Custom Fighting Style Technique Submission

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McRazor

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Oto Suishin: Gōin'na | Sound Propulsion: Brute Force
Type: Offensive
Rank: S rank
Range: Short
Chakra: 40
Damage: 80
Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and destroys it on a cellular level all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain. Bone pain is classified as the highest pain on the pain scale, and if the tearing of flesh isn't enough to knock the opponent out, then the pain from the resonating bones sure is.
Note: Can only be used by Sound Propulsion students
Note: Can only be used twice per battle

✦ Declined, tone it down a bit. The part about cellular level destruction and causing that level of pain needs to be taken out or this jutsu upgraded to Forbidden Rank. If not, it has to go. The restrictions also are too light for an S rank. It needs to restrict you that turn and the next and if upgraded to Forbidden Rank, harsher restrictions and one usage. ✦

Oto Suishin: Buki no nagare | Sound Propulsion: Weapon Flow
Type: Offensive/Supplementary
Rank: B rank
Range: Short (slash)/Long (throw)
Chakra: 20
Damage: 40 (+20 if supplementary)
Description: Following the basic principle behind sound propulsion, the user can improve the lethality of his weapons and other various ninja tools. For slashes with swords, the user can eject a pressure wave from his hand in the opposite direction of the slash in order to increase the speed, as well as potency of the slash. Likewise, when throwing kunai, shuriken or other various ninja tools, the user can drastically increase their speed by ejecting a high pressure sound wave from his hand in the opposite direction of the thrown object. This will increase the momentum behind the throw and propel the object through the air faster than regular or even chakra coated ninja tools. If used on its own in order to improve the effectiveness of free form movements, then this technique assumes damage values of a B rank technique. However, if used as a supplementary technique in order to increase the power of a regular kenjutsu or taijutsu technique, it adds +20 to its damage output.
Note: Can only be used by Sound Propulsion students

✦ Approved ✦

Oto Suishin: Uso o tsuku buki | Sound Propulsion: Deceitful Weaponry
Type: Supplementary
Rank: B rank
Range: Short (slash) /Mid (throw)
Chakra: 20
Damage: N/A
Description: After using Sound Propulsion: Weapon Flow, the user can use the residue sound chakra from the highly pressurized sound wave in order to put a visual genjutsu on the opponent. Upon placing the opponent into the genjutsu, he would see the slash or throw as multiple slashes or a volley of thrown weapons. Basically, after performing a propulsed slash with a sword, the opponent would see it as if the user performed the slash at such a great speed that it leaves a blur behind, making it seem as if they are multiple simultaneous slashes. This is aimed at making it harder for the opponent to know which slash is the real one and which one to defend from. Same goes for thrown weapons and ninja tools, except that they appear as if they're thrown in a volley in order to cover a greater area. In reality, the user performed one action and can take advantage of the confused opponent. Due to the nature of Sound Propulsion and the innate working of genjutsu within the fighting style, it is very easy to place the genjutsu on the opponent, taking very little to virtually no time since the chakra is already there, expulsed from the users tenketsu.
Note: Can only be used by Sound Propulsion students
Note: Can only be used 3 times per battle.

✦ Approved✦

Oto Suishin: Suishin kurōn sakkaku | Sound Propulsion: Propulsion Clone Illusion
Type: Supplementary
Rank: B rank
Range: Short/Mid
Chakra: 20
Damage: N/A
Description: Using this technique and following the principles of sound propulsion, the user will perform a concentrated full body propulsion in order to launch himself at the opponent or out of harms way and he will use the residue chakra after the propulsion in order to place a genjutsu upon the opponent. As the user propulses his body, the opponent will see a clone of the users body appear. It will seems to him as the user charged at him so quickly that he managed to split his body in the process, leaving a perfect copy of himself behind. Furthermore, in the illusion the clone will charge at the opponent, mirror mimicking the users movements. This means that the clone will do the same movements as the user but with the opposite hand or leg, for example. Once the clone reaches the opponent it disappears leaving the opponent with the sore reality.
Note: Can only be used by Sound Propulsion students
Note: Can only be used 3 times per battle

✦ Approved, took the Offensive part out as this doesn't deal damage directly ✦
 
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Professor Sarutobi

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(Ryuuchou Kawazoi Ryuujoukohaku: Akuma Dedoko) Flowing River of Fierce Fighting: Devil's Exit
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30 (-5 per turn)
Damage Points: 60 (Boiling Splash)
Description: The user will begin by entering a full hydrified state while maintaining a normal physical appearance as he focuses water chakra around them to gather the moisture in the air into their body. As the moisture is being gathered, the user would normally grow in size. However, by using advanced shape manipulation and concentration, the user forcefully creates a dense layer of chakra around his entire person, preventing his body from expanding outwards to enlarge his muscles. Once locked absorbed, the user begins to vibrate the moisture along with water that's pressurized inside the user's body, naturally causing friction to form, heating up the body to a boiling point. This would cause steam to escape from the user's "pores". The special ability granted by this state is the after-effect of taijutsu-related techniques or moves. Upon physical contact with something or someone whilst striking, the built up pressure will be released from said portion of the body, causing boiling hot water to be released outwards along with the blunt damage produced by the strike. The boiled water is hot enough to deal third degree burns. The water released is roughly a slash of about three gallons.

- Can be used four times per battle.
- State can only be maintained for a maximum of 2 turns.
- Must wait 2 turns before using again.
- While active, the user can only mold Water Techniques along with non-elemental abilities.

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✦ Approved ✦

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Clashing Tsunamis
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user will enter a hydrified state with his arms and hands as he gathers the moisture in the air and focuses his water chakra in order to grow his muscles to abnormal size, rivaling the Akimichi Clan's Expansion technique. Using the increase in strength as well as body mass, the user will forcefully clap his hands together, causing a large shock-wave to be released in a 360 degree wave outwards. The user is not limited to clapping his hands but also striking target(s), object(s) or other things in between his hands for a deadly attack. The muscle enlargement allows the user to reach out to the maximum distance of short range for increased reach. (5m)

-Can be used four times per battle.

