, according to the wording of the technique, there is nothing stopping you form inducing a total genjutsu of your choice, no bounds or limits, C-Rank yes, but based on smell and free and "passive" around you for 3 turns. I do believe it can be reaosnable for it to affect the enemy and induce basic feelings: itch, pain, cold, heat, etc through the smell. But you want it to do too much in a way too broader manner. My english is terrible today >_>
     
         
    Last edited by Scorps; 02-21-2014 at 11:55 AM.

  12. #537
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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Negative Knight View Post
    (Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: Short - Long
    Chakra cost: 30 (+10 chakra per turnto sustain creations)
    Damage points: 60
    Description: This technique can be employed by the user in three different ways. The first method allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique). The second method allows the user to focus their sulfuron chakra directly into the ground below before releasing it from the ground as forceful geysers and molding it through shape manipulation into whatever form the user desires. The final method in which this technique can be employed is through using an existing source of gaseous sulfuron residing on the field and manipulating it through hand gestures.

    Note: Can only be used five times per battle
    Note: Can only be Taught by Negative Knight
    Note: All created constructs will amount to the collective power of an A-Rank


     Declined  Problem: the technique is only the first method. The others are actually different techniques altogether and not variations of the same method. Also, its -10 per turn to sustain and you say in your own CE submission it can only be released from your body so that ground application has tons of issues in logic. And I wonder where you got this idea from...hum...

    (Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
    Rank: S
    Type: Supplementary/Offensive
    Range: Mid
    Chakra cost: 40 (+10 chakra per turn)
    Damage points: N/A
    Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. Furthermore, this technique will also evaporate any moisture above and inside the earth, making it useful for ridding the battlefield of underground water sources and reducing the battlefield to a barren, desert-like state.

    Note: Lasts three turns
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight


     Declined  Issues: you state this in your CE so you need to fix your own description according to this. Also, if you propagate it into the soil, how does it affect the air above it? And if it does, doesn't it also affect you?

    (Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
    Rank: S
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing it to melt and meld with the earth and create a field of golden molten sulphur. The sheer heat of the sulphur will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to 10 meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

    Note: Lasts for four turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other S-Rank or above Sulfuron in the user's same turn


     Declined  This is actually beyond your CE's abilities because of the note I stated in the other techniques and because you are using Sulphur Chakra to melt the ground when you yourself state the element is weak to earth making me believe it lacks the properties to melt the ground like that. I just don't feel that part is much logical or feasible. If a cloud of sulphur can melt the ground and merge with the ground to transform it into that? perhaps. But that requires a different set of description.

    (Sulfuron: Karada no Kazan) - Sulphur Release: Body of Vulcan
    Rank: S
    Type: Defensive/Supplementary/Offensive
    Range: Short - Long
    Chakra cost: 40 (+10 chakra per turn)
    Damage points: N/A (-20 damage if contact is made)
    Description: The user will release their sulfuron chakra into a part/parts of their body, converting that part of their body (or their whole body) into gaseous sulphur, in a similar manner to replacement techniques which use water, sand and etc. The user's transformed body parts will become impervious to physical damage since they will pass straight through the gaseous sulphur (much like the Hozuki) and will become highly resistant to lightning-based elements. Since sulfuron is a relatively dense gas, projectiles and attacks alike (Taijutsu/Kenjutsu) will traverse through the user with considerable resistance, slowing them down as they pass through. Should the full body version be used, the user will retain their humanoid shape and form but will gain certain characteristics due to their greatly altered composition. The user will become virtually weightless, making them capable of treading without a sound (silent footsteps) and aerial flight alike. Should the transformed parts come into contact with water, the searing heat of the gas will vaporize it near instantly and cause steam explosions. These 'steam explosions' will spray the remaining scalding water vapor and boiling hot water outwards onto anyone nearby. The magnitude of these explosions will depend on the amount of water. During rainy conditions the user's position will resemble an intense fireworks display as the droplets of boiling water are sent outwards in a radial manner. When this technique is used underwater, a similar concept will apply only the steam explosions will be far greater in magnitude. However, in this form the user becomes prone to ignition by Fire-based elements (A-Rank and above). Being ignited will force the user to revert to their human form and the targeted/ignited parts of their body will be covered in flames. In this form, the user can only use sulphur, fire, earth and wind (the elements its comprised of) but they can revert to their previous state at any point in time.

    Note: Lasts for a maximum of three turns
    Note: Can only be used three times per battle
    Note: Requires a cool down time of one turn in between usages
    Note: Can only be Taught by Negative Knight


     Declined  Sorry but this is a copy of my Proud Body of Lucifer technique but with your element instead of decay. I understand many members have tried to copy it but it still doesn't mean I'll allow it.

    (Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
    Rank: Forbidden
    Type: Offensive/Defensive
    Range: Short - Long
    Chakra cost: 50
    Damage points: 90 (-40 damage to the user)
    Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (rain clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. Furthermore, the heat of these clouds will resonate into the upper atmosphere, generating the conditions required for natural thunderstorms (Kirin).

    Note: Can only be used once per battle
    Note: No Sulphur techniques S-Rank or above in the user's next two turns
    Note: No long handseal sequences (longer than three) for the next two turns
    Note: No other Forbidden Ranked elemental techniques in the user's same and next turns
    Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
    Note: Can only be Taught by Negative Knight



    Approved Custom Element


     Declined  I even editted the restrictions and was about to approve when I noticed that kirin note... If you clean the whole field of water, how can storm clouds be created for kirin? Also, think logically. You are not releasing energy from your body. You are releasing a gas. A very very dense gas. Which is poisonous and which you just filled the whole atmosphere and basically the whole field with. Don't you think you need to explain how long it stays on the field? And how you aren't poisoned by it?
    (Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: Short - Long
    Chakra cost: 30 (-10 chakra per turn to sustain creations)
    Damage points: 60
    Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique).

    Note: Can only be used five times per battle
    Note: Can only be Taught by Negative Knight
    Note: All created constructs will amount to the collective power of an A-Rank


     Approved 

    (Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
    Rank: Forbidden
    Type: Offensive/Defensive
    Range: Short - Long
    Chakra cost: 50
    Damage points: 90 (-40 damage to the user)
    Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

    Note: Can only be used once per battle
    Note: No Sulphur techniques S-Rank or above in the user's next two turns
    Note: No long handseal sequences (longer than three) for the next two turns
    Note: No other Forbidden Ranked techniques in the user's same and next turn
    Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
    Note: Can only be Taught by Negative Knight
    Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.




     Approved 


    (Sulfuron: Karada no Kazan) - Sulphur Release: Body of Vulcan
    Rank: S
    Type: Defensive/Supplementary/Offensive
    Range: Short - Long
    Chakra cost: 40 (-10 chakra per turn)
    Damage points: N/A (-20 damage if contact is made)
    Description: The user will release their sulfuron chakra into a part/parts of their body, coating that part of their body (or their whole body) in an armour of highly condensed gaseous sulphur, in a similar manner to armour techniques which use earth, fire and etc. This coating can severely burn through the opponent's skin giving them 4th degree burns which extend through the skin, into underlying fat, muscle, and bone upon substantial contact. Momentary contact will only result in slight burns (1st Degree) while more prolonged contact will significantly worsen the severity of the victim's burns. Since sulfuron is a relatively dense gas, projectiles and attacks alike (Taijutsu/Kenjutsu) will traverse through the armour with considerable resistance, slowing them down noticeably as they pass through it. Much like its earthen counterpart (Hardening Technique), the user can shape and form the coating of sulphur to create tools, weapons and other small constructions they desire including: spikes, tendrils, wings, tails and etc. Should the coating of sulphur come into contact with water, the searing heat of the gas will vaporize it near instantly and cause steam explosions. These 'steam explosions' will spray the remaining scalding water vapor and boiling hot water outwards (away from the user) onto anyone nearby. The magnitude of these explosions will depend on the amount of water evaporated. During rainy conditions the user's position will resemble an intense fireworks display as the droplets of boiling water are sent outwards in a radial manner. When this coating comes into contact with larger bodies of water, a similar concept will apply only the steam explosions will be far greater in magnitude. However, in this form the user becomes prone to Fire-based elements (A-Rank and above). While this is active, the user can only use sulphur, fire, earth and wind (the elements its comprised of) but they can disperse the armour at any point in time. The armour itself is comprised of highly condensed sulphur (more so than usual) which means the user is not at risk of inhaling it.

    Note: Lasts for a maximum of three turns
    Note: Can only be used three times per battle
    Note: Requires a cool down time of one turn in between usages
    Note: Can only be Taught by Negative Knight
    Note: Armour doesn't cover the user's eyes or mouth


     Declined  This is still just another armor. Sand CEs, metal CEs, etc all have had them made. This is no different now than them. Sorry but DNR.

    (Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
    Rank: S
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

    Note: Lasts for four turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other S-Rank or above Sulfuron in the user's same turn



     Declined  This is lasting too long and doesn't have enough restrictions. Also, think about it logically: if your hot suplhur mixes with the earth, when it hardens and cools down, its a tainted earth, not sulphur. So it won't hinder earth techniques. Specially considering your elements weakness to earth. I still think the scale is a bit too much though...but if you restrict it I won't decline because of it.

    (Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
    Rank: A
    Type: Supplementary/Offensive
    Range: Short-Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it.

    Note: The effects of the sulphur linger for three turns unless reversed
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight


     Approved  Removed the water part as it was illogical. Rewrote it.
     
         
    Last edited by Scorps; 02-21-2014 at 05:23 PM.

