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  1. #141
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Kirabi View Post
    Purton| Purakudon - [Plasma Release| Plasma Bomb]
    Rank: B
    Range: Short-Mid
    Type: Attack/Supplementary
    Chakra: 20
    Damage: 40
    Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 10 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
    (Max of 4 can be created at a time)
    ~Declined~
    Quote Originally Posted by Kirabi View Post
    Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
    Rank: B
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: +15 to Fire Based Techs
    Description: The user converts the many fire based techniques he knows into the plasma element by infusing Raiton into the technique. Giving him more techniques to use.
    (usable once)
    (last 3 turns)
    ~Declined~ Impractical and will need usage limits for the different ranks
    Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches it will freeze everything it touches to a near Absolute Zero temperature. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of concentration and chakra control it takes to use this technique, the user can only do two moves while its in use and after deactivation can't use any plasma, katon, or raiton above B rank for 2 turns.
    (Usable Once)
    (Last Three Turns)
    ~Declined~ Still OP
    Purton| Purakudon - [Plasma Release| Plasma Bomb]
    Rank: B
    Range: Short-Mid
    Type: Attack/Supplementary
    Chakra: 20
    Damage: 40
    Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 5 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
    (Max of 2 can be created at a time)
    ~Approved~
    Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
    Rank: A
    Type: Supplementary
    Range: N/A
    Chakra: 30
    Damage: +15 to Fire Based Techs
    Description: The user converts the many fire based techniques he already knows into the plasma element by infusing Raiton into the technique, by doing so the user may only use converted techniques up to A-Rank.
    (usable once)
    (last 3 turns)
    ~Approved~.
    Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches, it will freeze everything it touches to a near Absolute Zero temperature instead. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of concentration and chakra control it takes to use this technique, the user's usage of the plasma element ceases for the rest of the battle.
    (Usable Once)
    (Last Three Turns)
    ~Approved~
     
         
    Last edited by Ragnaroc; 10-27-2010 at 07:45 AM.

  2. #142
    Head of D.U.M.B Emperor's Avatar
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    Re: Custom Element's Jutsus

    ( Murasaki Katon: Karybdisu ) ɸ Violet Flame Release: Charybdis
    Rank: Forbidden
    Type: Offensive
    Range: Short-Long
    Chakra cost: 55
    Damage Points: 90

    The user performs three handseals. The ground underneath the opponent explodes in a dazzling display of purple, and a huge pair of jaws burst out from under the opponent, seeking to engulf him in their blaze. If the opponent dodges the jaws, they begin sucking in everything into them, turning into a fiery whirlpool on the ground that expands for a massive distance of twenty meters in every direction. The whirlpool is also full of churning rocks that are superheated by the flame. The whirlpool's force also draws anything in the air above it into the whirlpool's grasp. Large amounts of smoke are also released from the whirlpool.

    The technique does possess some inherent weaknesses and restrictions -
    • The technique can be used once per battle.
    • The user, if within the whirlpool's grasp, is exempt from its effects. But this also means that if the opponent can get to very close ( a meter or so ) near the user, they are also free of its grasp.
    • No Violet Flame element next turn, and no Violet Flame above A rank the turn after that.

    ~Declined~ OP
    ( Murasaki Katon: Ragnaroc, Za Kyotokage ) ɸ Violet Flame Release: Ragnaroc, the Overgrown Lizard
    Rank: Forbidden
    Type: Offensive
    Range: Short-Long
    Chakra cost: 55 ( +20 each turn )
    Damage Points: 90

    The user bites his thumb, causing it to bleed, and slams it on the ground. This causes an outpouring of violet flame from his hand onto the ground. The violet flame pools and forms a six-foot humanoid figure, but which also has wings, scales, a large tail, and a lizard-like snout. The dragon, which is called Ragnaroc, immediately takes to the air and hovers above the battlefield.
    The user can see through the dragon's eyes, but that is the maximum extent of his control over the dragon. He cannot choose whom it attacks, how it attacks them and when. The dragon merely picks its target as whoever it sees, or senses ( If the user has the ability to sense chakra or something else, the dragon gets it and the user loses it ) on the battlefield, and then begins blasting them, regardless of whom it is. Even the user can be caught in its fury. It cycles through these attacks below in order, and then starts from the beginning again.

    ~ Great Violet Flame Upheaval - The dragon's favourite and simplest attack. It claps its palms/claws/whatever and a geyser of violet flame explodes from under the target.
    ~ Great Violet Flame Explosion - Similar to Great Violet Flame Upheaval, except that the geyser detonates on impact with the target.
    ~ Violet Flame Yo-Yo - The dragon creates a long whip of violet flame tipped by a spiked ball that it then launches at the target.
    ~ Severing Giant Hurricane - The dragon builds up huge amounts of Violet Flame and then launches it from its mouth as a huge hurricane of Violet Flame.
    ~ Violet Flame Sun Goddess - The dragon's most powerful attack, raining a hailstorm of violet flame from its aerial position onto the entire battlefield.

    Aside from this, the dragon through physical contact can burn an opponent, since it is made of violet flame.


    The technique does possess some inherent weaknesses and restrictions -
    • The technique can be used once per battle.
    • The user can also get blasted by Ragnaroc, because it's an angry dragon and likes tormenting the user, especially if the user is Emperor. ~_~
    • No Violet Flame element jutsu for as long as dragon is on the field.

    ~Approved~
    ( Murasaki Katon: Nezumihanabi Taikai ) ɸ Violet Flame Release: Catherine Wheel Display
    Rank: B
    Type: Offensive
    Range: Short-Long
    Chakra cost: 25
    Damage Points: 45

    The user focuses violet flame chakra in their hand, which forms a rapidly spinning wheel, about hand-sized made of violet flame. The wheel is then tossed at the opponent, and it keeps expanding as it travels forward, showering sparks on all sides of it, except near the user. With each use of this technique, up to ten catherine wheels can be made. The wheels can slice the opponent apart, burn them, and the sparks can cause mild stinging if they hit. On impact, the wheels also emit large amounts of smoke.

    ~Approved~
    ( Murasaki Katon: Naraku no Meikyo ) ɸ Violet Flame Release: Netherworld Shade
    Rank: S
    Type: Offensive/Defensive
    Range: Short-Long
    Chakra cost: 45 ( +10 each turn )
    Damage Points: 80

    The user forms six handseals, and violet flame outpours from his body, forming the shape of a six-meter hooded, ghostly figure around him with arms that are shaped like rotting flesh and bone. The construct serves as a defense against physical attack and weaker techniques, but it's primary ability is the conversion aspect. Each time the user performs a jutsu using the fire element or any advanced fire elements, the construct mimics the movements and performs the exact same jutsu, but using violet flame, and shoots it at a target.
    An alternate way of using this jutsu is if the user absorbs the construct after it is made. This makes his hands glow violet, and then any fire jutsu he uses from then comes out not as fire, but as violet flame. However, he has to consciously wish for this.