✦ Declined, the shockwave ability isn't one of your CFS and collides with canon Sound techs and due to it's water nature, clashes directly with Gyojin abilities. ✦

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Cleanse
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 40
Damage Points: N/A
The user utilizes their knowledge of the body's muscular structure in combination with the special ability granted by the fighting style. The user will liquefy specific muscles or muscle group(s) in the body by entering a partly or wholly hydrified state. The liquefied muscles will then cause a rapid diluting of all of the lactic acids as well as other fatigue inducing substances within the body to fully cleanse one's self. This ability allows the user to fully recover from any fatigue induced state or otherwise paralyzed state by refreshing the muscles with water chakra. This technique by no means, heals the user in any way, it simply refreshes the muscles and removes fatigue as well as restores bodily functions from paralyzed states.

-Once per turn.
-Can't use for one turn afterwards.

✦ Declined, this needs an overall usage restriction and won't apply towards the drawbacks of using Forbidden ranked jutsu, only S ranks and below. ✦
 
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Akasha

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Antatchaburu no enchanto ≈ Anextiomarus no ījisu ∾ The Enchant of Untouchable ≈ Aegis of Anextiomarus
Type: Supplementary / Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Utilizing the basic principles of Impetus of Untouchable user will release adhesive liquid from a desired spot on their body. This is used to render damage of incoming blunt damage/taijutsu based techniques, depending on the nature of the technique in question useless. Before the actual contact has been made, the user will through mental willingness expell a portion from one of their limbs or through a weapon, almost like a globue outwards to envelop the incoming object (body parts gradually slowing it down to the point it never came to touch the user but it would; It would be almost like a feather touch. A secondary application of this technique comes in play when user has been previously covered within the layer of the custom fighting style - It could be done passively the moment that an object (weapon of opponent or their body part) comes in contact with the already existing layer of molecules surrounding specific portion of users body.

✦ Declined, A rank with no restrictions? ✦

Antatchaburu no enchanto ≈ Anextiomarus no ījisu ∾ The Enchant of Untouchable ≈ Aegis of Anextiomarus
Type: Supplementary / Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Utilizing the basic principles of Impetus of Untouchable user will release adhesive liquid from a desired spot on their body. This is used to render damage of incoming blunt damage/taijutsu based techniques, depending on the nature of the technique in question useless. Before the actual contact has been made, the user will through mental willingness expell a portion from one of their limbs or through a weapon, almost like a globue outwards to envelop the incoming object (body parts gradually slowing it down to the point it never came to touch the user but it would; It would be almost like a feather touch. A secondary application of this technique comes in play when user has been previously covered within the layer of the custom fighting style - It could be done passively the moment that an object (weapon of opponent or their body part) comes in contact with the already existing layer of molecules surrounding specific portion of users body. This technique can only be used three times per battle.

Antatchaburu no enchanto ≈ Andorasute no fukutsū ∾ The Enchant of Untouchable ≈ Andraste's Bellyache
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Andraste's Bellyache is an offensive type of technique, however with sort of a supplementary use. It can be performed as a separate technique or in combination with another one used beforehand. Its supplementary use can be seen once the body of opponent has been covered with the sticky liquid, and when used as such its activation would be very quickly as covering of their body if it wasn't previously covered. The sticky liquid which initially pinned certain part of the body would start to strain the same, causing for considerable amount of damage being made on that body part. The damage would be seen in breaking of connective tissue - muscles, tendons and bones. On the other hand this technique can be used when user is making offense upon their target. The molecules would upsurge from user's body to that of opponent, pinning it down and straining the surfaced area. This technique can only be used twice per battle and never in consequent turns.

✦ Both Approved ✦

Antatchaburu no enchanto ≈ Anubarusu no Rei ∾ The Enchant of Untouchable ≈ Anvallus' Command
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Utilizing the basic principles of Impetus of Untouchable user will cause for the sticky liquid which is surfacing the body as a cloak to start evaporating as a mist that layers around the body. A very particular property is that the user is capable of controlling the moisture levels of the syrup particles. When the user's hands are open, the mist will behave like normal mist. When the users hands are closed, water will leave the syrup particles, congealing them in the air as a net or whool of glue threads. While in mist form any opponent or projectile can pass unobstructed, in thread form, the object or person will be locked in placed, glued in and immobile. The net is centered around the user's limb, so, as the user moves the arm, so does the mash of nets, and so does the ones trapped in it. As the mist can be controlled independently by both hands, one could trap a nearby opponent in place with one hand, while pulling him against a palm strike with the other hand, leaving any unfortunate opponent at the mercy of the sorcerer.
User can either use a pre-existing cloak for performance of this technique or commence performance of this technique with creation of a dense cloak around their body or body-part.

✦ Declined, your CFS does not deal with misty water, only the thick, syrupy variant. ✦
 
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Shady Doctor

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( Maki doragon - ātsu: Shin ryū no kakuchō ) | Coiling Dragon Arts: Shenron's Extension
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40 (-5 to maintain)
Damage Points: 20-80
Description:
Shenron's Extension is the basic technique for the style, using simple raw chakra to create the limbs over the users Section-Staffs. The user can create arms or legs on one or more staffs, using them for purposes ranging from offensive attacks (Punches, kicks, elbowing etc.), to defending from incoming techniques (Catching a boulder, grabbing something and pulling the user etc.). The arms and legs can be used freely and skillfully to achieve not only feats the user can do with his own limbs, but he can take those feats even further with the range given and the flexibility of the jointless limbs. As stated in the details of the style, each limb would be able to extend to ranges up to even long, using Chakra chains as joints to allow control and extensions.


Note: S-rank variant only usable 4 times
Note: The Limbs are equal to that of Elements of the same rank due to the shape manipulation applied to the raw chakra.
Note: The limbs stay active for up to 2 turns but costs chakra to maintain.
Note: Can't perform hand seals while in use but can still use techniques that require no hand seals.

✦ Declined, no to 4 usages for S ranks. Needs an overall usage limit as well. -5 chakra should be -10 for B+ ranks. ✦
( Maki doragon - ātsu: Shin ryū no kakuchō ) | Coiling Dragon Arts: Shenron's Extension
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40 (-5 to maintain C-ranks, -10 to maintain B/A-ranks, -15 to maintain S-ranks)
Damage Points: 20-80
Description:
Shenron's Extension is the basic technique for the style, using simple raw chakra to create the limbs over the users Section-Staffs. The user can create arms or legs on one or more staffs, using them for purposes ranging from offensive attacks (Punches, kicks, elbowing etc.), to defending from incoming techniques (Catching a boulder, grabbing something and pulling the user etc.). The arms and legs can be used freely and skillfully to achieve not only feats the user can do with his own limbs, but he can take those feats even further with the range given and the flexibility of the jointless limbs. As stated in the details of the style, each limb would be able to extend to ranges up to even long, using Chakra chains as joints to allow control and extensions.