  13. #538
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    Re: Custom Element's Jutsu

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

    __________________________________________________ __________________________________________________
     Update Declined 
    Quote Originally Posted by Satān View Post
    Updating

    Silicone Release: Body Shield (Shirikon: Bodi Toku)
    Rank: A
    Type: Defense
    Range: Short
    Chakra cost: 30 (-20 per turn)
    Damage points: N/A
    Description: The user cover silicone sand over their whole body. The user can make the sand over the body, look like he/she isn't wearing any armor at all. This technique also weights down the user because of its weight and this lowers the user`s speed, two rank. When the armor is attack and enough damage has been done to it, anyone can see the armor true color and where it is.
    -Silicon sand can only be used if it has no chakra or the user chakra only
    -It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu
    -Only lasts five turns
    -Only used three times per battle

    ________________________________________________
     Declined 
    Let me be clear: you are trying to make this mimic gaara's technique for regular sand and thats a no no. It has to be noticeable to others.
    Silicone Release: Body Shield (Shirikon: Bodi Toku)
    Rank: A
    Type: Defense/
    Range: Short
    Chakra cost: 30 (-20 per turn for the shield its self)
    Damage points: N/A
    Description: The user of silicon sand covers themselves or just part of themselves up in a layer of white sand. The shape and form of the sand is up to the user(with in reason of course, nothing to big or ridiculous). The user speed is decreased when wearing the sand, the user speed is dropped two ranks.
    -Silicon sand can only be used if it has no chakra or the user chakra only
    -It can protect against B rank and below ninjutsu (elemental also) and B rank and below taijutsu
    -Only usable 3 times per battle two turn in between usage, lasting a max of 2 turns each time


     Approved  Six times? No.

    Quote Originally Posted by Satān 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. 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: 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.
    -Can make multiple things to grab with but the the amount all add up together as B rank


     Approved 
     
         
    Last edited by Scorps; 02-21-2014 at 12:10 PM.

  14. #539
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    Re: Custom Element's Jutsu Submission

    (Karumera/Fuuinjutsu: Kurage no shisen) Caramel release/Sealing style: The Gaze Of Medusa
    Rank: Forbidden
    Type: Offense
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90 (If made liquid hot)
    Description: This technique is considered the pinnacle of Caramel style techniques, a fusion of caramel and sealing style techniques. The user begins by forming four handseals and clapping his hands together, upon doing this caramel will begin to seep from the earth around the enemy slowly encasing him from the feet upwards in a layer of caramel, aimed to completely cover the opponents body. However this caramel has been specially created with sealing jutsu in mind. By taking control of the caramel after it has covered the opponent, the user is able to manually carve special symbols in to the caramel, causing it to completely prevent the opponent inside from using any chakra of any type. Once the caramel engulfs the opponents entire body and the seals are placed the opponent will likely suffocate inside the caramel becoming like a solid statue. The user can also make the Caramel become liquid hot causing incredible damage and incapacitating any covered area, if he see's the opponent attempting to escape.
    Note: The opponent may still use chakra to attempt to escape the technique before being covered.
    Note: During the first second the caramel prevents movement. By the third second handseals become impossible. So any techniques requiring more than three handseals are not usable as an escape method.
    Note: While the jutsu is forbidden, the caramel itself is S ranked. The forbidden aspect pertains to this technique effectively sealing the users caramel usage for the remainder of the fight.


    Permission to submit the remaining Caramel techniques given by Cali.


     Declined  I asked Caliburn. Pervy logged in not long ago. That doesn't constitute a state of inactivity which was what Caliburn was under the impression it was.


    (Shimoton: Tsumetai Hanketsu) - Frost Release: Cold Judgment

    Type: Offensive
    Rank: Forbidden Rank
    Range: Short
    Chakra: 50
    Damage: 90 (-20 to user)
    Description: The user charges at the opponent and when he is ready to strike, the user creates massive freezing wind shrouds around his arms which are shaped like a lionhead, out of frost chakra. When the user strikes the intended area, the lion emerges out from his fist and bites into the area with its teeth, puncturing the opponent's skin and inducing cold within the body upon contact. The effect of localized frost bite is such that the technique, if used to target a vulnerable area can prove to be almost fatal.
    Notes:
    ~Can only be used once per battle
    ~The jutsu will cost 20 damage towards the user hence its great chakra consumption and the effects of the jutsu causes pain on the user's arm.
    ~The user is limited to one handseal for the following turn because of the restrains the jutsu caused.
    ~No Frost techniques or techniques above S-Rank the same turn
    ~No Frost techniques above A rank the following turn


     Approved  Edited

    (Shimoton: Mujihina fuyu) - Frost Release: Remorseless Winter
    Type: Offensive/Supplementary
    Rank: S
    Range: Short
    Chakra: 40 (-10 every turn)
    Damage: 80
    Description: This technique is a powerful frost technique, in which the user expels a continuous shroud of frost from his body, chilling the entire area around his short range with a localized blizzard almost. Should the user and opponent be fighting in short range the opponent will suffer an almost immediate burst of cold damage numbing his body, reducing his speed level by four and causing impaired handseal speed taking three times as long to form any handseals. The only way to remove the effect is to escape the frost or force the user to end it. However if hit by this technique the opponent will suffer continuing effects from the technique even after it appears to have ended. Suffering reduced handseal speed, numbness and reduced movement speed for a further two turns at roughly half the effectiveness of being inside the blizzard. On the opposite spectrum should the opponent not escape these effects increase each turn and after spending three turns inside the blizzard the opponent will be completely unable to move or form handseals suffering severe frostbite and being unable to think straight or act at all.
    Note:Can only be used once per battle
    Note: The user of this technique can not perform any elemental jutsu other than frost at all while this is active.
    Note: The user of this technique may not perform any handseals while this technique is active but may still perform techniques that are not elemental and require no handseals.
    Note: Genjutsu may still be used by the user, however the damage from the frost will instantly break a genjutsu. Rendering them useless.


     Declined  OPed. Too many effects stacked upon each other.
     
         
    Last edited by Scorps; 02-18-2014 at 01:14 PM.

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    Re: Custom Element's Jutsu Submission

    Red Sand approved here http://narutobase.net/forums/showthr...1#post11790165

    (Nirro Suna: Taishita Sanso Gesuidou) Red Sand Release: Great Oxygen Drain
    Type: Attack
    Rank: B rank
    Range: Short - Long
    Chakra cost: 20
    Damage points: The user after performing a technique which creates a source of red sand around the opponent will make the Boar handseal and begin to use their katon chakra to freely heat the the desired amount and location of sand up to extreme temperatures (Must be 5 meters underneath or around the opponent). Heating anything requires oxygen for the source to create heat as oxygen is required for easing the process of combustion or heating. Since red sand is a mineral, keeping it heated will require a lot of oxygen. Example, If we have 22.4 liters of air, there'll be a mole of air. Since air has 21% oxygen, that means that in 22.4 liters of air they'll be 0.21 moles of oxygen. Now, if in 22.4 liters of air there's only a few grams of oxygen, red sand will be needing more oxygen (therefore more air) to heat it up. Therefore by the user heating up the red sand with their chakra, nearby oxygen within 5 meters of the overly heated sand is rapidly absorbed thus not allowing the opponent or opponents to breathe or use certain wind techniques that are created from the air around them (Fan techniques for example). However, due to the absorption of oxygen, the user cannot manipulate the red sand that's heated to this extent until after three turns when the heat has lowered to the point of which it no longer absorbs as much oxygen. This is because to manipulate red sand the user uses wind release. After one turn of being unable to breathe, the opponent will pass out. If anyone including the user is standing on the red sand, they too will be unable to breathe and pass out as well from lack of oxygen. After two turns of being unable to breathe, anyone caught in the jutsu will die.
    - Can be used 4 times per match
    - Can't be used again on the next turn


     Declined  You of all people should know how your CE works. " It can also be ground down and used as a sand like materiel in both the Anime and Manga, what Hydrophobic Red Sand is is simply Earth that has been ground into a fine sand like dust quality, then heated to an immense temperature not high enough to create glass but hot enough to severely heat the sand it is finally infused with Wind Chakra to make it Hydrophobic causing it to repel most liquids." Its hot, ventilated, sand. It doesn't need to consume oxygen to keep tiself hot as its not burning which is what consumes oxygen, not heat. The temperature comes from your fire natured chakra which you add to your sand and then add wind to give it its water repelling properties. If it consumed oxygen, this would be given to it by the wind nature, not from the external source. Your technique is simply not possible with your element not to mention is way unreasonab
    (Nirro Suna: Kasui Toki) Red Sand Release: Nap Time
    Type: Attack
    Rank: C rank
    Range: Short - Long
    Chakra cost: 15
    Damage points: N/A
    Description: The user heats up the red sand around the opponent to the point of which the heat radiating from the red sand causes the opponent or opponents to pass out after one turn. If used in close range without something to protect themselves, the user takes effect as well. In order for this to have the desired effect, the target must be in short range of the sand that is heated. The sand stays heated enough for the desired effect for two turns.


     Declined  Why would your sand do this? Its illogical. I don't see how hot sand can make someone pass out just like that. Its beyond your CE's scope.


    (Nirroa Suna: Moeru Auna no Ibuki )Red Sand Release: Breath of Flaming Sand
    Type: Attack
    Rank: S
    Range: Short/long
    Chakra: 40
    Damage: 80
    Description: The user gathers up their chakra into their gut and blows Red sand from their mouth in a way that seems like a large flame from a flame thrower. However, this red sand has a layer of red sand enveloping it that has katon chakra infused to it to the point of it covering the technique in fire, disguising it as a fire technique in hopes that the opponent will counter with water. If the opponent counters with water of S and below, the layer of flaming red sand will be put out, but, underneath the layer of that sand is normal Red sand that will repel the water and continue towards the opponent whilst repelling the water the opponent created.
    - Can be used twice per match
    - The red sand that is beneath the layer of fire is considered A rank.