    The technique does possess some inherent weaknesses and restrictions -
    • The technique can be used once per battle.
    • The construct lasts only for three turns before dissipating.
    • The construct can be separated from the user and made to float around the battlefield as a ghostly figure, but then the user loses the protection aspect of it.
    • If the construct is absorbed, it has to be before it dissipates after three turns. Also, if it is absorbed, all of its abilities are lost.
    • If absorbed, the user cannot use Forbidden rank fire techniques as Violet Flame. S-rank techniques, if used, cause burns to the user's hands.

    ~Declined~ Should be forbidden
     
         
    Last edited by Ragnaroc; 10-27-2010 at 07:57 AM.

  3. #143
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    Re: Custom Element's Jutsus

    Dotenton: Doten| Heaven's Earth Release: Heaven's Earth
    Rank: D
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: -
    Description: By mixing wind with his earth techniques, the user is able to turn his regular earth techniques, into Heaven's Earth. His earth techniques won't have additional damage but will acquire Heaven's Earth's proprieties.
    *Once this jutsu is used, the user can make his earth jutsus gain the proprieties of Heaven's Earth when he wants to.

    ~Appoved~
     
         
    Last edited by Ragnaroc; 10-27-2010 at 07:56 AM.

  4. #144
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    Re: Custom Element's Jutsus

    Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
    Rank: D-Forbidden
    Type: supplementary
    Range: N/A
    Chakra: Original Cost + 20
    Damage: N/A
    Description: By focusing divine wind chakra into any wind or lightning jutsu, the user changes the properties of said jutsu which raises the power of the jutsu by one rank. It is very strenuous on the user’s chakra converting the wind/lightning jutsus into Divine Wind and thus, an additional +20 chakra cost is added to the original jutsu usage. All of this makes any wind/lightning jutsu used by the User have the result of being stronger and deadlier than normal wind/lightning jutsus.
    ~no divine wind next turn
    ~no wind or lightning in the next turn

    ~Approved~

    Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 80
    Damage Points: 90 (+ 15 to user due to blast at end)
    Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.

    ~Declined~ Restrictions?

    Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: B-Forbidden
    Type: Attack
    Range: Mid-Long
    Chakra: 40-90
    Damage Points: 40-90
    Description: The user charges large amounts of Divine Wind to his hands. He then makes a few hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 5 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of handseals that take around 3 seconds to perform. Each clap strength increases on a scale like this one:
    1st clap: (B-Rank) strong enough to knock back a man
    2nd clap: (A-Rank) strong enough to knock back a car
    3rd clap: (A-Rank) strong enough to knock over a house
    4th clap: (S-Rank) strong enough to knock over a building
    5th clap: (Forbidden rank) strong enough to destroy a village
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *after using 5 claps, the user cannot use any Divine Wind jutsu for the rest of the fight*
    *Only useable once a fight*
    *If the 5 clap is used, no other usage is able for the rest of the fight*

    ~Declined~ OP

    Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
    Rank: S
    Type: Attack
    Range: Close
    Chakra: 80
    Damage Points: 90 (+ 20)
    Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through 3 Rashoman Gates. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
    *If charged for one turn, it will have the power to blast through 1 Rashoman Door*
    *If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
    *can only be used once per battle*
    *after using, the user cannot use any Divine wind jutsu for two turns*

    ~Declined~ if its cutting into you than you need to add damage points that go onto yourself

    Divine Wind Release: Vortex (Kamikazeton: Kadou)
    Rank: forbidden
    Type: attack
    Range: short-long
    Chakra: 50
    Damage: 100
    Description: The user focuses divine wind chakra in the air around the opponent. He then makes a series of 5 hand signs and manipulate the divine wind chakra that was around the enemy to create a huge vortex of divine wind. The wind acts as a tornado, causing anything on the inside of it to be swirled and tossed around. If an enemy if caught in the middle of it, it will cause him/her to lose focus momentarily, causing him/her to be unable to mold chakra of a high level (S-rank and higher) and due to the lightning imbibing the wind, paralyzes him/her. Then, after a few seconds of spinning the enemy around, the user will make a hand seal that causes the wind and lightning to slice inwards, slicing the enemy.
    Note: If in short range, it takes around 1.5 to focus chakra around the enemy. In mid range, it takes around 2.5 seconds to do it. In long range, it takes around 3-4 seconds to focus chakra around the target.
    ~Once per battle
    ~No Divine Wind jutsus for remainder of fight
    ~No Wind or Lightning jutsus for two turns afterwards.
    ~no divine wind 2 turns before
    ~only 1 other jutsu in the same turn
    ~only 2 jusu for the following 2 turns
    ~20 damage to the user cause it requires immense concentration
    ~Declined~ OP do not resubmit
     
         
    Last edited by Ragnaroc; 11-05-2010 at 01:31 AM.

  5. #145
    Senior Member Passion's Avatar
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Nnoitra-Sama View Post
    ( Kanton: Kanton no jutsu ) - Iron Release: Iron Technique
    Rank: C
    Type: Offensive - Defensive - Supplementary
    Range: Short - Mid
    Chakra cost: 15
    Damage points: 30
    Description: User uses chakra to produce iron and manipulate it just like in every basic element. This jutsu can be used to create shields, weapons, clones ( <- Normal rules apply to clones ) and other objects. This can be also used to gather iron around user.

    ~Approved~
    ( Kanton: Tetsu Bakuha ) - Iron Release: Iron Explosion
    Rank: Forbidden
    Type: Offensive - Supplementary
    Range: Short - Mid
    Chakra cost: 50
    Damage points: 100
    Description: User focuses chakra into existing iron sources in surroundings. Once that is done the iron starts to compress and heat, resulting wide explosion that cannot be controlled. The exploding iron turns into heated iron sand along with iron shards, lumps and particles. The explosion cannot be controlled but the amount of iron that explodes can be controlled. This jutsu will damage user/opponet(s)/allies if they're withing the range of explosion.
    Note:
    - Can be used only once
    - No iron jutsus for two turns afterwards.