Note: S-rank variant only usable 2 times, while the technique can only be used 6 times in total.
Note: The Limbs are equal to that of Elements of the same rank due to the shape manipulation applied to the raw chakra.
Note: The limbs stay active for up to 2 turns.
Note: Can't perform hand seals while in use but can still use techniques that require no hand seals.

✦ Approved ✦



Devil's Fist: Devil's War Skin | Mao Genkotsu: Akuma no sensō
Type: Supplementary/defensive
Rank: S
Range: Short
Chakra: 50
Damage: N/A (+20 to Taijutsu/Devil's fist, +10 to fire)
Description: Devil's war skin is the the "strongest" Devil's fist technique, and also the most dangerous to use. The user starts by doing the standard ability of the style, using fire chakra to heat the skin on the body. Unlike the other techniques created before, this one takes the heat to the next level. The user focuses the fire chakra to every piece of skin on his body, heating it to an amazing extent. The users body would near instantly become burning red or pinkish, with a gloss like look to it. The heat continously causes the user to sweat, but the sweat is evaporated even quicker, making it seem as if the user's entire body was letting off steam. With the skin reaching a certain level of heat within the matter of seconds, the user stops pouring katon chakra into his skin and allows the heat to sit. The heat is so much that it would stay that temperature for 4 turns before finally cooling down, and ending the techniques affects.

Once activated the heat highly enhances the users taijutsu capabilities due to the heat of the skin. Everything the user touches with his skin would become scorned on contact, melting the opposing object to a certain degree if reasonable. This makes taijutsu used along side this much more dangerous to be struck by or to physically defend from. Along with this, the heat generated from the skin adds extra heat to the fire techniques used through the body, giving it a slight boost in power. This scorching skin even works as defensive mechanism, seeing as things would be burned when coming into contact with it. The users skin becomes capable of completely evaporating a water technique within reason (up to A rank) when coming into contact with it, due to the heat near instantly heating and dissipating the liquid before it could do any harm. Though if the user is hit directly with an S-rank, the water would be evaporated but the users skin would be completely cooled down thus ending this technique. This also works on earth techniques, melting the earth (A-rank and below) whenever it comes in contact with the users skin.

This of course comes with its drawbacks. The heat on the skin isn't being controlled so it starts to slowly burn itself, leaving the users skin burned all over his body. It puts him through constant pain seeing as throughout 4 turns his skin would feel like flames themselves were constantly engulfing him. This makes the user's body hard to move without large amounts of pain once deactivated, thus dropping the user's speed and movements by a rank. Along with the decrease in speed, The user becomes unable to use Taijutsu techniques above A-rank for the remainder of the fight (due to burning of the skin) while also losing the ability to mould Katon chakra for 3 turns. Of course without Katon chakra the user is unable to perform Devil's fist abilities for that 3 turns.

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-Restrictions-

Can only be used by Masters of the Devil's fist style
Can only be used once a battle
Lasts for 4 turns after activation
No taijutsu above A-rank after deactivated (4 turns)
No fire or DF techniques for 3 turn after deactivated


✦ Declined, so in addition to evaporating Water A rank and below, you want to do the same with Earth, melting it into lava while empowering your own Fire jutsu? Too much for simplying raising the temperature of your body, even if slightly. You arent gaining A rank immunity to two elements at one time, you can hang that up. ✦




Devil's Fist: Devil's War Skin | Mao Genkotsu: Akuma no sensō
Type: Supplementary/defensive
Rank: S
Range: Short
Chakra: 50
Damage: N/A (+20 to Taijutsu/Devil's fist, +10 to fire)
Description: Devil's war skin is the the "strongest" Devil's fist technique, and also the most dangerous to use. The user starts by doing the standard ability of the style, using fire chakra to heat the skin on the body. Unlike the other techniques created before, this one takes the heat to the next level. The user focuses the fire chakra to every piece of skin on his body, heating it to an amazing extent. The users body would near instantly become burning red or pinkish, with a gloss like look to it. The heat continously causes the user to sweat, but the sweat is evaporated even quicker, making it seem as if the user's entire body was letting off steam. With the skin reaching a certain level of heat within the matter of seconds, the user stops pouring katon chakra into his skin and allows the heat to sit. The heat is so much that it would stay that temperature for 4 turns before finally cooling down, and ending the techniques affects.

Once activated the heat highly enhances the users taijutsu capabilities due to the heat of the skin. Everything the user touches with his skin would become scorned on contact, melting the opposing object to a certain degree if reasonable. This makes taijutsu used along side this much more dangerous to be struck by or to physically defend from. Along with this, the heat generated from the skin adds extra heat to the fire techniques used through the body, giving it a slight boost in power. This scorching skin even works as defensive mechanism, seeing as things would be burned when coming into contact with it. The users skin becomes capable of completely evaporating a water technique within reason (up to A rank) when coming into contact with it, due to the heat near instantly heating and dissipating the liquid before it could do any harm. Though if the user is hit directly with an S-rank, the water would be evaporated but the users skin would be completely cooled down thus ending this technique.

This of course comes with its drawbacks. The heat on the skin isn't being controlled so it starts to slowly burn itself, leaving the users skin burned all over his body. It puts him through constant pain seeing as throughout 4 turns his skin would feel like flames themselves were constantly engulfing him. This makes the user's body hard to move without large amounts of pain once deactivated, thus dropping the user's speed and movements by a rank. Along with the decrease in speed, The user becomes unable to use Taijutsu techniques above A-rank for the remainder of the fight (due to burning of the skin) while also losing the ability to mould Katon chakra for 3 turns. Of course without Katon chakra the user is unable to perform Devil's fist abilities for that 3 turns.

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-Restrictions-

Note: Can only be used by Masters of the Devil's fist style
Note: Can only be used once a battle
Note: Lasts for 4 turns after activation
Note: No taijutsu above A-rank after deactivated.
Note: No fire or DF techniques for 3 turn after deactivated

✦ Approved ✦
 
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Six Paths

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Approval of the CFS: .