     Declined  Again, this is not red sand. This is a mixture between red sand, your CE and Fire release. If you add more fire to it like you say, wouldn't it become something other than Red sand? There is a gap in explanation missing there.


    (Nirro Suna: Gurēto· Sando· Bōru) Red Sand Release: Great Sand Bowl
    Type: Supplement
    Range: Short/Long
    Rank: S
    Chakra: 40
    Damage: (+10 to some water techniques that touch the red sand due to added force)
    Description: The user after making a large sand source will then make one handseal and almost instantly make the sand compact and create an indention in the ground around the opponent that stretches out past the user. The dent isn't that deep, in fact it's 3 meters deep exactly. The user can then follow up with water techniques that touch the surface of the red sand. Due to Red Sand being repellent to water and that gravity exists, when a water technique touches the red sand it get's sped a little up from the red sand pretty much rejecting the water, but the water still having to listen to gravity and go down to the center of the dent where the opponent is standing. The user can also shoot water jutsu at an angle allowing the water to spin around the bowl until it reaches the center and while the water spins around on it's way to the opponent, the user can use direct attacks towards the opponent and sync their water technique and 2nd attack to hit the opponent at the same time. Not only that but due to red sands repellent nature to water, the opponent's water techniques that touch the ground also lose force and get deducted in strength by 1 rank because of this. For example, a D rank water technique from the opponent that touches the surface whilst the opponent is in the center of the bowl will require that the water travels up towards the user of the sand bowl, and thus, the water will lose momentum and quickly burst. In fact, if a water technique of A rank and below is used from the opponent that touches this surface, if it managed to travel up the bowl high enough, it would just come back down once it lost momentum and crash back into the opponent. Over time of doing that however, will cause the dent to fill up with water, thus eventually reducing the effectiveness of this technique. If the opponent is to move, the user can make another handseal to adjust the sand causing the dent to then be back under the opponent tho this will count as one of the 3 moves per turn.
    No wind jutsu recommended for the opponent while the bowl is active. Red sand heat things up. If a current of wind is used in the bowl, it´ll be heated by the red sand, turning the air hot. Hot air, since it's less dense, it´ll travel upwards as the cool air from the sky will go downwards towards the center of the bowl. With this happening and the Earth spinning, it´ll cause a tornado/typhoon inside the bowl. There is proof that the Earth is spinning in the Naruto verse, Whenever people make a "hole" in the ocean, the water is spinning. This situation happens in the real world as well not because we have mystical power to control the water to cause it to spin but since the Earth is spinning, the water spins as well (And this is why when we flush water, the water will spin different. Therefore, Earth in Naruto verse is spinning). Conclusion, with the different temperature of air current inside the bowl and the Earth spinning, it´ll cause a tornado in it.
    - No red sand next turn
    - Can only be used twice per match.
    - Cannot use red sand of S rank on the 2nd turn after use.


     Declined  DNR. Way too much in one single technique, most of it highly iffy.


    (Nirro Suna: Tenka ) Red Sand Release: Ignition
    Type: Supplement
    Rank: A
    Range: Short/Long
    Chakra: 30
    Damage: 60
    Description: The user will make the tiger handseal and heat up the Red Sand on the field causing all water that's on the Red Sand to evaporate within seconds. Thus steam is created that will attempt to leave severe burns on the opponent. This can also affect wood release and other elements that can be ignited through high amounts of heat. Due to the amount of katon chakra being injected, the water can be evaporated within seconds and flammable liquids/objects can be ignited with this as well.
    - Can be used 3 times per match


     Declined  You confuse heat with flames. Something hot doesn't necessarily mean it will ignite something other. Also, your element is already hot sand that, according to the submission, seems hot enough to evaporate water as I assume its hotter than 100ºC. Its already scolding hot so this technique becomes stretched and redundant.
     
         
    Last edited by Scorps; 02-21-2014 at 12:06 PM.

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    Re: Custom Element's Jutsu Submission

    Platinum CE Approval

    Updating the following:

    http://narutobase.net/forums/showthr...=1#post5777102
    Quote Originally Posted by McKnockout View Post
    (Hakkin No Jutsu) – Platinum Style Technique
    Rank: A
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 60
    Description: The user uses their chakra and performs two handseals (Dog -> Ram) to create strong pillars, tools, walls and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from normally glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre.
    Note: Can only use 5 times per battle.
    ~Approved~
    (Hakkin No Jutsu) – Platinum Style Technique
    Rank: A
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 60
    Description: The user uses their chakra and performs two handseals (Dog -> Ram) to create strong pillars, tools, walls and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from normally glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre. Alternatively, the user is capable of manipulating pre-existing Platinum in powdered-form to create pillars, tools, waves or streams of powdered Platinum which can be directed/manipulated towards a target however only up to mid-range. Additionally, the Platinum created from this technique is innately toxic, just like natural Platinum, causing minor dermatitis (inflammation of the skin) and irritation of mucus membranes upon contact while causing shortness of breath and wheezing for inhaled Platinum (as in the case of Platinum powder). However, unlike it's luster, the user cannot alter the toxicity of the Platinum with this technique, as such he requires the use of another specific technique to do so. It should also be noted that this technique forms the basis of all other Platinum techniques and as such all other Platinum techniques exhibit the same basic properties innately as this technique (glistening lustre and mild toxicity) unless stated otherwise.
    Note: Can only use 5 times per battle.
    Note: The symptoms of the toxic effects manifest in the following turn after exposure.
    Note: The user is immune to the extreme lustre and toxic effects of Platinum, due to developing a resistance of sorts due to adaptation through consistent exposure to the metal.


    My CE submission includes the use of Platinum in powdered form as well. Don't know why I didnt incorporate it into this jutsu back then + added extra info.


     Update Declined  As its stated in your CE, I have no issue with the powdered form however the toxicity is way too much. And you're not immune to it. As for the shine, don't confuse lustre as in light refraction/reflection with an inherent self sustained glow or light emition. You have no way to train yourself to sustain this effect and not be blinded unless you have a doujutsu. As for the technique itself, main thing I find missing is that you need to explain in the technique from where does this platinum come. Reading your CE I assume it comes from the ground. Also, please remove the note about all of this being transversal to all other platinum techniques and add one saying that the powder is well visible.

    http://narutobase.net/forums/showthr...=1#post5777102
    Quote Originally Posted by McKnockout View Post
    (Hakkin: Soujuu) – Platinum Release: Manipulation
    Rank: A
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 60
    Description: The user performs two handseals (Boar -> Ram) to use this jutsu. It is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
    Note: Can only use 4 times per battle.
    ~Approved~
    (Hakkin: Soujuu) – Platinum Release: Manipulation
    Rank: A
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 60
    Description: The user performs two handseals (Boar -> Ram) to use this jutsu. It is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms or be able to convert solid-state Platinum into powdered form and vice versa, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
    Note: Can only use 5 times per battle.


     Update Declined  Again there seems to be a slight misunderstanding with what lustre and glow are. Your element doesn't shine enough to blind people just like that. It would only happen is a great amount of light shined upon it which it would refract in a blinding manner. You can't make your element become blinding bright just like that as it itself doesn't emit light.

    http://narutobase.net/forums/showthr...=1#post6342165
    Quote Originally Posted by McKnockout View Post
    (Hakkin: Tenrai Bachi) – Platinum Release: Divine Retribution
    Rank: S
    Type: Supplementary/Attack/Defense
    Range: Short
    Chakra cost: 40
    Damage Points: 80
    Description: The performs three handseals (Dog -> Boar -> Ram) and then stomps the ground causing a giant mass of glistening Platinum, in the shape of a demon-like orge/troll about half the size as Gamahiro, to rise up from the ground. This orge (picture below) is of humanoid form and wields a club made out of Platinum proportionate to his size. This giant exhibits immense strength and is capable of creating craters with a single punch. This jutsu can act as either an attack or a defense (depending on how the user's uses this jutsu); and can be used for such things such as defending against incoming attacks or lifting the user to a higher position. Thrice per battle, this troll is capable of performing up to A-rank platinum jutsus (which counts towards the user's jutsu count). At the end of four turns, he will break apart/disintegrate into inanimate chunks of glistening Platinum.
    Note: Can only use once per battle.
    Note: Platinum jutsus counts towards the user's jutsu count.
    Note: Lasts four turns and after that, will break apart into inanimate chunks of Platinum.
    Note: No S rank Platinum techniques during the following turn.

    The giant however, won't be red but the colour of normal glistening Platinum.
    My bad about the iron club, he's meant to be totally made of Platinum.
    ~Approved~ Changed the range to short. If you are not satisfied with my decision then please let me know via PM/VM and I shall come back and edit my verdict.
    (Hakkin: Paruchizan Souken) – Platinum Release: Partisan Creation
    Rank: S
    Type: Supplementary/Attack/Defense
    Range: Short
    Chakra cost: 40
    Damage Points: 80
    Description: This technique allows the user to create sentient beings made of masses of glistening Platinum. The user performs three handseals (Dog -> Boar -> Ram) and then either stomps the ground or spews from their mouth a mass of glistening Platinum which takes the shape/form of a living creature/being, however, unlike previous Platinum techniques such as 'Gekido Hitonami' the user is capable of producing varying creatures with alternative personalities to better suit his needs during battle. In general, this technique can act as either an attack or a defense (depending on how the user's uses this jutsu i.e. which creature/being he creates. However, despite their stark differences, all creatures/beings that are created do share a set of common properties or skills such as being innately toxic, just like natural Platinum, however their toxicity is slightly more severe due to their large amount of chakra and Platinum density causing acute, adverse allergic reactions upon contact or inhalation/ingestion to the point where the victim's skin, mucous membranes, internal lining, body, etc. experiences itchy blistering and rapid swelling (Angioedema, a rapid abnormal accumulation of fluid of the dermis, subcutaneous tissue, mucosa and submucosal tissue) at the affected tissue. They are all also capable of performing up to A-rank platinum jutsus, thrice per battle (which counts towards the user's jutsu count) and the fact that they break apart/disintegrate into inanimate chunks of glistening Platinum at the end of four turns.