    ~Approved~
    ( Kanton: Sesshoku no Tetsu ) - Iron release: Touch of Iron
    Rank: A
    Type: Supplementary
    Range: Self - Short
    Chakra cost: 30
    Damage points: N/A
    Description: This is a simple jutsu where user touches iron source and stores small amount of it into him/herself without any dangers to user's health or transform it into armour that covers him/her. First the user starts focusing chakra into the iron and then he transforms it into somewhat liquid-ish form that can be manipulated. This jutsu is mainly used to create iron source inside the user for Iron Corpse jutsu to be executed.

    ~Approved~
     
         
    Last edited by Ragnaroc; 11-05-2010 at 01:33 AM.

  6. #146
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Mugen-sama View Post
    (chitaton: sousou rei'kue ) Titanium release: early coffin
    Rank: S
    Type: attack
    Range: short-mid
    Chakra: 40
    Damage: 80
    Description: A copy of gara's sand coffin the user will preform 3 his handseals,immediately from the ground titanium will trap there legs and fallowed by there whole body,and than by doing another 2 handseals the titanium will squash them.However the user may squash them at any time by will.
    *Must be on solid ground to preform and can only be preformed 2 times per battle and can not be used consecutively [/SPOILER]
    ~Approved~ Added a restriction
    (chitaton: Fortressu ) Titanium release: Fortress
    Rank: Forbidden
    Type: Defense
    Range: short-mid
    Chakra: 50
    Damage: N/A
    Description: This is the strongest titanium defense jutsu.The user will do 3 handseals and then a huge fortress rises, leaving the user in the center.The user using his titanium ability, can travel from and point to any other point at high speed.This fortress can withstand either 2 S rank-fire,water,earth,wind;lightning has no effect at all or 1 wind fire combo.The user may leave the fortress at any time from anypart of the fortress.
    *The user can't use fire or lightning while inside
    *Can only be used once per battle and last for 4 turns.


    ~Declined~
     
         
    Last edited by Ragnaroc; 11-05-2010 at 01:35 AM.

  7. #147
    Senior Member Mugiwara's Avatar
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    Re: Custom Element's Jutsus

    (Karushiumu: Sobou Yoroi)- Calcium release: Hard armor
    Type: Defense
    Rank: S
    Range: Self
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user controls the calcium inside their body and excretes calcium from his pores, covering the body with thin liquid calcium that hardens instantly after exiting the body, covering the body with thin layer of hard calcium for defensive purposes. After the armor has served its purpose, the user uses his chakra to turn it into dust.
    ~Usable 3 times per battle
    ~Approved~ extremely disgusting though 0_0
    (Karushiumu: Hanabi Haretsu)- Calcium release: Fireworks explosion
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 60
    Damage Points: 110
    Description: After doing a set of handseals, the user sends his calcium chakra underground, surfacing Calcium phosphide from underground, filling the battlefield with extremely small calcium phosphide compounds that calmly move around in the air, and are invisible to the naked eye. The calcium phosphide is not dangerous unless if it comes in contact with liquid, which makes it ignite vigorously. The calcium phosphide is so small that the opponent can breathe it in without noticing. The user only uses his calcium chakra to make calcium phosphide surface from underground, after it has surfaced, the user has no longer control over it. This technique does not harm the user.
    ~Once per battle
    ~The calcium phosphide that surfaces from underground is so small that it moves in the air like vapor, so if it is blown away, it will just come back after a few seconds.
    ~Only reacts when in contact with water.
    ~The user cannot use calcium techniques again for 4 turns after using this technique.
    ~The user cannot use Forbidden and S-rank the next round.

    ~Declined~ How long does it last?

    (Karushiumu: Karushiumu Soujuu)- Calcium release: Calcium Manipulation
    Type: Attack/Defense/Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This technique enables the user to control the calcium inside his body or calcium underground to create tools, like shields, pillars, weapons. The user can either use the calcium inside his own body to create a tool that exits his body, or create a tool that comes out from underground, for example pillars. The amount of calcium the user can manipulate is however restricted to medium-sized objects.
    ~Usable 4 times per battle
    ~The user cannot change the properly of the calcium they manipulate, the things that the user creates using this technique have the same properties as bones.
    ~Approved~
    (Karushiumu: Karushiumu Karyuu)- Calcium Release: Calcium Granule
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description: The user does a set of handseals and controls the calcium in the ground and the calcium inside his body to surface. The calcium that surfaces are in the size of small grains of sand, and the user can control them freely, and can use them as a starting point for his techniques. The calcium granule has a silver color, so can reflect light. The granule are weak to heat and fire, but when used in large amounts, they can resist the fire and melt together, forming regular calcium, with the same properties as bones.
    ~Usable twice per battle
    ~Last for three rounds
    ~After the three rounds end, the user cannot use calcium the following round.
    ~Approved~
    (Karushiumu: Jinsoku Chiyu)- Calcium Release: Rapid Healing
    Rank: A
    Type: Supplementary/Defense.
    Range: Self
    Chakra: 35
    Damage: N/A
    Description: When this technique is activated, the calcium inside the users body will serve as a defense mechanism. Whenever there is harm to the user, the calcium in his body rushes towards the spot where the harm is done and serves as defense. For example, if the user is getting stabbed, after getting a small cut, before the sword can enter the body too far, the calcium rushes to the spot and pushes the sword out and covers the wound. The calcium rushes towards the cut by its own, even if its at the users blind point, therefore its a defense mechanism. If the user is able to see the danger coming, he can rush the calcium towards where he is about to get hit and make the calcium come out of his pores and cover that place in hard calcium for protection. This technique works almost like Ichigos hollow form regeneration, like when he got a cut on the shoulder, a white substance covered the wound split second after he got cut.
    ~Usable twice per battle
    ~Lasts 3 rounds
    ~After the 3 rounds end, the user cannot use any forbidden rank techniques and no calcium the following round. The 2nd time he uses this, after the 3 rounds end, the user is unable to use S-rank the following rank and no calcium for the rest of the battle.
    ~Approved~
    (Karushiumu: Karushiumu Bakuha)- Calcium Release: Calcium Explosion
    Rank: S
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This technique is very simple. The user focuses chakra inside a calcium source, compressing the chakra to a point where when i decompresses, it makes the calcium explode, sending shards of calcium(bone) flying. This can be used on anything that has calcium inside(expect for the opponents body of course), to make it explode, such as milk for example, where the user explodes the calcium inside the milk, which wouldn't be very much of use, because the calcium inside the milk is so small. Calcium extracted from the earth is easier to explode, because all the user has to do is focus water chakra inside the core of the calcium, because calcium reacts vigorously with water, the water chakra inside the calcium makes the calcium explode. However, the calcium extracted from the users body, the user has to compress alot of chakra into it.
    ~Usable 3 times per battle.
    ~The user can only make calcium compound the size of a human explode, nothing bigger.
    ~Cannot perform any calcium techniques for 2 turns after using this.
    ~The damage the technique does, depends on how much calcium explodes, small amount of calcium will do minimal damage, as for bigger amount of calcium, will send bigger shards flying.
    ~If the user makes calcium extracted from the earth explode, and the shard penetrates the opponent, the calcium shard inside the opponents body will react with the water and start to react, damaging the opponent even further.
    ~Declined~ wouldn't this potentially harm you as well?
     