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Long
Chakra: 10 - 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount, in relation to the amount of energy they wish to generate. They then direct this energy, using one of their legs, into the other leg, and use it to “kick” off the ground with a tremendous amount of force, propelling the user at high speeds, but only in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.

Note: If the A-Rank variant is used, this technique cannot be used for 2 turns.

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✦ Declined, I can't believe you thought this would be approved without any real restrictions, for one. A ranks need a usage restriction, not just once every two turns. You also aren't using this to "kick" to long range either. x2 speed to essentially dodge attacks is also an if thing given you are increasing your weight to travel fast...✦
(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.​

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used,
this technique cannot be used for 2 turns.

✦ Approved ✦
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(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
Type: Offensive/ Defensive
Rank: C-Rank - A-Rank
Range: Short
Chakra: 10 - 30
Damage: 20 - 60
Description: The user starts by manipulating their weight to generate the desired amount of force, between x5 & x15, or alternatively, the user may gather the force generated by an incoming physical attack, effectively using its own force against itself, making it an equal counter. The user then directs and stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. These include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc, which allows any practitioner of Renewal Taekwondo to user their art in a freeform manner.

Note: If the A-Rank variation is performed, the user can’t perform Taijutsu of B-Rank or higher within the same turn.

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✦ Declined, again, A ranks need a usage restriction. ✦
(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
Type: Offensive/ Defensive
Rank: C-Rank - A-Rank
Range: Short
Chakra: 15 - 30
Damage: 30 - 60
Description: The user starts by manipulating their weight to generate the desired amount of force, between x5 & x15, or alternatively, the user may gather the force generated by an incoming physical attack, effectively using their opponent's own force against them, resulting in a counter of up to A rank strength. The user then directs and stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. These include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc, essentially allowing any practitioner of Renewal Taekwondo to user their art in a freeform manner.

Note: The A-Rank usage of this Jutsu can be used a max of 4 times per battle. Additionally, if the A-Rank usage of this Jutsu is performed, no A-Rank or higher Renewal Taekwondo Jutsu can be used in the same turn.

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✦ Approved ✦

(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

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✦ Approved ✦

(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon
Type: Offensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user starts by multiplying their own weight by a tremendous amount, roughly 25x. By doing this they generate a massive amount of force, due to the effects standard in any Renewal Taekwondo technique. From there, the user channels this force from the bottom of one of their feet and up their leg. As they do so, they add a change in the shape of the force generated by the initial step of the Jutsu, altering the nature of this massive force, and adding an extremely powerful rotation to it. And as the force of this technique reaches their pelvis, the user then redirects this force down to opposite leg. Finally, as this rotating mass of force reaches the foot of the receiving leg, they perform a standard high kick, common in Taekwondo, releasing the force from the sole of their foot. This force is then released in the form of a violently rotating mass of energy that shapes itself into the form of a traditional Eastern Dragon, with a blue long, slender body, and a large horned head. As the Dragon travels in the direction the user kicks, the user must maintain their stance, as lowering the leg that is performing the Jutsu or changing it in any large or significant way can cause the Dragon’s trajectory to change drastically, usually resulting in the Dragon crashing into the ground, and the technique ending in failure. The Dragon is composed of highly compressed air, caused by the rotating force coming into contact with the air, and upon hitting either the user’s target, or anything else, including the ground, other surfaces or objects, the Dragon’ body will continuously buffer against these things, wearing them down and causing damage through intense friction. The Dragon continues to buffer anything and everything that comes into contact with it until either the user changes their stances, and ends the technique, or the Dragon is overcome by a technique of equal or greater strength. Upon ending their usage of the technique, the leg the user performed the Kick of the Blue Dragon with will be detrimentally affected by its usage, due to the change in the force’s shape (Aka, the rotation added to the technique). This results in the user being unable to perform any Renewal Taekwondo Jutsu that requires the user to channel the force from the initial step through one leg to another for 2 turns, until their leg recovers from the backlash from the technique, as it is almost impossible to perform most Renewal Taekwondo Jutsu with only one properly functioning leg nor any Taijutsu of A rank and higher with that leg.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 4 turns. (2 Turns for the leg using the Jutsu to recover, then a 2 turn cool down on top of that.)
Note: No B-Rank or higher Taijutsu within the same turn this Jutsu is used.

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✦ Approved, edited restrictions ✦
 
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Method

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Approval of CFS:
Permission to Submit:

Akuma Homura: Satan no giman |Satan's Flame: Satan's Deception
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique requires the user to channel chakra across either arm & motion it across their body toward the other side, with their hip slightly twisted in the same direction leaving there shoulder positioned toward their front, facing the opponent. A blaze of blue fire rapidly spreads across their entire arm & as it does the user swings it across, releasing the blaze of fire into a large trail that spreads out, essentially covering the upper body in size, but leaving minor damage when in contact with the opponent. While swinging their arm across, they then thrust forward the other arm, once again channelling chakra across the arm to create another blaze of fire to spread across it, this one more concentrated in chakra. The difference is in both the amount of chakra & the delivery, with the thrust releasing a powerful stream of fire that shoots forward at great speed. Having manipulated the chakra to form a more concentrated flame, the condensed stream is powerful enough to not only intensely burn on contact, but also push the target back several meters. The first blast is intended to create more of the distraction, while the second is enough to damage & broaden the gap between the two. Alternatively, the first step of this technique could be replaced by grabbing hold of the hilt & channelling chakra into the blade, drawing it out & swinging it across to release a blaze of fire.
- Can be used 3 times

✦ Declined, this CFS is about using Fire to augment your Taijutsu and Kenjutsu, not release Ninjutsu blasts. ✦

Akuma Homura: Akuma no tensō| Satan's Flame| Devilish Transfer
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user first begins to channel chakra across their entire body, soon followed by their body being completely engulfed in fire; a bright blue colour if having mastered the style. This technique relies on a single strike, leaving a devastating result on contact, preferably by hand but can be done by any part of the body. The user performs a simple but sturdy strike. on contact, the user manipulates the flame around their body to rapidly travel to the point of release, as if being forcefully sucked in to that single point. After a very brief pause, a blaze of fire violently explodes & spreads out from the point of contact. the intensity of the flame is enough to swiftly burn the opponent alive. The user does suffer a slight burn from the initial release, but it fades over a single turn. The user is able to manipulate the form of the blaze to somewhat of a monstrous image, as if roaring, though this would be purely cosmetic.
- Due to the slight burn, the user is unable to perform Taijutsu of B rank or above the next turn
- Can only use Fire jutsu while the blaze is surrounding the user's body
- Can be used twice
- Must wait at least three turns between each use

✦ Approved, had to edits parts ✦
 
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Flash

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(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can perform hand seals, but can never release elemental chakra through that arm. Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used twice.