    -Alistair, The Might of Monolith:
    Alistair is a minotaur, a monstrous double, with the head of a bull and the body of a man – being neither fully human or animal the ambiguity of the figure of the minotaur placed it outside the conventional bounds of norms of morals and reason. He symbolises the bestial nature within every human being, the innate violence and savagery. Alistair personifies this idealism and as such manifests as a fierce, savage and aggressive beast with broken chains enveloping parts of his body (picture) he often wields a club made out of Platinum proportionate to his size. He is roughly 1/2 the size of an adult Gamakichi.

    -Gragas, The Rabble Rouser:
    The only thing more important to Gragas than fighting is drinking. His eternal love for a good drink means that he is almost always in a divine state of intoxication, he is usually sleepy and lethargic however hr does possess a temperamental nature especially when his sleep/rest is disturbed in which case, he becomes impulsive and unpredictable. Gragas is slightly smaller than Gamabunta and carries a large beer keg made of Platinum proportionate to his size, which he usually uses as a headrest to sleep on (picture)

    -Jayce, The Defender of Tomorrow:
    Armed with wit, charm and his signature hammer, Jayce lives to protect his native village. He is driven by an unquenchable desire for greatness and is eager in seeking out every challenger and beast he could find. Jayce is roughly the size of a regular shinobi and carries with him a large Platinum staff-like hammer that he uses to defend himself with. He is rather adept at taijutsu and can move rather freely and naturally compared to the previous two creations (picture).

    -Rengar, The Pridestalker:
    On every wall of his den, the trophy hunter Rengar mounts the heads, horns, claws, and fangs of the most lethal creatures. Though his collection is extensive, he remains unsatisfied, tirelessly seeking greater game. He takes time with every kill, studying his prey, learning, and preparing himself for the next encounter with the one monster he never managed to defeat. Rengar never knew his real parents, but was raised by a human who was revered as a legendary hunter. He was an ideal pupil, intently absorbing the lessons of his father, and improving them with his uncanny feral instincts. He is slightly larger than a regular shinobi in height and uses an assortments of Platinum weapons including a large dagger which he holds in his right hand, kunais, chains and a three-pronged claw on his left hand (picture).


    Note: Can only use once per battle.
    Note: Platinum jutsus counts towards the user's jutsu count.
    Note: Lasts four turns and after that, will break apart into inanimate chunks of Platinum.
    Note: No S rank Platinum techniques during the following turn.


     Update Declined  OPed. The toxicity part is well beyond what I would accept specially taking into consideration you create more than one. Also, this is a copy of an idea someone else had for their CE and I don't like that. I understand there is a limit to what you can do with a solid element in comparisson with other solid elements however that is only valid for the basic techniques or uses. When it comes to advance stuff like this, I can consider this a copy of existing ideas and techniques for other CEs. Also, the moment you change the name, its not an update, its a new submission. Update DNR.

    New:

    (Hakkin: Aporo Soeki) – Platinum Release: Apollo's Plague
    Rank: A
    Type: Supplementary/Attack
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 60
    Description: This technique centres around the manipulation of the small traces of Platinum in the human body, soil, water and/or air. The user concentrates a mass of chakra throughout their body as he inhales a large amount of air, creating an abnormally high concentration of Platinum in his mouth and by using chakra pressure and fire chakra, the user is able to spit out powdered form of Platinum at the target in a straight, continuous burst/stream (similar to "Wind Release Dust Cloud Technique"). The user is unharmed by the Platinum powder/dust since he lines his throat and mouth with a layer of chakra. This powdered form of Platinum serves many purposes; depending upon the concentration of Platinum used and the way in which the user altered the Platinum's toxicity. In general, its toxicity allows this jutsu to function as a pesticide capable of killing plants, animals, fungi, viruses, bugs and microbes up to one rank above. The volume of powder produced from this technique is equivalent to a small pond worth.
    Note: Can only use 4 times per battle.
    Note: No S-rank Platinum techniques in the same turn.


     Declined  Make the description simple: "I inhale and exhale a large stream of platinum dust in a straight line". No more is needed. That whole description is not needed, exploitable and unreasonable. The toxicity is again too much. Platinum Salts are toxic to humans in the sense that they can induce alergic reactions after long exposures. Its not nearly the type of toxicity that would enable it the effects you want. And when it comes to affecting the stuff you say it effects its already making it too specific and by that it becomes too "stretched".



     NOTE  I need you to pm me the last technique you had. For some reason when I clicked saved, that last part of the post was missing due to a server error I got in the meanwhile. I can however, tell you the veridict. I was approved but I added a small note. PM me the submission and I'll edit this post with it. Sorry about that but the base is a bit weird these days.
     
         
    Last edited by Scorps; 02-18-2014 at 12:11 PM.

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    Re: Custom Element's Jutsu Submission

    Updating:

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

    Francium Release: Francium Body| Francumiton: Francium Karada
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects can go up to mid range no matter of the size but not necessarily. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
    Note: Must be taught by -Cobalt-.
    Note: Can only be used once every two turns.
    Note: Four objects can be created per usage of technique.
    Note: Can be used three times per battle.
    Note: The explosions range can be controlled by the user.


     Approved 

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

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


     Update Declined  The handseal is needed although you can always make it a confrontation or half tiger handseal if you wish. Also, if it lasts 3 turns it needs a chakra cost per turn to sustain.

    Francium Release: Gathering | Francumiton: Saishuu
    Rank: D
    Range:Short-Long
    Type:Supplementary
    Chakra: N/A
    Damage: N/A
    Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
    1st turn: The user is able to preform D and C rank techniques.
    2nd turn: The user is able to preform B and A rank techniques.
    3rd turn: The user is able to preform S and Forbidden rank techniques.
    Note: Must be taught by -Cobalt-.
    Note: This ability is a passive one meaning that once activated, lasts the entire battle and its activation is not time consuming but the activation of it counts towards one of the three users moves.

    Francium Release: Gathering | Francumiton: Saishuu
    Rank: D
    Range: Short-Long
    Type: Supplementary
    Chakra: N/A
    Damage: N/A
    Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns. The Francium that has been gathered underground does not explode if water reaches it because it is not focused enough in one spot but rather scattered throughout the ground thus being unable to react in contact with water. It will only be able to explode once it is accumulated into an object and has surfaced above the ground (for example in the form of a pillar).
    1st turn (including activation): The user is able to preform D and C rank techniques.
    2nd turn: The user is able to preform B and A rank techniques.
    3rd turn: The user is able to preform S and Forbidden rank techniques.
    Note: Must be taught by -Cobalt-.
    Note: This ability is a passive one meaning that once activated, lasts the entire battle and its activation is not time consuming but the activation of it counts towards one of the three users moves.


     Update Declined  Sorry but no. If you gather the element beneath the surface, making it more concentrated so you can use francium techniques, then you are already focusing it and gathering beyond the normal, inert levels found in nature that make it unreactive. By definition, by using this technique you are pooling francium beneath the surface in an active way which means it will react to water. The scale might be small since it has no rank, nor is it designed for that purpose but it will always be something like several paper bombs exploding beneath you and all around.

    Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu
    Type:Supplementary/Offensive/Defensive
    Rank: A
    Range:Short
    Chakra:30
    Damage:60
    Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode.
    Note: Must be taught by -Cobalt-.
    Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.

    Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu
    Type:Supplementary/Offensive/Defensive
    Rank: A
    Range:Short
    Chakra:30
    Damage:60
    Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode. The user can also create clones from his own body, just like the Wood Clone Technique.
    Note: Must be taught by -Cobalt-.
    Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.


     Update Declined  Sorry but no. I don't feel that is something doable with an inorganic element such as yours. The clones need to be created from a source of Francium, which means existing, external francium. I won't allow you to create these from your body like that.

    New technique:

    Francium Release Genjutsu: Shining | Francumiton: Shainingu
    Type: Offensive/Supplementary
    Rank: B-rank
    Range: Short-Mid
    Chakra: 20
    Damage: N/A
    Description: Upon creating an object of Francium, the user with a simple hand motion is able to trigger a genjutsu. This genjutsu is simple yet effective. The moment the opponent places his sight upon the object of Francium they will feel extremely attracted to the metal because it will seem very valuable to them and shiny. Their greed will attract them to the metal causing them to run towards it at fast speed and reach it as quickly as they can. Since the object will be the only thing on their mind all of their senses will be focused on the object. This gives the user an ample of opportunities to use the abilities of the Francium and cause it to explode or use the opening for another attack.
    Note: Can only be taught by -Cobalt-.
    Note: Usable three times per battle.


     Declined  Not only is this genjutsu something that you can't do (as it affects your opponents will) without a Sharingan as I won't allow genjutsu without handseals. The effects is also oped. And also this isn't a Francium technique as you don't create or manipulate hte element with it. This is a Genjutsu.
     
         
    Last edited by Scorps; 02-18-2014 at 11:40 AM.