         
    Last edited by Ragnaroc; 11-05-2010 at 01:48 AM.

  8. #148
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    Re: Custom Element's Jutsus

    It's exactly one week sine my last submission as technically it's already the first

    Raging Raikiri (Raijingu Raikiri)
    Rank: S
    Type: Offensive
    Range: N/A
    Chakra Cost: 80 (40 for Raikiri, 40 for the lightning strike)
    Damage Points: 160 (80 for Raikiri, 80 for the added ‘oomph’) (40 damage to the user)
    Description: The user will first create Raikiri, not chidori as it would not have enough power to avoid fatal damage, in their hand before conducting this jutsu. After the Raikiri is done, a bolt of Raging Thunder will strike down. Instead of hitting the opponent, however, it comes down to the user. The user will hold the Raikiri up in the air, using it as a conductor for the lightning. Because this lightning is so powerful and almost uncontainable, the user will rush towards the opponent the moment this happens. Their speed will be so quick that even the sharingan would be unable of keeping up with it. We have already seen that a ninja using Raikri moves very quickly, but with the added bonus of the quick moving lightning, that speed is drastically increased. The Raikiri acts as a conductor and once it hits the opponent, it releases the extra energy from the lightning, calling for a truly devastating impact, powerful enough to cut the opponent in two effortlessly, and then for the user to still have enough momentum to cut through anything behind the opponent with an equal amount of vigor. Because it would not be possible to contain that much lightning in ones hand, even with a jutsu as strong as Raikiri, some of the lightning will consequently damage the user. This is also the reason why chidori wouldn’t work in conjunction with this jutsu, due to the user possibly suffering much more heavy damage, since chidori moves more slowly, giving the lightning enough time to spread, and it also has less energy, stopping the lightning from being controlled as well as it would with Raikiri. However, this attack moves literally at the speed of lightning, being more like the user redirecting the lightning strike to go towards the opponent, along with them using their Raikiri. The only part of this jutsu that truly takes time would be making the Raikri, but everything else would happen not much longer than the time span of a second. The heat of this jutsu as well as the said speed also makes it resistant to wind jutsu.
    Note: This jutsu cannot be dodged from the point where Raikiri is complete.
    Note: Does 40 damage to the user.
    Note: Usable once per battle.
    Note: No Forbidden rank jutsu in the following turn
    Note: Only one other jutsu in the same turn
    Note: No raging thunder or lightning 3 turns after

    ~Declined~ OP OP OP

    Raijingu Sanda: Kankangakugaku Appu (Raging Thunder: Heated Up)
    Rank: Forbidden
    Type: Offense/Defense
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 100
    Description: The user calls down a large abundance of Raging Thunder, striking down wherever they wish. This lightning is specifically more heated than normal Raging Thunder (which is already extremely hot) therefore allowing it to first overcome its main weakness, wind, as it will feed into the sparks and heat that form around the lightning. Due to all of this heat as well as its momentum, as it hits the ground or the opponent, it makes a crater (obviously), but the lightning also burns through and sinks under the ground. While there, the lightning will become even hotter due to it being deep underground. The heat will finally become an uncontrollable amount, and while underground, the lightning makes a large explosion, destroying nearly anything underground and some above ground depending on its location (so it’d make an explosion that destroys everything above ground within a general area that it was shot). Meanwhile, it would be only natural that due to the extreme heat and how deeply it travels underground that lava would be thrown into the mix as well. When the explosion happens, it looks somewhat like the A rank fire jutsu in which fire travels underground towards the opponent resulting in a large explosion of lava, only with lightning in the midst of that lava as well as larger due to its higher rank and much, much more heat. If a wind jutsu hits the lightning at any point before it goes underground, the explosion will be even larger, due to its heat making even more of a bang.
    *after using, the user cannot use any lightning or raging thunder jutsus for five turns*
    *No Forbidden rank techniques in the next turn
    *Only 2 moves in the following turn
    *useable once a battle*

    ~Declined~ OP OP OP


    (Raijingu Sanda: Housenka Yoroi) Raging Thunder: Phoenix Flower Armor
    Type: Defensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user creates an immense buildup of Raging Thunder chakra within his hand that manifests itself like Chidori. The user then places his other hand on the top of it and pulls it back stretching the Raging Thunder chakra within his hand to reach from hand to hand, creating a barrier. The user uses this barrier as a defense to defend against all Earth, Lightning and Fire jutsus up to S-rank. It also blocks against Wind jutsus up to A-Rank. Doesn’t defend against Water above C-rank as it will only make the water more destructive and increase the power of the water up one rank (due to lightning + water is deadly)
    *Useable twice a battle*
    *After using the user cannot use any Raging Thunder jutsu for a turn and no lightning S-rank and above the next turn*

    ~Approved~

    (Raijingu Sanda: Amaterasu’s ) Raging Thunder: Amaterasu’s Spark
    Type: Offensive
    Rank: Forbidden
    Range: Close-Long
    Chakra Cost: 50 ( + 20 due to the initial flame at the beginning)
    Damage Points: 100 (+ 20 because of the initial flame at the beginning)
    Description: The user focuses his most powerful flame in his hand. The power of the flame is so intense that the flame continues to grow even after it leaves the users hand. The user, before releasing it from his hand, adds all of the Raging Thunder into the flame, turning it into an even hotter spark of lightning. He then waves his hand ferociously, as if turning a doorknob. The liquid lightning flows from his hand, spilling over onto the battlefield, burning all in its path. The liquid lightning heat is so intense that it cannot be stopped by most wind jutsus, only those of S-rank and higher that have a wide attack radius.
    (NOTE: This jutsu is not related to the actual Amaterasu jutsu in any way other than the name of it lol)
    *Only useable once a battle*
    *After using, the user cannot use any lightning jutsus for 3 turns*
    *The user is left with high levels of fatigue after using this jutsu and can only use jutsus of A rank and below for two turns*
    *Due to more fire than lightning characteristic of this jutsu, it can be "put out" by water jutsus of A rank and higher but only those with a wide radius*

    ~Declined~

    (Raijingu Sanda: ) Raging Thunder: Zeus’s Wrath
    Type: Offensive
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user fires two large Raging Thunder lightning bolts into the sky, heating the atmosphere. As the temperature of the battlefield rises dangerously, this rises the static levels in the air, causing the user to sense wherever the enemy is at unless they are hiding in form of earth/water protection (as the static will be caused by the Raging Thunder lightning and leads back to the user). Using this, the user then fires another bolt of lightning into the air that accumulates with the other two bolts and they all fall down upon the enemy.
    *Useable twice per battle*
    *After using, the user can't use any Raging Thunder jutsus for 1 turn*
    *If used in short range when the final blast comes down, the user will be severly burned from being close to the blast and have 2nd degree burns around his hands*
    ~Declined~ why would increased static allow you to sense the opponent?
     