(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 20-30 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu other than Shadow manipulation.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

☼ Leaving for MU ☼
Reposting this since you asked me to.


(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can perform hand seals, but can never release elemental chakra through that arm. Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used twice.

✦ Declined, parts of this aren't possible for a few reasons; the stopping of the bleeding will work but shadows do not possess tenketsu. They cannot channel chakra to the body as they are just manipulation of Ninjutsu, like Smoke and Sand manipulation so it will not being able to perform hand seals for you. Shadow jutsu is fine, sure. But this at best can create a limb at a time. ✦

(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (in a manner similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 15 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

✦ Approved, edited parts ✦
 
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Zaphkiel

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Style approved .

(Shiroi Kumo Ryū: Gōruden'ōbuu~ībā-gai Kokkaku)- Flow of The White Spider: Golden Orbweaver Exoskeleton
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: (80 by itself but +20 in conjunction with Taijutsu)
Description: The ultimate defense of the fighting style, when faced with imminent danger the user is able to manifest a layer of specifically hardened silk around his body in rapid fashion. This layer of silk is the given even more defensive perks by being channeled with elemental or neutral chakra. Each chakra nature changes how the exoskeleton acts and behaves with two being offensive in nature (Katon and Raiton) and the other two being defensive/supplementary. Doton chakra turns the silk pitch black, similar to Kakuzu's Earth Spear technique while Raiton channeling turns the silk a luminous blue which crackles with energy. Katon turns the silk bright red with flames dancing over it and Suiton turns the suit into a sticky, transparent covering. Neutral chakra just sees the suit being formed looking like silver armor. As one would imagine, physical interaction with the exoskeleton in either of these forms vary greatly, where the Katon natured suit would scald all it comes in contact with, allowing the user's freeform attacks to carry S ranked Katon power while the Raiton natured suit allows the user great piercing/slicing power with just his bodily actions. The Suiton exoskeleton, being one of the defensive type natures, allows the user to stick to things with its sticky water nature and the Doton suit, the other defensive type, increases the user's weight with a bulky, physical defense, allowing the user to stand up to most other attacks such as point blank explosions and other overwhelming attacks like enhanced Taijutsu. Each chakra nature carries the accompanying strengths and weaknesses and the user is able to change the nature of the exoskeleton once every 2 turns. With a total runtime of 3 turns that means the user can only switch natures once, following the initial activation. A major advantage with this technique is that even if the user doesn't have the Spider Suit active prior the exoskeleton can be formed over his skin and then lead to the Spider Suit while if the user had already used and spent the Spider Suit's once per battle restriction this technique can be performed and maintained as a standalone but only for its 4 turn duration.
Note(s):
- Can only be done 2x
- Lasts 3 turns with each use
- No other techniques of the Shiroi Kumo Ryū style in the same and 2 turns after
- The 80 damage clause is only accessible if this technique is used to attack by itself and only applies to the offensive type (Raiton and Katon natured) exoskeletons. If used in tandem with regular, non-elemental Taijutsu said technique is given just a +20 boost in damage
- Requires a 2 turn cooldown in between uses
- User is restricted to A ranked and below techniques for 2 turns after this ends

✦ Approved, edited parts ✦

(Shiroi Kumo Ryū: Hōrō-sha no Kakurega)- Flow of The White Spider: Wanderer's Lair
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: N/A
Description: Drawing inspiration from the second most vibro-sensitive species known, the Wandering Spider, this technique begins with the user releasing literally an explosion of hair strand width silk from his body or the spider suit. This explosion is actually soundless and only serves to shoot these strands of silk in all conceivable directions up to 10m from his position, sticking onto any and everything it can. Even if they haven't latched onto anything they are so thin and weightless that they wail about in the air, crisscrossing to form a dome of ultra long cillia-like formations, glimmering in direct light. Once these strands are released and covering a substantial area the user then has access to two very exquisite abilities one of which is an extrasensory method. The threads are capable of tactile sensing where the strands are very whisp-like and sensitive, picking up on even the most faint gusts and vibrations in the air and on ground and lastly the user has the ability to course Doton chakra through the threads to stiffen them with great tensile strength and allowing the user to be able to climb atop them and traverse the entirety of the dome and even restrict attacks of great kinetic nature, such as flung objects/weapons, Taijutsu attacks, Bukijutsu, Doton projectiles, etc. Seeing that spider silk is one of the strongest natural materials known to man the hardened strands become very durable against attacks of these natures, able to arrest motion with their durability and sticky nature like individual pillars of steel. By hardening the threads the user loses access to tactile sensing. What makes this even more useful is that opponents are unable to climb on these sticky threads as they would lack the chakra finesse granted by the Spider Contract to produce and manipulate silk. The technique, when stiffened, is able to affect solid, momentum based attacks such as those mentioned above of A ranked and below with neutrality and is one rank weak to energy, otherwise non-physical based attacks, especially Raiton. The user is able to make the threads flaccid again by removing his Doton chakra at any time, re-allowing tactile sensing but disallowing the kinetic retardation.
Note(s):
- Can only be performed 3x
- Lasts 3 turns with each use
- Requires a turn cool down between uses