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    Re: Custom Element's Jutsu Submission

    Approved CE: http://www.narutobase.net/forums/sho...&postcount=142

    (Nikawaton: Haretsu) - Glue Release: Quick Rupture
    Rank: C
    Type: Offense/Defence/Supplementary
    Range: Short
    Chakra: 15
    Damage: 30
    Description: The user initiates a quick spit(s) of adhesive that can bind limbs or distort the opponent. Being designed for quick executions in the midst of close-combat; it requires no handseals, however poses a pitiful range(5m).


     Declined  What do you mean by distort? Rest is fine.

    (Nikawaton: Suihou) - Glue Release: Foam
    Rank: B
    Type: Defence/Supplementary
    Range: Short-Med
    Chakra: 20
    Damage: N/A
    Description: The user spits a substantial amount of liquid adhesive, molding the shape/form that the user desires and immediately hardens to foam as dense as solid rock. The jutsu possesses a great amount of versatility, being able to create walls/barrciades, trap opponents etc.. Once the glue dries up to foam, it loses its adhesive qualities.


     Declined  No where in your CE is it stated that you can actually control its hardening. What is described is that you manipulate a glue substance. I find it a bit stretched that you can control its properties and make it harden at will, specially up to the level of a solid rock.

    (Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
    Rank: A
    Type: Supplementary
    Range: Short-Med
    Chakra: 30
    Damage: 60
    Description: Spitting out a large amount of liquid adhesive, the user fills his/her surroundings with glue; which any non-Glue release opponents will be restrained upon contact. Jutsus that involve emerging from the ground are nullified(only applies to the elements that Glue are strong against)
    Last 3 turns.
    User cannot perform more Glue Jutsus while it is in effect.


     Declined  This is badly explained. You spit large amounts of glue from your mouth, ok. This fills the area around you, ok. But how does this do damage? Also, why the "non glue release opponents will be restrained" note? You mean that you won't be restrained? No one has immunity to his own element unless you find a logical explanation as to why that is. Also, if this lasts, what happens when it ends? The glue hardens? puffs away? what? When you say something lasts, you also need to keep some sort of chakra cost per turn to sustain its effects.

    (Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
    Rank: C
    Type: Supplementary
    Range: Short-Med
    Chakra: 20
    Damage: N/A
    Description: The user shoots a thin elastic string of glue, strong enough to be used to pull opponents/objects,or launch himself/herself towards the other end of the string(quickly going from point A to B). The user can also target between two objects/people and the elastic factor will pull them together.


     Declined  Problem is that this collides with existing techniques. DNR
     
         
    Last edited by Scorps; 02-18-2014 at 11:19 AM.

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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Question View Post
    Approved CE: http://www.narutobase.net/forums/sho...&postcount=142

    (Nikawaton: Haretsu) - Glue Release: Quick Rupture
    Rank: C
    Type: Offense/Defence/Supplementary
    Range: Short
    Chakra: 15
    Damage: 30
    Description: The user initiates a quick spit(s) of adhesive that can bind limbs or distort the opponent. Being designed for quick executions in the midst of close-combat; it requires no handseals, however poses a pitiful range(5m).


     Declined  What do you mean by distort? Rest is fine.

    (Nikawaton: Suihou) - Glue Release: Foam
    Rank: B
    Type: Defence/Supplementary
    Range: Short-Med
    Chakra: 20
    Damage: N/A
    Description: The user spits a substantial amount of liquid adhesive, molding the shape/form that the user desires and immediately hardens to foam as dense as solid rock. The jutsu possesses a great amount of versatility, being able to create walls/barrciades, trap opponents etc.. Once the glue dries up to foam, it loses its adhesive qualities.


     Declined  No where in your CE is it stated that you can actually control its hardening. What is described is that you manipulate a glue substance. I find it a bit stretched that you can control its properties and make it harden at will, specially up to the level of a solid rock.

    (Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
    Rank: A
    Type: Supplementary
    Range: Short-Med
    Chakra: 30
    Damage: 60
    Description: Spitting out a large amount of liquid adhesive, the user fills his/her surroundings with glue; which any non-Glue release opponents will be restrained upon contact. Jutsus that involve emerging from the ground are nullified(only applies to the elements that Glue are strong against)
    Last 3 turns.
    User cannot perform more Glue Jutsus while it is in effect.


     Declined  This is badly explained. You spit large amounts of glue from your mouth, ok. This fills the area around you, ok. But how does this do damage? Also, why the "non glue release opponents will be restrained" note? You mean that you won't be restrained? No one has immunity to his own element unless you find a logical explanation as to why that is. Also, if this lasts, what happens when it ends? The glue hardens? puffs away? what? When you say something lasts, you also need to keep some sort of chakra cost per turn to sustain its effects.
    (Nikawaton: Haretsu) - Glue Release: Quick Rupture
    Rank: C
    Type: Offense/Defence/Supplementary
    Range: Short
    Chakra: 15
    Damage: 30
    Description: The user initiates a quick spit(s) of adhesive glue that can bind limbs or trap the opponent. The technique is designed for quick executions in the midst of close-combat; it requires no handseals, however poses a pitiful range(5m). These glue spits are around the size of a bowling ball and user is able to spew multiple volleys of them(5xmax).

    Refined description


     Approved 

    (Nikawaton: Suihou) - Glue Release: Sticky Wall
    Rank: A
    Type: Defence/Supplementary
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: The user starts by spiting a large amount of liquid adhesive, that quickly shapes to a thick barricade or dome. It can withstand up to A-rank jutsus of its elemental strengths and C-ranks of its weaknesses. It can nullify taijutsu upon contact and is a great insulator. After 2 turns it dries up, losing its adhesive qualities and becomes hard as rock, exposure to Wind technique can dry it up instantly. The user can also cast this technique with an existing glue source that hasn't hardened yet and is within range.

    Changed most of it


     Approved  Corrected range

    (Nikawaton:Tsuchi Hyoushi) - Glue Release: Earth's Binding
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra: 30 (-10 each turn)
    Damage: N/A
    Description: Spitting out a large amount of liquid adhesive, the user fills the surrounding floor with glue that traps anyone that steps on it. By doing a special handseal, the user sends chakra to his feet to prevent it from sticking. Jutsus that involve emerging from the ground are nullified(don't apply to the elements that Glue are weak against). After 4 turns, it dries up losing its sticky qualities.
    -Last 4 turns.
    -Usable 3 times.

    Refined description


     Approved 

    (Nikawaton:Nikawa Bunshin) - Glue Release: Glue Clones
    Rank: B
    Type: Supplementary
    Range: Short-Med
    Chakra: 20 (-10 each turn)(-10 when repairing)
    Damage: N/A
    Description: The user creates a shadow clone of himself but made from glue. When the clone gets hit he will return to its liquid glue state which can bind enemies on contact. The clone has a physical substance and therefore is able to use ninjutsu and taijutsu techniques as well as he has all the normal moves the user has. These clones can repair and form themselves only if they are physically damaged, making taijutsu highly ineffective. The user can also create them by spewing.
    - Clones can only use Glue techniques.
    -Follows the same rules as normal clones


     Declined  Normally, elemental clones can only use the element they are made of and Taijutsu and KG clones normally can use the elements that compose the KG + the KG itself. Stating it can use everything is a bit too much. Also, why mid range?
     
         
    Last edited by Scorps; 03-25-2014 at 11:18 AM.

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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Priest View Post
    Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
    Rank: S
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: N/A(+80 after two turns)
    Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 5% thus decreases perspiration.
    This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after two turns, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of the third turn. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry making it a barren wasteland.
    -Lasts for 3 turns
    -Useable 4x per battle


     Declined  Still way too much. Read my check last time. You contained the same things. Its dry wind, not a blast of radiation or of scorch. Your element is dry, hot wind...


    Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
    Type: Sup/Attack/Defense
    Rank: S
    Range: Short
    Chakra: 40(+10 per turn)
    Damage: N/A (+80 on contact with the opponent, +20 to Harmattan)
    Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a corrosive nature able to grind things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
    Note
    -Last 4 turns or when the user dispels it.
    -The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
    -Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage.
    -adds +20 damage to harmattan jutsus


     Declined  First things first: your element is dry wind. References to things such as corrosion make it confusing and somewhat exploitable. Also, why does this power up your harmattan techniques? Why does this add +10 chakra each turn to you? +80 to taijutsu? No. It has to be simplified, rewritten and corrected if you want me to approve it.

    Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
    Rank: A
    Type: Attack
    Range: Short-Mid/Long
    Chakra: 30
    Damage: 60
    Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by mere eye gesture(wink), he causes the harmattan balls to explode violently with a radius blast of 3meters. Alternatively this can be used on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same eye gesture to cause each the harmattan molecule to burst causing an explosion though the blast radius of this depends on the volume and size of the harmattan present on the terrain.
    However the eye gesture is a form of alternate handseal for chakra focus, it adds essence and speciality to the jutsu itself. Also there is a 1-second time space between the wink and the explosion.
    Note
    -Upto 3 Basket-balls can be made
    -Useable 5x per battle
    -No Harmattan above S-rank the next turn this is used
    -The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.


     Declined  How does dry wind explode? What is this explosion? Hand seal... Not winks. Not for something you can create anywhere in the field. I'm giving you the chance to explain what you mean by explosion because if its literally an explosion then its DNR as that has been done countless times before for almost all CEs. It would be nothing more than a copy of them. However, if its air expansion...perhaps.

    Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
    Rank: S
    Type: Def/Att/Sup
    Range: Short-Long (made short range with long range reach)
    Chakra: 40
    Damage: 80
    Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise the opponent. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air), This is the active form. The user can rather in a fantasized fashion, HIBERNATE the petals upon the bossom of the user himself in a way that they gather to form a large elegant pair of wings attached to the users back which he can use for defensive purposes by wrapping himself with it also offensively by shedding some lone petals from the wings towards the target and while supplementarily to gain flight. However the user is not able to perform any jutsu while controlling/piloting this jutsu in their active form just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it. However in their hibernated form(where they are attached as wings on the user), the user can still use harmattan techniques only though will require to repost the jutsu if he wants to use it from their hibernated form.
    Note
    -Usable 4x per match
    -When hit by a jutsu that can not completely destroy them, they leech (+20) off the user's chakra and regenerate immediately since the user is still in control of them.
    -The user breaking his control over the jutsu is not affected by a genjutsu on the user since the user is still not severing his control even when his chakra is being disrupted.


     Declined  These are essentially two techniques. One of which I won't approve as we already have more than enough wind wings and elements wings on the base. There are other forms of flying. Also, 4 times for an S-Rank is too much. If they last more than the time they are used, then you need chakra to sustain. You make it seem the petals, even when not used for the wing variation, still maintain themselves on the field. If this is the case, they need to drain chakra from you as well as focus. The last restriction makes literally no sense at all.

    Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
    Type: Defense/Offense
    Rank: Forbidden
    Range: Short-Mid(with long range reach)
    Chakra: 50(+10 per turn to keep it active)
    Damage: 90(+20 to User)
    Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to device a containment within which he can control his own gravity using internal wind current just so as to achieve a motor/rotating function without him being affected.
    The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him hovering at the epicenter. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater.
    The ball would however regenerate when not hit by an attack able to completely stop it at once.
    NOTE
    ♦ Usable only once
    ♦ Last 4 turns
    ♦ The user can't use any other jutsu while this is active.
    ♦ The user recieves +20 damage and his speed reduces by a rank for two turns
    ♦ No Harmattan or Ninjutsu above S-rank next turn


     Declined  OPed. And no gravity manipulation mentions. It makes no sense. Its wind. 4 turns for a forbidden rank is way too much. And saying you get 20 damage means nothing in terms of RP and yuo know it. Reword it.

    Karakazeton: Kansei - Harmattan Release: Dehydration
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 90(+40 to User)
    Description: The user chains six handseals whilst releasing a huge amount of hammattan chakra into the atmosphere, converting the normal breathing air into hammatan breathing air which due to its intense dehydrating nature when inhaled, it drys out all the water/fluid in the body. The user however because the air is entirely cursed with his own chakra and because he filters his own breathing air using a temporary mild chakra barrier around himself, is totally unaffected by the harmattan air albeit recieving damage himself after using the jutsu because of the toll it takes on the conjurer. Though this effect is not instant but a gradual one thus in the first turn of inhalation, body weakness, fatigue and drowsiness may occur, then in the second turn of inhalation, acute lethargy sets in which includes extreme fatigue, neuro-muscular excitation which causes involuntary spasm, irritability/excessive response to stimulus and then the third turn comes body seizures and coma. The first turn of inhalation albiet subtle and can still be reversed renders the opponent unable to use jutsu above S-rank because of the fatigue and body weakness and also the opponent is not able to complete a string of handseal that is more than 4 without abruptly ending the sequence due to the drowsiness. The second turn however when sets in, the harmattan content in the opponent's body becomes irreversible unless the opponent has a kind of self cleansing jutsu or healing jutsu and also he becomes unable to mold chakra for jutsu above A-rank. At the third turn, the opponent completely dries up.
    NOTE
    ♦ Usable only 1x per match
    ♦ Harmattan air last 3 turns and then reverts back to normal air
    ♦ User recieves 40 damage and can't use Harmattan the next turn when this is out of play regardless maybe it completes 3 turns or the user abruptly ended it
    ♦ No Ninjutsu above S-rank the next turn this jutsu ends
    ♦ User can't use fire the same turn this is used

     Declined  OPed. And beyond your elements scope. One more go but next time, if its at this level, its DNR.
    Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
    Rank: S
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: N/A(+40 after one turn)
    Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze of harmattan which spontaneously grow into a rapid breeze engulfing a large area immediately. Though it seems an ordinary wind breeze but it is hot and extremely dry making the room relative humidity to rapidly drop decreasing to as low as 5% thus decreases perspiration on a minimal scale.
    This causes minimal dehydration to life that are within its proximity although except the user has negated the effects on him using his own chakra. Plants would dry up with time while although this is less lethal to human and animal as a whole, staying within it too long could cause some harm to them. Thus opponents after a turn suffers dryness of the throat mouth and lips making them having problem spewing/spitting Ninjutsu(above B-rank) and perhaps problem with their speech making speaking difficult. Minimal nosebleeding and a simple pain could be felt on their skin as their epidermis begin to shrink and break due to dryness, though pain is minimal, it is potent enough to cause permanent scars like their flesh has been charred. The opponents eyes are subjected to the harmattan and thus after one turn, a simple affect occurs. The eyes becomes extremely dry as the fluid lubricating the eye is licked up. This causes gradual eyes impairment starting from it becoming itchy and then movement of the eyeballs becomes difficult because of lack of lubricant then after two turns, the eyes are unable to see anything beyond short range of them. While this is very good in gaining advantage over doujutsus, the eye defect is however not permanent and the victim would gain normal vision one turn after they avoid the harmattan or after the jutsu ends as it is only logical the body would secret new fluid into the eyes with time.
    The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry.
    -Lasts for 3 turns
    -Useable 2x per battle
    -Target's eyes becomes unable to see past short range after two turns in the breeze
    -Target is unable to spew Jutsu above B-rank after one turn
    -2 Turns rest inbetween useage
    -Water jutsu used inside the breeze are not suddenly dried up however they loose power dropping 2 ranks.
    -Must be taught by Priest



     Declined  Instead of toning it down, you made it worse by adding even more stuff. I mean, why would having a dry throat make me unable to spew fire? or water? Minus 2 ranks to every single water technique used?

    Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
    Type: Sup/Attack/Defense
    Rank: A
    Range: Short
    Chakra: 30(-10 per turn to sustain)
    Damage: N/A (+20 to Taijutsu)
    Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
    Note
    -Lasts up to 4 turns unless dispelled before.
    -The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
    -The user cannot mold Water Natured Chakra while the technique is active
    -Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
    -Protection offered follows elemental weaknesses and strengths


     Approved  Edited.

    Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
    Rank: A
    Type: Attack
    Range: Short-Mid/Long
    Chakra: 30
    Damage: 60
    Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by forming a handseal and at the same time, an eye gesture(wink), he causes each of the harmattan molecules in the harmattan ball to sporadically expand causing a massive entropy due to sudden molecular collision of harmattan giving off energy as by-product. The expansion has a radius size of 3 meters and whoever is caught within it would suffer great damage. Alternatively this can be done on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same handseal and eye gesture. However the radius size of this depends on the volume and size of the harmattan present on the terrain.
    Note
    -Usable 3x per battle
    -No Harmattan above A-rank the next turn this is used
    -The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.


     Approved  Edited

    Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
    Rank: S
    Type: Def/Att/Sup
    Range: Short-Long (made short range with long range reach)
    Chakra: 40(-15 per turn)
    Damage: 80
    Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise, the opponent can both clearly see them and to some extent through them. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air). However the user is not able to perform any jutsu while controlling/piloting this jutsu just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it.
    Note
    -Usable 3x per match
    -The user sacrifices (-15 chakra) per turn to sustain them
    -Must be taught by Priest



     Approved 


    Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
    Type: Defense/Offense
    Rank: Forbidden
    Range: Short-Mid (with long range reach)
    Chakra: 50(-30 per turn to keep it active)
    Damage: 90(-40 to User)
    Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to devise a containment within which he can control his own balance using internal wind current just so as to achieve a motor/rotating function without him being affected. The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him at the epicenter, not particularly hovering but he is standing on a flat platform made of wind. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater. The ball would however keep active when not hit by an attack able to completely stop it at once, though in this case, weakened.
    NOTE
    ♦ Usable only once
    ♦ Last 3 turns
    ♦ The user can't use any other jutsu while this is active.
    ♦ The user recieves 40 damage and his speed reduces by a rank for two turns and suffers great chakra drain and overall physical pain
    ♦ No Harmattan techniques for 2 turns afterwards nor any Jutsu above S-rank in the same and next turn


     Approved 
     
         
    Last edited by Scorps; 03-25-2014 at 11:34 AM.

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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Senketsu View Post
    Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
    Type: Attack/Defense/Supplementary
    Rank: A
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user can form strong tools out of Plasma either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them.
    Note: Usable 4 times a match.



     Declined  How long do these tools last? Can you sustain them or control them once they are created? If so, how? And Long range, why? Are they created anywhere in the field? Is so, then it becomes DNR. Creating plasma anywhere in the field is a no no...

    Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
    Type: Attack/Defense/Supplementary
    Rank: A
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description:The user will create a single handseal and by either manipulating thier chakra creating a source, or manipulating a pre-existing plasma on the battlefield created through Plasma Release| Plasma Reservoir, the user can form a variety of tools out of Plasma to suit their needs, these include; kunai, swords, pillars, shields etc. The tools are super-heated and as such will be able to evaporate water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The tools if created directly through the user's chakra are made within short-range of the user with a mid range reach, however if the user manipulates a pre-exisiting source these tools may be created at least mid-range from the user. Since the user himself doesn't directly touch the tools, manipulating them through chakra alone they are unaffected by the heat of them. The tools size is never bigger than twice the users mass.
    Note: Usable 4 times a match.
    Note: Tools only last one turn after creation.