         
    Last edited by Ragnaroc; 11-05-2010 at 01:53 AM.

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    Re: Custom Element's Jutsus

    (Karushiumu: Hanabi Haretsu)- Calcium release: Fireworks explosion
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 60
    Damage Points: 110
    Description: After doing a set of handseals, the user sends his calcium chakra underground, surfacing Calcium phosphide from underground, filling the battlefield with extremely small calcium phosphide compounds that calmly move around in the air, and are invisible to the naked eye. The calcium phosphide is not dangerous unless if it comes in contact with liquid, which makes it ignite vigorously. The calcium phosphide is so small that the opponent can breathe it in without noticing. The user only uses his calcium chakra to make calcium phosphide surface from underground, after it has surfaced, the user has no longer control over it. This technique does not harm the user.
    ~Once per battle
    ~Lasts for 3 turns
    ~The calcium phosphide that surfaces from underground is so small that it moves in the air like vapor, so if it is blown away, it will just come back after a few seconds.
    ~Only reacts when in contact with water.
    ~The user cannot use calcium techniques again for 4 turns after using this technique.
    ~The user cannot use Forbidden and S-rank the next round.
    ____________
    -Declined- by definition forbidden ranks do harm the user, and basically I think this is op


    (Karushiumu: Karushiumu Bakuha)- Calcium Release: Calcium Explosion
    Rank: S
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This technique is very simple. The user focuses chakra inside a calcium source, compressing the chakra to a point where when i decompresses, it makes the calcium explode, sending shards of calcium(bone) flying. This can be used on anything that has calcium inside(expect for the opponents body of course), to make it explode, such as milk for example, where the user explodes the calcium inside the milk, which wouldn't be very much of use, because the calcium inside the milk is so small. Calcium extracted from the earth is easier to explode, because all the user has to do is focus water chakra inside the core of the calcium, because calcium reacts vigorously with water, the water chakra inside the calcium makes the calcium explode. However, the calcium extracted from the users body, the user has to compress alot of chakra into it.
    ~Usable 3 times per battle.
    ~The user can only make calcium compound the size of a human explode, nothing bigger.
    ~Cannot perform any calcium techniques for 2 turns after using this.
    ~The damage the technique does, depends on how much calcium explodes, small amount of calcium will do minimal damage, as for bigger amount of calcium, will send bigger shards flying.
    ~If the user makes calcium extracted from the earth explode, and the shard penetrates the opponent, the calcium shard inside the opponents body will react with the water and start to react, damaging the opponent even further.
    ~Can potentially harm the user if used close to the user without protection.
    ____________
    -Declined-
     
         
    Last edited by Nexus; 06-17-2011 at 01:20 AM. Reason: -

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Mugen-sama View Post
    (chitaton: Fortressu ) Titanium release: Fortress
    Rank: Forbidden
    Type: Defense
    Range: short-mid
    Chakra: 50
    Damage: N/A
    Description: This is the strongest titanium defense jutsu.The user will do 3 handseals and then a huge fortress rises, leaving the user in the center.The user using his titanium ability, can travel from and point to any other point at high speed.This fortress can withstand either 2 S rank-fire,water,earth,wind;lightning has no effect at all or 1 wind fire combo.The user may leave the fortress at any time from anypart of the fortress.
    *The user can't use fire or lightning while inside
    *Can only be used once per battle and last for 4 turns.


    ~Declined~
    (chitaton: Fortressu ) Titanium release: Fortress
    Rank: Forbidden
    Type: Defense
    Range: short
    Chakra: 50
    Damage: N/A
    Description: This is the strongest titanium defense jutsu.The user will do 3 handseals and then a huge fortress rises, leaving the user in the center.The user using his titanium ability, can travel from and point to any other point at high speed.This fortress can withstand either 1 S rank-fire,water,earth,wind;lightning has no effect at all or 1 wind fire combo.After getting hit bu 1 S rank jutsu the second if succefully hits will destroy the fortress along with killing the user.The user may leave the fortress at any time from any part of the fortress.
    *The user can't use fire or lightning while inside
    *Can only be used once per battle and last for 4 turns.
    ____________
    make it a summoning and in future don't put the jutsu in spoilers
     
         
    Last edited by Nexus; 06-17-2011 at 01:21 AM.

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    Re: Custom Element's Jutsus

    (Raijingu Sanda: Amaterasu’s ) Raging Thunder: Amaterasu’s Spark
    Type: Offensive
    Rank: Forbidden
    Range: Close-Long
    Chakra Cost: 50 ( + 20 due to the initial flame at the beginning)
    Damage Points: 100 (-20 to user)
    Description: The user focuses his most powerful flame in his hand. The power of the flame is so intense that the flame continues to grow even after it leaves the users hand. The user, before releasing it from his hand, adds all of the Raging Thunder into the flame, turning it into an even hotter spark of lightning. The flame then is morphed into Raging Thunder lightning, with the uncanny trait of moving like fire. He then waves his hand ferociously, as if turning a doorknob. The liquid lightning flows from his hand with this turn, spilling over onto the battlefield, burning all in its path. The liquid lightning heat is so intense that it cannot be stopped by most wind jutsus, only those of S-rank and higher that have a wide attack radius. That is not to say the user doesn't get hurt as well however. When it is created, the fire is so strong that it starts to burn the user's hand. Once he adds the Raging Thunder chakra, the temperature of the lightning in his hand is so strong that it burns his hands, preventing him from using any handseals for the remainder of that turn and for the next turn as well. Any living thing touched by the lightning becomes paralyzed and burned severely.
    (NOTE: This jutsu is not related to the actual Amaterasu jutsu in any way other than the name of it lol)
    *Only useable once a battle*
    *After using, the user cannot use any lightning jutsus for 3 turns*
    *The user is left with high levels of fatigue after using this jutsu and can only use jutsus of A rank and below for two turns*
    *The user cannot use any fire jutsu the next turn*
    *Due to more fire than lightning characteristic of this jutsu, it can be "put out" by water jutsus high quantities and of the same rank*
    *The Raging Thunder lightning fades away after three turns*
    ____________
    -Declined- op