✦ Approved ✦

(Kengen no Kuro Gen'ei) Manifestation of The Black Ghost
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short (Manifestation) - Long (Reach)
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: Kengen no Kuro Gen'ei was once regarded as a forbidden technique by the Spider Sages, mainly due to its ability of creating semi-sentient minds and leaving it in care of humans. Over time however, it was the great spider Tefnut who later convinced the Sages to allow special signers of the contract access. The technique, although tied to the legendary Spider Suit ability, doesn't actually require its direct use. Instead, the user will ooze copious amounts of pitch liquid silk from their skin, similar to forming the Spider Suit, and then have all this flexible material assume the shape of a humanoid being called a "Black Ghost". Similar to the Spider Suit, the Black Ghosts' appearance vary significantly with each user meaning no two Black Ghosts are the same. They typically stand a towering 8" but can go as short as 5" and as tall as 12". Although different in appearance, each Black Ghost has a fundamental blueprint; two arms, two legs, a torso, and a head. They are very human looking when it comes to their limbs and torso, however, where they diverge from normal human physiology is the addition of tails, wings, and heads that look more like nightmares than anything else. Upon manifestation, the Black Ghosts are capable of speech and movement and are able to act independently of their creator's control but generally stick to following orders. They receive such orders through either speech or a mental connection the user has between himself and his own technique, because that's all the Black Ghosts are, web manipulation techniques. Armed with sharp claws, fangs, and other primitive weapons these creations can slice through flesh and soft material with ease, but they are also able to wield weapons such as swords, kunai, senbon, shuriken etc. Black Ghosts are essentially semi-sentient, walking Spider Suits. Meaning they are able to do all the Spider Suit entails such as harden and soften select areas of their body, change color to blend with surroundings, and even share the same chakra signature as their creators to confuse sensory type shinobi. Upon creation each Black Ghost is inherently invisible, using the Spider Suit's camouflaging capabilities to render themselves non-existent visually to regular shinobi. The Ghosts have no eyes, but instead "see" in a completely different way than one would expect. On their bodies, are hundreds of hair strand width silk threads infused with chakra that wiggle from their bodies like cilia of certain organisms. These cilia extend up to mid ranged of their bodies and serve as feelings allowing the Ghost to perceive its surroundings using tactile information such as vibrations and changes in air pressure (see CFSJ "Wanderer's Lair"). Also, being made of thousands of individual strands of silk, are able to "unwind" themselves at any time to avoid danger and can similarly reverse the process to assume a solid shape once more. However, what really make the Black Ghosts special to the style is their ability to not only perform Taijutsu and Flow of the White Spider techniques but also Spider Ninjutsu techniques, using the webbing they are inherently made of--similar to how users of the Spider Suit are able to create webs from the suit itself instead of directly from their bodies. But it still doesn't end there, Black Ghosts upon creation can also be channeled with elemental chakra (as per the boundaries of the CFS) which include, Doton, Suiton, Katon, and Raiton, as well just plain neutral chakra (which is default if no chakra nature is channeled). In terms of movement speed, Black Ghosts are created with the user in mind, where they can team up with much more effectiveness than allies and Shadow Clones. These creations share the user's speed at moment of creation. Meaning, if the user was experiencing a non-stacked speed buff of the sort (excluding EIG and Lightning Armor) if he should create a Black Ghost in that moment it would share the same speed as himself. This is to ensure both creator and creation are always in sync. As an alternative, the user is also able to manifest multiple Black Ghosts in his vicinity but doing so stretches his chakra distribution thin and in turn lowers the rank of each Ghost where two would be A ranked, and the max of four would be B ranked. Also, when releasing multiple Black Ghosts at the same time, if one is channeled with an elemental nature all must follow the same route, i.e the user cannot form one Black Ghost of Katon nature and the other of Doton nature.
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Note(s):
- Lasts 5 turns unless the user relinquishes chakra supply or destroyed.
- Once removed from the field user must wait two (2) turns to use again, if multiple Ghosts were released the user must wait three (3)
- Can only be used 2x per fight

✦ Declined, your CFS doesn't allow creations like this. ✦
 
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( Kakuhenkan, Kama no Katachi ) | Transmutation, Scythe Form
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20 (+10 to Reaper of the cards techniques)
Damage: N/A
Description: By channeling chakra into one of the card's that the user has under his control, he will manipulate any number of cards' form into that of a large double-sided scythe, exactly the scythe that the joker conjures to attack. These scythes can all be controlled as the cards would be, however when using reaper of the card techniques through these scythes, a joker materializes with his hands around the scythe, ready to slash. This allows for a more in-depth fighting style and combo's.
Note: Can only be used three times, lasts for 6 turns
Note: Specifically allows for the technique to be used
Note: Must Know the Fighting Style Reaper of the Cards
Note:
Note:

✦ Approved, though you should start counting your CFSJ as I think you are nearing 10 ✦
 
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(Tsubaki no Ken-Sending: Burakku Naito )Dance of the Bladed Sage: Shadow Knight String
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will infuse two of their blades with Doton chakra, allowing them to merge the blades into the ground below them. This allows the user to effectively stream the blades through the ground, similar to as though one were using the Attack Prevention Technique. This allows the user to stealthily cause the blades to emerge below the opponent, manipulating them so that the wires encircle around their ankles as the emerge and raise into the air, hanging the opponent upside down by their feet as the blades curve to impale them through their chest. The user will manipulate the wires to swing back towards the ground, slamming the opponent into the terrain or another object in it.
Note: Can only be used 3 times per battle and can't use and Dance of the Bladed Sage jutsu next turn.
Note: Blades only pierce target after wrapping in wire.
Note: No Tsubaki no Ken-Sennin techniques in the same turn

✦ Approved, added a note. ✦

(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type: Supplementary
Rank: C-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
The user manipulate two of there swords, and using the spool while launch them to a near by solid structure. Once done, the user will channel there earth chakra quickly through out the body to decrease there weight by half, then using the spool will retract themselves. Due to the user being lighter the spool will bring the user along with them and bring them out of harms way. This is done quite fast, allowing the user time to avoid a echnique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast. Once done the use's weight is returned to normal.

✦ Declined, lol no. Just a way to get evasion at x2 speeds. CFS allows you to manipulate the blades and wire, not extend this to yourself by using light chakra by half and be pulled away. Also, you're being pulled by the blades so even if your weight is decreased you're still confined to their speeds. And their = belonging to a person; they're = they are; there = location/direction ✦

(Tsubaki no Ken-Sending: Goddo Sureddo )Dance of the Bladed Sage: God Execution
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage:60
Description: The user will manipulate all 8 of their blades at one time, charging lightning chakra through the wires and into the blade. This causes the blades to glow a bright blue color, though not enough to hinder sight. The user will then launch all 8 blades, with the tips converging, meeting at their ends as they pierce into the opponent. The powerful lightning infused into the blades allows them to pierce through targets, in respects to Strengths and Weaknesses, to reach their target. Once impaled, the user will direct the lightning induced onto the blades forwards, releasing it into the opponent in a form of a massive internal explosion of lightning.
Note: Can only be used twice per battle with a two turn cooldown
Note: No other Tsubaki no Ken-Sannin techniques within the same or following turn

CFS approved here:

✦ Approved ✦
(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type: Supplementary
Rank: C-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
The user manipulate two of their swords, and using the spool while launch them to a near by solid structure or the nearby ground. Once done, the user will channel their earth chakra quickly through the blades and wires, using the sturdy nature of Earth Release to reinforce the strength of the wires and blades. Due to the integrity of the wire being strengthened, the user will be able to pull themselves along the path of the wire, similar to a grappling hook, and bring them out of harms way. This is done at the speed of the average Earth jutsu, allowing the user time to avoid a technique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast.
Note: Can only be used once per turn

✦ Approved, edited parts ✦
 
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BusinessManTeno

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Approval Of Reaper Shade Of Dracova & Permission to submit techniques




Approval Of Reverse Blade Style:



Sakashima Yaiba: Yofun Hitogoe) Reverse Blade Style: Beserkers Cry
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the most destructive, yet simple techniques of the reverse blade style technique. The user will start off by channeling mass amounts of earth chakra into their sword causing it to take brown color. The user as he is pouring chakra into the sword, they will then begin to coat their hands with chakra for whats later to come. The user will pour in a large percentage of their earth chakra (over half) to compliment the sword strike. Once the set up is done, the user will charge towards the target with both their hands on the hilt striking said person/object. Once the sword strike connects the user will release all of the earth chakra from the reverse blade causing a massive and destructive force from the strike to the opponent causing it to shatter anything physical it comes in contact with while also sending the opponent flying off up to 20 meters, causing a 20 meter crater to be the aftermath of the impact all around both the user and opponent. Not only will this shatter, and break anything it connects with. This technique is dangerous to use. Due to the recoil it fractures the users hand and wrist causing the user immense pain after the technique is used.

Note: This technique can only be used once
Note: Technique can overpower kenjutsu and earth techniques up to forbidden rank
Note: Technique can overpower harder material such as steel, diamond, tungsten up to A rank
Note: Technique can even break through susanoo (similar to danzo being able to break through susanoo)
Note: Due to the fracture , the user is not able to use their hands no more throughout the whole battle once the technique connects

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✦ Declined, just -50 to the user will not fly; we both know that is a pointless restriction since we don't use Health points anyway. The "shatter anything physical" part as well as the wording itself suggests just what it says despite the restrictions at the point and I'd like it to say the same thing. The specific notes really have no purpose as this is an Earth Kenjutsu and it's ability to overpower other jutsu relate on their interactions (Earth vs Steel, Earth vs Earth, etc) and it's ability to break through Susano'o is based on which stage and specific Susano'o it is, which details what breaks it in each version. Incomplete version blocks A ranks, complete version blocks S ranks. Perfect Susano'o blocks Forbiddens with notable exceptions. This wouldn't be one of those ✦

Sakashima Yaiba: Yofun Hitogoe) Reverse Blade Style: Beserkers Cry
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the most destructive, yet simple techniques of the reverse blade style technique. The user will start off by channeling mass amounts of earth chakra into their sword causing it to take brown color. The user as he is pouring chakra into the sword, they will then begin to coat their hands with chakra for whats later to come. The user will pour in a large percentage of their earth chakra (over half) to compliment the sword strike. Once the set up is done, the user will charge towards the target with both their hands on the hilt striking said person/object. Once the sword strike connects the user will release all of the earth chakra from the reverse blade causing a massive and destructive force from the strike to the opponent causing it to shatter anything physical it comes in contact with while also sending the opponent flying off up to 20 meters, causing a 20 meter crater to be the aftermath of the impact all around both the user and opponent. Not only will this shatter, and break anything it connects with. This technique is dangerous and considered forbidden to use due to the recoil. Tt fractures the users hand and wrist causing the user immense pain after the technique is used while also using a large amount of earth chakra

Note: This technique can only be used once
Note: Technique can overpower kenjutsu and earth techniques up to forbidden rank
Note: Technique can overpower harder material such as steel, diamond, tungsten up to A rank
Note: Technique can even break through Incomplete susanoo
Note: Due to the fracture , the user is not able to use their hand that struck the opponent withno more throughout the whole battle once the technique connects

✦ Approved, edited parts ✦

(Dracova no Shinigami āto: Chikai Kaisen) Reaper Art Of Dracova: Short Circuit
Type: Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/a
Description: This technique is unique in its nature as it does not attack the physical, but the chakra inside the opponent. Being the sister technique to genie hunt. The user will surge chakra through the scythe in their dominant hand. Once done they will swing the chakra in the direction of their choosing, releasing a 180 degree horizontal thin line made of chakra. This technique is used to execute chakra inside of techniques by cutting the chakra fueling the technique. This will cause physical techniques to stop in its track, while energy based techniques will simply disperse. This technique though it does not harm living beings, if the opponent has some type of self armor or a technique on their body increasing their powers, this technique will cause the armor, etc to disperse without dealing damage. If the opponent isnt self enhanced then it simply does nothing to them.

Note: Can only use each rank of this technique once
Note: Technique can only be used on the rank they choose (Meaning, I can only use the B rank version of this on B rank techniques, etc)
Note: Can only use this every other turn once previously used.

✦ Declined, the "cutting chakra fuel" part has to go; this wouldn't 'cancel' the chakra in a jutsu, the clash between the two jutsu being equal rank will do that, but this wont be able to disable armors of augmentation techniques nor will things stop in their tracks if cut directly in half...their momentum will cause them to travel forward before dropping and if within range, certains techs will still impact you if you only slice the middle. A and S rank variant would also need restrictions. ✦

(Dracova no Shinigami āto: Tsuin majo hanto) Reaper Art Of Dracova: Twin Witch Hunt
Type: Supplamentary | Offensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/a (+20 to RAOD Techniques) (+10 to kenjutsu techniques)
Description: This is one of the two ultimate techniques of this fighting style. After the user has used the technique "Pulsating beat" they will channel mass amounts of chakra into their scythe, causing the scythe part to take the shape of a large crescent moon that glows with an eye in the middle of it that ranges three meters long. The moment this happen, the user will channel more chakra into into the scythe, causing chakra to travel alongside the body of the user into their free hand causing another identical scythe made from pure chakra with an bright blue glow. These two scythes are link via a chakra chain which can extend in the front of the user or the back of the user. This technique is/can be used as a host for other techniques, allowing the user to mix and be diverse with their techniques, incorporating regular kenjutsu in their fightings The unique thing about this technique is that the user is able to use two techniques in a single time frame using the twin scythe to their advantage.