     Approved 

    Purton| Purzama Kiretsu - (Plasma Release| Plasma Rift)
    Rank: A/S
    Type: Attack
    Range: Mid - Long
    Chakra: 30/40
    Damage: 60/80
    Description: After having created a source of plasma underground by utilizing Plasma Release: Plasma Reservoir, the user will create 4 handseals creating a fissure directly below the opponent enough to swallow them whole. After a brief delay, the user will create another handseal causing the dormant plasma to explode in a blinding light ejecting plasma matter into the battlefield and making the technique much more deadly. Depending on the amount of chakra used, the user can create a much larger rift that can swallow multiple opponents or do significant damage to a large summoning. User of the technique have to be wary of their postion when using the technique as if they are too close they can suffer a similar fate due to the volatile nature of this technique.
    (Usable 3 times)
    (Must wait two turns between usage)


     Declined  I only allow CEJs with multiple ranks if there is a good reason as to why that technique would have more than one rank. This is not the case. This technique is also a mimic of existing techniques but made for your element.

    Purton| Purzama Samidare - (Plasma Release| Plasma May Rain)
    Rank: S
    Type: Attack
    Range: Mid - Long
    Chakra: 40
    Damage: 80
    Description: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating 5 handseals while collecting chakra within the plasma source within the sky. After the seals have been completed the technique activates causing seven large orbs of plasma to split off from the main body which begin to revolve around the main source very quickly. As the kinetic energy builds, the plasma orbs explode outwards into 5 smaller orbs that fall to the ground raining destruction upon all who are within range of the techniques wide area of affect. As this plasma rains down the super-heated materiel explodes on contact with a surface with each the power of an explosive tag.
    (Usable Once per Battle)
    (No Plasma for two turns after usage)


     Declined  In the next resubmission, quote this Plasma Reservoir technique so I can see exactly what this will do
     
         
    Last edited by Scorps; 03-25-2014 at 11:49 AM.

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    Re: Custom Element's Jutsu Submission

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

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


    Francium Release Technique | Francumiton no Jutsu
    Rank: C-S
    Range: Short-Long
    Type: Supplementary
    Chakra:15-40
    Damage: 30-80
    Description: This is the basic Francium Release technique. Using the technique the user is able to create objects, structures and things made of Francium which are as versatile as Mokuton leaving the user a huge amount of things he can create, making his imagination the only boundary. In case that he uses the S-ranked version of the technique he will need 2 hand seals to create the structures. Naturally, the structures and objects made explode upon contact with water or any other fluid.
    Note: Can only be used once per turn.
    Note: S-ranked version requires two hand seals before usage.


     Declined  Why would I allow this? What makes this technique different from all others from other CEs that are bound to the same principle and work in the same way? Besides, as I remember you need to first gather francium to use this right? Also, its not any liquid...there are liquids which francium doesn't react to. S-Rank things always have a limited use and some additional restriction. Honestly, this is just a way to bypass the CEJ limits. If you want to go down that road you need to explain what makes this a technique that requires a variable rank. And you need proper restrictions. And you need to be in my good will... Because as it stands...bypassing the CEJ limit is not something I'm very inclined to allow.
     
         
    Last edited by Scorps; 03-25-2014 at 11:53 AM.

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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Negative Knight View Post
    (Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
    Rank: S
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

    Note: Lasts for four turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other S-Rank or above Sulfuron in the user's same turn


     Declined  This is lasting too long and doesn't have enough restrictions. Also, think about it logically: if your hot suplhur mixes with the earth, when it hardens and cools down, its a tainted earth, not sulphur. So it won't hinder earth techniques. Specially considering your elements weakness to earth. I still think the scale is a bit too much though...but if you restrict it I won't decline because of it.
    (Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
    Rank: S
    Type: Offensive/Supplementary
    Range: Short - Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into tainted sulphur, though this sulphur will contain a large portion of earth meaning its not enough to restrict usage of the ground in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solidified tainted sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

    Note: Lasts for three turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other S-Rank or above Sulfuron in the user's same turn and next turn
    Note: No Fire, Earth or Wind above S-Rank in the user's same and next turn

    Forgot to bold one of the changes last time, so I put it in bold this time.


     Approved 


    (Sulfuron: Kama no Yomi) - Sulphur Release: Furnace of Hades
    Rank: A
    Type: Supplementary/Offensive
    Range: Short
    Chakra cost: 30 (-10 chakra per turn)
    Damage points: N/A (60 damage if contact is made with it) (+20 damage to Fire Release techniques which pass through it)
    Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water a slight corrosive quality. As the projectile/stream of sulphur infused fire travels towards the opponent, the corrosive oxides produced will continually react with the air moisture, allowing it to gradually contaminate a greater portion of the battlefield the longer the sulfuric flames are allowed to travel. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive gases reside. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.

    Note: Lasts for three turns
    Note: Can only be used four times per battle
    Note: Cool down time of three turns in between usages
    Note: Can only be Taught by Negative Knight


     Declined  The only issue I have is the excessive effects of poisoning and contamination the fire techniques will have. I get that upon contact with the flames, they will have different properties by being infused and mixed and fueled by Sulphur. But contaminating the surrounding air is a bit to much considering how it works.

    (Sulfuron: Oukoku no Kasai) - Sulphur Release: Kingdom of Volcanus
    Rank: A
    Type: Offensive/Supplementary
    Range: Short - Long
    Chakra cost: 30 (-10 chakra per turn)
    Damage points: 60
    Description: The user will focus their sulfuron chakra into the ground to cause large cumulus clouds of volcanic sulphur to emerge from within the earth. These clouds will subsequently evaporate the all of the air moisture within the vicinity it covers to create a very desert-like atmosphere. The user's own position will act as an epicenter for this technique, with the superheated clouds of sulphur surfacing all around them but never directly beneath them so not to cause them harm. Through the use of these clouds, the user can discern the location of any chakra-based entities residing in the sulfurous mist while the user himself is concealed from the opponent due to the opaque nature of the clouds and the chakra infused into them (counteracts Sharingan, Rinnegan, chakra sensing). A unique property possessed by the mist is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the mist itself, making this an excellent counter to the Raikage's Armour and similar variants. This sulfurous mist is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic mist only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. If the sulfuric mist comes into contact with fire (A-Rank or above), it will ignite into a maelstrom of golden flames, setting anything in direct contact with the clouds ablaze. The mist itself is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it unless they're breathing heavily. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread outwards, though this method will only allow the mist to travel as far as mid-range.

    Note: Lasts for three turns
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight


     Declined  Problems: too many effects. Its a poisonous, dense mist that burns on contact, rises from the ground all around in all ranges, reduces speed, makes lightning useless and for some reason makes EIG dangerous to use. second problem is that you can't have it both ways. Look at what I colored. Can it be inhaled or not? Its exploitable in many ways in how its written. Also, Sensing wouldn't be hindered nor would a Byakugan. And, just so you know, if someone uses an S-Rank fire against this, you become engulfed in flames as you yourself are also inside the mist. Oh and sensing mists, rains and what not...it has all been done.

    (Sulfuron: Vhagar, Moyasu Ishi Oni) - Sulphur Release: Vhagar, The Brimstone Demon
    Rank: Forbidden
    Type: Offensive/Supplementary
    Range: Short - Long
    Chakra cost: 50 (-20 chakra per turn)
    Damage points: 90 (-40 damage to the user)
    Description: The user will focus their sulphur chakra throughout their body before spewing it in the form of a large mass of dark yellow volcanic gas which swiftly forms itself into a sizable dragon. The dragon itself (known as Vhagar) highly resembles Deidara's C2 Dragon in both shape and dimensions (with minor differences), granting it the perfect form for a balance between dwarfing most opponents and fluid aerial maneuverability. Naturally, Vhagar is capable of flight, using all sulphur techniques (excluding dual elemental ones and those created from the ground) and freely manipulating the sulphur gas in which the entirety of his body comprises of. It can form tools, weapons and other small or large constructions from its body including: spikes, tendrils and etc. It can create openings in its body to allow attacks to pass directly through him or it can pump chakra to different locations on its body to augment certain abilities (e.g. pumping chakra to its wings to increase their size in order to slightly increase his flight speed). No real limit or constraints exists on the degree of this bodily manipulation except the fact he can't alter his total size (exceed or decrease the volume of sulphur gas he's comprised of), change his overall dragon-like shape to that of another creature and it will always amount to the power of an A-Rank Sulphur Release technique. A special ability possessed solely by Vhagar is ability to spew an S-Rank long range corrosive stream of golden fire known as "Acrid Inferno" which will corrode its victims as well as burn them. Its created through the simultaneous use of Katon and Sulfuron, where the burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. Anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive gases reside. Instead of using it to attack the opponent directly, Vhagar can also use this sulfuric fire on nearby water sources (clouds, rivers, lakes) to transform them into scalding bodies of corrosive water. Alternatively, instead of spewing him from the body, the user can focus their sulfuron chakra into the ground and cause him to burst up from inside of the earth (within short range of the user's position) or perform a single handseal to form him from a large source of sulphur gas readily available anywhere on the field.

    Note: Lasts for a maximum of three turns
    Note: Can only be used once per battle
    Note: Can only be Taught by Negative Knight
    Note: No Sulphur techniques S-Rank or above for two turns after this jutus ends
    Note: No long handseal sequences (longer than three) for the next two turns
    Note: No other Forbidden Ranked techniques in the user's same and next turn
    Note: No Forbidden Ranked Fire, Earth or Wind for two turns after this jutsu ends
    Note: Acrid Inferno can only be used a maximum of twice per battle
    Note: Body manipulation can be used a maximum of three times per battle
    Note: The damage the user receives pertains to muscle soreness and slight first degree burns scattered around the user's body which are slightly painful but not deadly
    Note: Each technique used by Vhagar (including his body manipulation) will count towards the user's jutsu limit


     Declined  This isn't a technique but a summon...a Dragon Summon. DNR
     
         
    Last edited by Scorps; 03-25-2014 at 12:09 PM.