    (Raijingu Sanda: Zukokku Chidori) Raging Thunder: Intense Pain of 1000 Birds
    Type: Offensive
    Rank: S
    Range: Close-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user creates an immense buildup of Raging Thunder chakra within his hand that manifests itself like Chidori. The user then places his other hand over it and then pulls it back and places it back to his side, creating two handfuls of Raging Thunder chakra in his hands that are linked together by a trail of lighting in between them. He then concentrates the doses of lightning to the point where his hands begin to have steam emitting from them due to burning. The user then rushes with speeds hard to see with the naked untrained eye (2 Tomoe Sharingan and up can still see it). All that can be seen is thin flashes of lightning. The user then shoots one with properties of Chidori Eisou and as the enemy tries to avoid it, the user strikes the unsuspecting enemy with the other bolt, making it very difficult to avoid.
    *after using, the user cannot use any lightning jutsus for three turns*
    *the user also cannot use any hand related taijutsu for three turns due to the burnt-ness of his hand and cannot make any handseals for 1 turn*
    *only useable twice a battle*
    ____________
    -Declined- op


    Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 80
    Damage Points: 90 (+ 15 to user due to blast at end)
    Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.
    ~the user moves at extreme speeds due to the lightning chakra, if the opponent tries to attack the user the user can hit the opponents jutsu with the "divine wind chidori" to defend himself. If the opponents jutsu is of A rank the "divine wind chidori loses half its power, if its any less than it doesn't lose any power. S rank obviously levels off
    ~No divine wind, wind, or lightning for 2 turns.
    ~only one other jutsu in the same turn as usage
    ____________
    -Declined- is this another form of chidori or divine wind, be more clear, and you mention it causes small amounts of damage to you too, meaning it should be forbidden rank


    Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: B-Forbidden
    Type: Attack
    Range: Mid-Long
    Chakra: 40-90
    Damage Points: 40-90
    Description: The user charges large amounts of Divine Wind to his hands. He then makes a few hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 5 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of handseals that take around 3 seconds to perform. Each clap strength increases on a scale like this one:
    1st clap: (B-Rank) strong enough to knock back a man
    2nd clap: (A-Rank) strong enough to knock back a car
    3rd clap: (A-Rank) strong enough to knock over a house
    4th clap: (S-Rank) strong enough to knock over a building
    5th clap: (Forbidden rank) strong enough to destroy a village
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *after using 5 claps, the user cannot use any Divine Wind jutsu for the rest of the fight*
    *Only useable once a fight*
    *If the 5 clap is used, no other usage is able for the rest of the fight*
    *after this jutsu is used(in any form) The user cannot use forbbinden ranks for the rest of the battle, S ranks for 2 turns, and A ranks in the following turn. In other words he can only use B rank and below in the following turn, A rank and below in the next, S rank below 2 turns following.
    ____________
    remove the 5th clap and I'll approve it


    Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
    Rank: S
    Type: Attack
    Range: Close
    Chakra: 80
    Damage Points: 90 (+ 20 to the user)
    Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through 3 Rashoman Gates. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
    *If charged for one turn, it will have the power to blast through 1 Rashoman Door*
    *If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
    *can only be used once per battle*
    *after using, the user cannot use any Divine wind jutsu for two turns*
    ____________
    remove the part about rashomon and it's approved
     
         
    Last edited by Nexus; 06-17-2011 at 01:31 AM.

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    Re: Custom Element's Jutsus

    Made a completely depowered version of my Netherworld Shade for both Gel and Violet Flame, basically like someone else's you already approved. lol.

    ( Murasaki Katon: Murasaki Nio ) ɸ Violet Flame Release: Violet Glow
    Rank: D
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 10 ( +5 per turn )
    Damage Points: N/A
    Description: Once this technique is activated, the user can from then on turn any fire element techniques he knows into violet flame. This can be done either before the jutsu is released or after. Though the flame turns into violet flame, it does not gain any additional power or rank.
    ____________
    so basically it just changes the color? if yes, then it's approved, if no forget it


    ( Geruton: Geru Tsukurite ) ɸ Gel Release: Gel Maker
    Rank: D
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 10 ( +5 per turn )
    Damage Points: N/A
    Description: Once this technique is activated, the user can from then on turn any water or wind ( since both are components of Gel ) element techniques he knows into gel. This can be done either before the jutsu is released or after. Though the water/wind turns into gel, it does not gain any additional power or rank.
    During one particular turn, only water or wind can be converted to Gel, not both.
    _____________
    -Declined-
     
         
    Last edited by Nexus; 06-17-2011 at 01:34 AM.

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    Re: Custom Element's Jutsus

    (Rajio Dosuu: Rajio Hei) Radio Frequency: Radio Wall
    Type: Defense/Supplimentary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: The user puts their hand out releasing radio frequency in the shape of a wall. The wall then stand on its own infront of the user. The wall is from short to mid range wide. The set radio frequency can then take effect. By doing a handsign the user can manipulate the wall into the shape or form he wants it to be in. The wall can only reach to mid range. If the user chooses to manipulate it the user must keep that handsign til its done forming how he wants it to.
    Can not be used next turn.
    _____________
    -Declined- you can't make radio waves stand still, the wall wont stand there and wait...
     
         
    Last edited by Nexus; 06-17-2011 at 01:35 AM.

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    Re: Custom Element's Jutsus

    (chitaton: revursu ame no fistu ) Titanium release: reverse rain of fists
    Rank: Forbidden
    Type: attack
    Range: short-Long
    Chakra: 50
    Damage: 100(30 to user)
    Description: This is a deadly jutsu.The user will concentrate chakra through the whole field for 1 whole turn.On the second he converts the whole field into big titanium fists that shoot out of the ground around the user for 1 whole turn.This justu can not be dodged,it must be blocked.
    *must be on ground for 1 whole turn.
    *Must not attack the opponent while this user is concentrating the chakra however the user can defend himself by a jutsu.
    *Can only be used twice per battle
    _____________
    -Declined- how can you say that this cannot be avoided, what if someone simply jumps? nonsense
     
         
    Last edited by Nexus; 06-17-2011 at 01:37 AM.

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    Re: Custom Element's Jutsus

    Marshmallow Release: The Thousand Ducky!
    (Mashamaruton: Sauzando Ahiru-go!)
    Type: Supplementary/Defense
    Rank: B-A
    Range: Short
    Chakra Cost: 20-30
    Damage: N/A
    Description: The user removes a marshmallow known as a peep that is shaped as a small pink duck. They will then jump in the air and drop the marshmallow while making a single hand seal causing the peep to rapidly expand and grow. The B-ranked version of the technique will cause it to grow to a size that can comfortably hold one person. The A-ranked version will cause the peep to grow to a large enough size to hold several people and a medium sized summon.
    ~Can only be used twice per match regardless of rank chosen.
    ~Consumes one marshmallow.
    ____________
    -Approved-


    Marshmallow Release: Mallow-Men
    (Mashamaruton: Maru-manu)
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: N/A
    Description: The user removes several marshmallows from his pouch and then tosses them in the air followed by a single hand seal. In a cloud of smoke the marshmallows transform into up to 4 clones of the user. These clones have the capability of using only marshmallow style techniques and can only use one S-rank, two A-ranks, three B-rank, four C-rank or five D-rank. Because of their marshmallow bodies they are capable of melding back together after being hit. At any point the user can form a single hand seal causing the clones to explode creating a burst of sticky marshmallow fluff on everything in close proximity.
    ~Can only create up to four clones per match.
    ~Each clone requires the input of two marshmallows.
    _____________
    -Declined- you made them indestructible


    Adamantine Release: Adamant Earth Style
    (Kongoton: Kongo Doton)
    Type: Supplementary
    Rank: A
    Range: N/A
    Chakra Cost: 35
    Damage: +15 to Earth Techniques
    Description: This technique is used to transform already known earth style techniques into adamantine techniques. The techniques will work exactly as the description says for the basic earth version, but they will gain a 15 damage boost and take on the properties of the adamantine element. This can only be used for basic earth style, no variations such as mud or custom elements can be used in this way.
    ~Addition to an earth technique counts as a move.
    _____________
    -Declined- I'm not approving any of those jutsu where you simply turn any technique into your own, it contradicts the limit on having CE customs and is totally irrational
     
         
    Last edited by Nexus; 06-17-2011 at 04:07 PM.

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    Re: Custom Element's Jutsus

    Quote Originally Posted by MC. T View Post
    ( Kanton: Sesshoku no Tetsu ) - Iron release: Touch of Iron
    Rank: A
    Type: Supplementary
    Range: Self - Short
    Chakra cost: 30
    Damage points: N/A
    Description: This is a simple jutsu where user touches iron source and stores small amount of it into him/herself without any dangers to user's health or transform it into armour that covers him/her. First the user starts focusing chakra into the iron and then he transforms it into somewhat liquid-ish form that can be manipulated. This jutsu is mainly used to create iron source inside the user for Iron Corpse jutsu to be executed.

    ~Approved~
    Combining these two jutsus:

    ( Kanton: Sesshoku no Tetsu ) - Iron release: Touch of Iron
    Rank: A
    Type: Supplementary
    Range: Self - Short
    Chakra cost: 30
    Damage points: N/A
    Description: This is a simple jutsu where user touches iron source and stores small amount of it into him/herself without any dangers to user's health or transform it into armour that covers him/her. First the user starts focusing chakra into the iron and then he transforms it into somewhat liquid-ish form that can be manipulated. This jutsu is mainly used to create iron source inside the user for Iron Corpse jutsu to be executed.


    ( Kanton: Shitai no Tetsu ) - Iron Release: Iron Corpse
    Rank: A
    Type: Supplementary - Defense
    Range: Self
    Chakra cost: 30 ( - 10 per turn )
    Damage points: N/A ( + 5 to taijutsu )
    Description: This is a simple jutsu of iron release that allows user to manipulate the iron inside of their body. The jutsu works like any other iron release jutsu where user combines both Earth + Fire chakra to make the iron movable and then user can manipulate it in the way user desires. This allows user to produce their own projectiles/turn hands' edges into swords and/or keep a source of iron always with him/her. While using this jutsu user's body becomes harder compared to regular body. User is weaker to lightning and sound while having this jutsu active.
    Note:
    - Lasts whole battle
    - No Lightning or sound can be used at the same time
    - Consumes chakra every turn.


    New version:

    ( Kanton: Kaibōgaku no Tetsu ) - Iron Release: Anatomy of Iron
    Rank: A
    Type: Supplementary - Defense
    Range: Self
    Chakra cost: 30 ( - 10 per turn when projectiles are produced )
    Damage points: N/A ( + 5 to taijutsu )
    Description: This is a simple jutsu of iron release that allows user to manipulate the iron inside of their body and store iron to it. One that has mastery over iron release can store small amounts of iron to their own body without posing any health risks. The jutsu works like any other iron release jutsu where user combines both Earth + Fire chakra to make the iron movable and then user can manipulate it in the way user desires. This allows user to produce their own projectiles/turn hands' edges into swords and/or keep a source of iron always with him/her. While using this jutsu user's body becomes harder compared to regular body. User attracts lightning and is weaker to vibrations while having this active.
    Note:
    - Lasts whole battle
    - No Lightning or sound can be used at the same time
    - Consumes chakra every turn when projectiles are made and when iron is stored.
    ______________
    -Declined- If you wanna use fire to make the iron liquid in order to be able to move it around inside your body, you have to heat it, and that would seriously hurt you; and in general, having extra iron inside your body is NOT healthy
     
         
    Last edited by Nexus; 06-17-2011 at 04:50 PM.

  17. #157
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    Re: Custom Element's Jutsus

    (karumera atogama) - Caramel Replacement
    Rank: C
    Type: Substitution
    Range: N/a
    Chakra cost: 30
    Damage points: N/A
    Description:When the user is about to be hit by a technique they can replace any part of their body with caramel to manipulate and avoid the technique.For example, if the user was to punched in the chest, they could replace it with hard of soft caramel to protect themselves.
    ____________
    -Declined- If you want this approved you need to get it heavily restricted and make it at least S rank


    (karumera) - Caramel release
    Rank: C
    Type: Supplementary
    Range: Short-long
    Chakra cost: 30
    Damage points: N/A
    Description: The user will focus their chakra combining the nescessary elements and create a liquid version of caramel on the battlefeild that they can use to attack or defend or just bind the opponents.
    Note: Caramel dries up in 2 turns
    Note: The target will be burnt by the caramel if its made hot by the user
    ____________
    -Approved- make it B rank