  24. #549
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    Re: Custom Element's Jutsu Submission

    (Rinton: Hateshinai soeki) Phosphorus Style: Everlasting Pest
    Type: Attack/Defense/Supplementary
    Rank: Forbidden
    Range: Short-Long (Made Short Range)
    Chakra: 50 (-20 per turn)
    Damage: 90 (10 to the user per turn)
    Description: The user will perform a set of 3 hand seals and slam his hands on the ground following which a hundred flies made of pure phosphorus will emerge out of the ground.
    Each phosphorus fly is roughly about 8 centimeters in size and can be created anywhere within the range. The flies are capable of flight with their wings. The flies can be made to scatter all around the field on the will of the user up to long range in every direction from the user and the opponent.
    The user can maintain the flies for two turns using his chakra and can control the flies using hand gestures. The user can divide the flies into groups to attack the target from multiple direction and can even move all the flies at once towards a point in front of him to even defend against an attack.
    The flies give off a very annoying buzzing sound as they fly due to their flapping wings that can even be proven annoying to the user. The buzzing drowns sound of most kind making it inaudible or distorted.
    The user can perform a tiger hand seal and channel their fire chakra into the flies which can be used in the following ways:
    1. The user will channel his fire chakra into the flies and make them to release the chemical smoke/fumes from their body. These fumes are black in color and can serve as a smokescreen. Further contact with the chemical fumes will cause irritation to the eyes/throat/nose causing watering of eyes and if inhaled the fumes will cause massive difficulty breathing which may impair the opponent's ability to use jutsus via their mouth/nose.
    Once the flies begin to release the chemical fumes the user can choose to ignite the flies using the same fire chakra following which the flies will not explode but rather will burst into an intense maelstrom of flames which will easily produce serious third degree burns on contact.
    2. If the user wishes, he can straightaway ignite the flies using his fire chakra and make each fly to give off an explosion which when combines with the explosion of the nearby flies will result in a large explosion.
    The user can also reinforce the explosion/flames by drawing in the remaining unused flies (if any) that are hovering in the air towards the target if they are not used already (as phosphorus is easily combustible).
    Apart from the above ways, the user can also simply hurl the flies towards the target at high speed like projectiles to produce blunt damage.
    Notes:
    - Can be used only once per battle.
    - The user can manipulate the flies on the field for 2 turns unless destroyed.
    - The user cannot use any Phosphorus jutsus for 3 turns after its use.
    - The user cannot mold any chakra above A rank for 2 turns.
    - Igniting the flies to release the chemical fumes using fire chakra count as a move.
    - Igniting the flies to produce explosion using fire chakra count as a move.
    - The user is at risk of the exposure to the effects of the jutsu just as much as the opponent. Thus the user would need to make proper arrangements to stay safe or the effects will affect the user as well.


     Declined  This isn't a Forbidden Rank. Its also flawed in how its worded for what you'll be using. Example: how strong is 1 fly and how many flys to you make? I mean, you make these flies and they hover around you and you can use them to attack or defend and use those additional effects. But if you use half of them and half are behind...or if you use 1 fly and leave the others behind? Or do these flys keep coming from the ground replenishing the technique? Still, none of it is a Forbidden Rank.

    Resubmitting. Changes made are in bold. Removed few restrictions.
    Quote Originally Posted by -Jiraiya- View Post
    (Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra: 50
    Damage: 90
    Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
    The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
    As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent explosion up to short range on all sides of the phosphorus tomb.
    Notes:
    - Can only use once per battle.
    - Due to the huge strain of jutsu it will cause the user to go through fatigue so the user can only use 1 other jutsu along with this.
    - The user can't use any phosphorus jutsus in the following 2 turns after its use.
    - The use can't use any jutsus above S rank in the immediate next turn.


     Declined  Why is this forbidden if it doesn't do damage to you? Also, its not something that needs to be forbidden but thats your call. Also, by saying you add fire chakra that means you need to spend a move to make it explode as you are essentially using a second technique by using a second different natured chakra. The damage points are also wrong. This does damage because it explodes so it should be: N/A (90 if it explodes).
    (Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: N/A (80 when made to explode)
    Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
    The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
    As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent underground explosion up to short range on all sides of the phosphorus tomb.
    Notes:
    - Can be used 2 times per battle, at least 2 turns apart from each use.
    - The user can't use any phosphorus jutsus in the following 2 turns after its use.
    - The use can't use any jutsus above S rank in the immediate next turn.
    - Igniting the tomb using fire chakra counts as a move.


     Approved 
     
         
    Last edited by Scorps; 03-25-2014 at 12:14 PM.

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    Re: Custom Element's Jutsu Submission

    Quote Originally Posted by Blake Belladonna View Post
    (Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
    Type: Attack
    Rank: S
    Range: Mid/Long
    Chakra cost: 40
    Damage points: 80
    Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand with the motion it the created Red Sand shoots upwards creating a fine dust storm that encompasses a ten meter squared area around the opponent. The Red Sand hangs heavily in the air and can be controlled through motions of the hands to pelt the opponent violently tearing and burning at their flesh the gains of Red Sand will also cling to the eyes causing blindness. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform three hand seals (Bird -> Rat -> Tiger) forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
    Notes:
    -Can only be used twice
    -No other Red Sand jutsu this turn
    -If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


     Declined  I don't understand the part I colored. Please rewrite.

    (Nirro Suna: Reddosupaidā no Kankō Meisho) Red Sand Release: Red Spiders Attraction
    Type: Attack/Supplementary
    Rank: B
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 40
    Description: The user will do the Tiger sign and create 10 life size spiders (size of tarantulas) by either using their chakra to create them from the ground or using an already made source of Red Sand. The spiders will then rush towards the opponent and latch on to them keeping him in place by biting down onto to them. Once attached the user will do the clap his hands together causing the the spiders to grow in size to being the size of Pakkun. The spiders can cause 3rd degree burns by being touched or attacked by them once they are enlarged.
    Note: Usable 5 times a match


     Approved 

    (Nirro Suna: Hadesukyanon) - Red Sand Release: Hade's Cannon
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra: 15
    Damage: N/A (+10 to water jutsus that get heated)
    Description:
    Note: The user creates a large tube of highly heated red sand right in front of them. When the user makes any water jutsu go through the tube it comes out as extremely hot steam that will melt the flesh of anyone in front of them.
    Note: The tube last for 4 turns.
    Note: Usable 5 times a match


     Declined  DNR. Not within your CE's abilities.

    (Nirro Suna: Tenpu no Sainō) Red Sand Release: Gift of Nature
    Type: Supplementary
    Rank: B
    Range: Short - Mid
    Chakra cost: 20 (-5 per turn)
    Damage points: N/A
    Description: The user sends their chakra throughout their red sand, as long as the chakra is present inside of the sand and not negated by opponent(s), the user will be able to freely control the sand. This jutsu serves as more of an activation that lasts until the chakra is negated. The user can control sand within long range but the strength weakens by one rank per 5 meters. The user can use this to make tools and objects within the limitations of the amount of sand that is present. The sand's movement is on par with that of gaara's without shukaku
    Note: Note once activated it stays activated.


     Declined  I don't understand this technique at all. Control the sand...ok...but how? to do what? what sand? to what extent? with what power? It doesnt do damage so what does it do? I mean, its severely under-defined. Define it better and rewrite.
    Resubmitting

    (Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
    Type: Attack
    Rank: S
    Range: Mid/Long
    Chakra cost: 40
    Damage points: 80
    Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand as he waves his hand upward the Red Sand bursts upward creating a dense dust storm. The dust surrounds the opponent up to mid range in all directions and adheres to the skin causing moderate to severe burns. It also sticks to the mucus membranes in the eyes, nose and throat causing blindness and burning the linings of the nose and throat. The dust cloud takes on similar properties to the Hidden Mist Jutsu, the opponent won't be able to see very far (roughly short range) and due to the chakra sharingan will be rendered useless unable to piece through the chakra infused dust cloud. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform the Tiger hand seal forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
    Notes:
    -Can only be used twice
    -No other Red Sand jutsu this turn
    -If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


     Declined  Better but the fact that it burns on touch is enough of a harmful effect considering it comes from beneath the opponent in point blank. The whole inhaling, membrane and what not needs to go. I'll approve this if this does burning damage to whatever touches it. Rest seems fine


    New submission

    (Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Guardian of the Red Sand
    Type: Attack
    Rank: S
    Range: Short-Long (Made short range of the user)
    Chakra cost: 40 (-30 per turn)
    Damage points: 80 (on contact)
    Description: The user will do the the ram hand sign and focus their chakra into the ground. The user will the have a T-Rex like creature (same size of great stone golem) made out of red sand rise from the ground. The creature will be completely made out of red sand and is able to protect the user from incoming attack while also being able to attack. The creature is able to release blast of red sand (which are A rank in power, Mid range and counts as a move of the user) or even grab and crush the opponent while also being able to cause third degree burns to the opponent. If their is a red sand source available the creature can use it to reform its self from damage it could have taken while being used but it counts as a turn of the user. After the creature is done it will just disperse into red sand leaving red sand all over the battle field up to long range allowing the user a more range of access to red sand.
    Note: Usable twice a battle and needs a 2 turn cool down while no other Red Sand jutsus can be used during the cool down.
    Note: Creature last for 3 turns
    Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
    Note: The blast and reform ability counts as a move. Both can only be used 2 times each
    Looks like:
    Just imgaine its red instead xD



     Approved 
     
         
    Last edited by Scorps; 03-25-2014 at 01:06 PM.

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