    (karumera bushin) - Caramel clone
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra cost: 30 per clone
    Damage points: N/A
    Description: After performing 2 neccessary hand seals, the user will release their chakra and create a cetain number of caramel clones. The clones will be made up of caramel, and because of this, will only be able to use caramel jutsu. When hit my the enermy in combat, the clones bodies will turn to caramel, so if you kick a clone, the kick will sink into their bodies and the enermy will be trapped. The clones can use the effects of their caramel skills to either liquidify their bodies, or harden them, or even heat their bodies up to boiling caramel for maximum damage.
    Note: Can make up to 3 clones.
    Note: Can use all caramel jutsu.
    ____________
    -Declined- specify what it takes to destroy them, and in order to make them hot you need to infuse them with some fire element


    (karumera yuka) - Caramel Floor
    Rank: B
    Type: Deffence
    Range: Short-long
    Chakra cost: 45
    Damage points: N/A
    Description: The user will perform 4 hand seals focusing their chakra into the ground and create a 3 inch sticky layer of caramel all over the battlefield. Due to the users affinity for caramel, they can focus their chakra into their feet accordingly to walk on it, but the enemies feel sink into the layer of caramel sticking them to the floor. If the enemy manages to jump or lift into the air, the caramel will stretch still attached to their feet, and pull them back down as it contracts.
    Note: Can be stopped by the user at any time
    ____________
    -Declined- how is this different to your caramel release jutsu above?


    (karumera kabe) - Caramel wall
    Rank: A
    Type: Supplementary - Defense
    Range: Short - mid
    Chakra cost: 50
    Damage points: N/A
    Description: The user will perform 3 handseals focussing their chakra and create a wave of caramel that rises up in front of them in the shape of a wall which will then harden and act as a defensive wall to protect the user.
    ____________
    -Approved-


    (karumera Dragon) - Caramel Dragon
    Rank: Forbidden
    Type: Supplementary
    Range: Short - mid
    Chakra cost: 70
    Damage points: The user will perform the 6 needed hand seals and summon giant dragon made of solid caramel in front of them. This dragon is about 30 meters long and 20 meters tall. This dragon has the abilities to create caramel from its own body at will, it can even breath a boiling caramel wave from its mouth which is as strong as a A rank attack. If this dragon is hit by a technique its body will turn to liquid caramel then re solidify.
    Note: Lasts 5 turns.
    _____________
    -Declined- lol
     
         
    Last edited by Nexus; 06-17-2011 at 04:59 PM.

  18. #158
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    Re: Custom Element's Jutsus

    (Netsuton: hensen ) Temperature release: change
    Rank: B
    Type: defense/supplementary
    Range: short
    Chakra: 25 (+5)
    Damage: N/A
    Description: This is the most basic used jutsu for this element.It allows the user to either drastically decrease or increase the temperature around the users body,creating a shield up to mid range.In order to protect the users body the user must add a additional 5 chakra to create a field of chakra around him.When the user decreases the temperature it freezes any water/earth to a state where it breaks before it hits the user.(it could also increase the damage making it solid and dangerous like if used on rain).When Increased the user can melt and earth,boil water or even turn water into steam before it hits the user.
    *Can only be used once every 2 turns
    *can also be used in combo with a jutsu
    ____________
    -Declined- make it S rank, say that it lasts only 1 turn, say it can be used once every 5 turns and that it works only for 2 jutsu


    (Netsuton: makai ) Temperature release: Hell
    Rank: Forrbidden
    Type: defense/supplementary
    Range: short
    Chakra: 50
    Damage: 90(-40 to user)
    Description: This is a deadly jutsu.The user claps his hands and charges his wind/fire chakra into the envirment and his body.After 1 full turn of charging(meaning 3 turns. turn used,turn charged,turn used) the user releases all of it in a instant scorching the whole field,instantly turning any water in range to steam, and burning every single thing around the user.
    *can only be used once and no more fire/wind/fire/temperature for 3 turns.
    *Can only be dodged by time/space techniques
    *the user will be very hurt and for one full turn wont be able to attack.Only defend
    *Takes 2 turns to charge(turn used and next turn).And only on the third can you use it.
    *The user may run,sit but may not preform any ninjutsu or hand type taijutsu(leg tai is allowed) while charging.Leaving the user almost fully vulnerable
    _____________
    -Declined- remove the part that it can only be dodged by time/space and I'll approve it
     
         
    Last edited by Nexus; 06-17-2011 at 05:10 PM.

  19. #159
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    Re: Custom Element's Jutsus

    (Kazan Suiton Jutsu) Volcanic Water Technique
    Rank: D
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: None
    Description: By mixing fire with his water techniques, the user is able to turn his regular water techniques into Volcanic Water. The water techniques won't increase in power, they will gain Volcanic Water proprieties.
    _____________
    -Declined- I don't allow such jutsu


    (Kiastsu Jutsu) Atmospheric Pressure Technique
    Rank: D
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: None
    Description: By increasing the wind in his wind techniques, the user is able to turn his regular wind techniques into Atmospheric Pressure. Though the wind techniques won't increase in power, they will gain Atmospheric Pressure proprieties.
    ____________
    -Declined-
     
         
    Last edited by Nexus; 06-17-2011 at 05:12 PM.

  20. #160
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    Re: Custom Element's Jutsus

    (Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm

    Rank: B
    Type: Offensive, Defensive, Supplementary
    Chakra cost: 20
    Damage points: 40
    Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time.
    Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).
    ____________
    -Approved- make it A rank!


    (Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship

    Rank: B
    Type: Offensive, Defensive, and Supplementary
    Chakra cost: 20
    Damage points: 40
    Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place.
    Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).
    _____________
    -Approved-


    (Erubiumuton: Izumi no Sakusei) – Erbium Release: Fountain of Creation

    Rank: B
    Type: Supplementary
    Chakra cost: 20
    Damage points: 40
    Description: The user will perform a set of 3 hand seals and then the user will concentrate their chakra into the ground to create a fissure in the ground that sprouts out a large abundance of particle Erbium that can be used for a source to be manipulated for further techniques.
    Note: May only be used every two turns after use.
    _____________
    -Approved- note that this doesn't deals damage to the opponent


    (Erubiumuton: Shokunin no waza Zenbi) – Erbium Release: Craftsmanship to perfection

    Rank: A
    Type: Supplementary
    Chakra cost: 30
    Damage points: N/A
    Description: The user can concentrate their chakra into an enemy’s earth style technique and then essentially break down the minerals so that all that remains is pure Erbium, which can then be manipulated and used for their own techniques. Therefore it can render a enemies technique useless. (Only works on techniques that not of manipulating the features of the ground.)
    Note: Can only work on A rank and below and can only be used 3 times in a battle.
    _____________
    -Declined-
     
         
    Last edited by Nexus; 06-17-2011 at 05:19 PM.

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