Note: Can use twice and last 3 turns
Note: Cant use for 2 turns after its ended
Note: Can only use kenjutsu and RAOD techniques while active
Note: Though the attacks are in a single time frame, it still takes up 2 of the 3 user slots.
Note: This technique can be paired with regular kenjutsu techniques


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✦ Approved, edited parts. ✦
 
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Noni

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Approved .

(Yari no Sōzōryoku: Nigeru) - Spear of the Imagination: Runaway
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: This is mainly a protective jutsu to be used against opponents during movement or right before. It's trigger relays on the movement of the user's spear, the spear's movement will be either lateral way and mimic a simple "slash". This trigger will inflict a genjutsu onto the opponent's visual ability. The effects are as told; everything the opponent lays eyes upon will suddenly look as if they are sporadically moving in an unpredictable set of lateral patterns. Even if they look at the user, they suddenly seem as if they are moving in awkward lateral patterns. This extends beyond just the user, but also objects and geographical features. The extent of the illusion is based off of the opponent's own speed however, consider the faster an opponent moves to a target, the worse the illusion becomes for their eyes. The slower however, makes their visual receptors gain better control, a complete halt, and the genjutsu doesn't seem to be in effect at all. The opponent while under its effects might stumble, lose control and disrupted balance upon movement and even crash to the ground (speed varies), leaving them open for counter attacks This genjutsu in a way is to force the opponent to fight on equal terms of the user physical ability.

Note: Can only be used five times
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✦ Declined, for starters where is the duration limit? The colored part is iffy. If anything, it'd cause some form of vision skewing similar to tunnel vision or just vertigo and a loss of depth perception. They'd have difficulty accurately judging how far anything actually was from there and their aims would be off on most ranged things. But this definitely needs a cap on how long it lasts - is it one turn, two turns, etc? ✦
(Yari no Sōzōryoku: Nigeru) - Spear of the Imagination: Runaway
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: This is mainly a protective jutsu to be used against opponents during movement or right before. It's trigger relays on the movement of the user's spear, the spear's movement will be either lateral way and mimic a simple "slash". This trigger will inflict a genjutsu onto the opponent's visual ability. The effects are as told; everything the opponent lays eyes upon will suddenly look as if they are sporadically moving in an unpredictable set of lateral patterns. Even if they look at the user, they suddenly seem as if they are moving in awkward lateral patterns. This extends beyond just the user, but also objects and geographical features. The extent of the illusion is based off of the opponent's own speed however, consider the faster an opponent moves to a target, the worse the illusion becomes for their eyes. The slower however, makes their visual receptors gain better control, a complete halt, and the genjutsu doesn't seem to be in effect at all. The opponent while under its effects would have his visual perceptions weakened, objective focus harmed, and visual imbalance. This genjutsu in a way is to force the opponent to fight on equal terms of the user physical ability.

Note: Can only be used five times
Note: The gen itself lasts one turn
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✦ Approved ✦
 
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Sasori

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Link to approved style:

(Kaiten ken) Rotating Fist
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Sasori or the human puppet will begin to spin one or both of their hands at a fast rate. Once the arm is spinning it would be a seen a fast blur of movement. Now that their hands are spinning that user will launch a fist at the target which would cause more damage than a normal fist. With this technique the user is capable of having the spinning arms move in a forwards motion or backwards motion. When making contact with a target, it will distort that part of their body. (Must be specified which motion)
Note: Can only be used four times

(Eien no raundohausukikku) Eternal RoundHouse Kick
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user starts off by placing one or both hand on the ground in order to lift themselves upward to do a handstand. While doing the hand stand the user will then avert their legs into a horizontal position. Now that they are in motion the user will begin to spin their legs rapidly similar to a helicopter’s rotors. With their legs moving it would appear as a blur. Anything within the vicinity of the user is at risk of being hit, so this is a useful technique to use when dealing with multiple foes.
Note: Can only be used five times

(Sureddo panchi) Threaded Punch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a form of Scorpion of style which involves the usage of chakra threads. The user first will throw a feint punch at the target, which appears to have momentum in it, but the user will slightly touch them or the target. Unknowingly once contact was made the user secretly attached a chakra thread to the designated area. With the chakra thread attached the user will forcefully pull the hand with the chakra thread closer to himself so that the opponent is also being pulled closer. With their free hand the user will begin to spin it rapidly so upon contact with the target they instantly destroy it if of B rank and lower, or if it was a person they would painfully distort that part of their body.
Note: Can only be used four times
Note: Requires a turn cool down after each usage.

(Tōritsu ichi) Inverted Position
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is a technique the user will use when they see their opponent launching an incoming attack such as a punch or kick. Taking advantage of their puppet body they will forcefully turn their body sideways almost instantly. This works by turning their waist which is capable of being disconnected and turned. So when turning sideways they would have been able to dodge an attack heading for their upper body causing for the attack to miss, and simply pass right by them. There are also other usages of this technique which includes being able to bend their back to a 90 degree angle also enabling the user the ability to dodge attacks within reason. The way the user decides to turn their body is up to them as long as it is within reason, and feasible. Can also be used to avoid certain projectiles heading for specified part of their body.
Note: Can only be used four times

✦ All Appoved, edited parts as well ✦
 
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Lord of Kaos

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✦✦ Thread Reopened ✦✦

Just a bit of a note as I've been seeing this lately; when creating CFSJ for your CFS, be sure to check the abilities listed within the style itself. If there is no note of anything related to the jutsu you are creating, it will be declined naturally. If your style is listed as Taijutsu, do not try to create Genjutsu or Ninjutsu related attacks with it. If your style is Nintaijutsu, then your jutsu need still be Tai based. That said, just double check your creations and the style before posting.
 

Gèckö

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(Hassan no Hōhō: Sono Futeki) - Way of the Divergent: The Bold
Type: Supplementary
Rank: A Rank
Range: Short [Self]
Chakra: 30
Damage: N/A
Description: Upon embracing this style of fighting users are taught to neglect all fear. Removing fear from their body to both a point of mental and physical. Due to this user's have been said to have an above average tolerance for pain due to such fearlessness. The trade off for fearlessness can be interpreted sometimes as recklessness. The point of this technique is to psyche the user up to the point where there body thinks techniques don't do as much damage. Damage is in no way shaved off from the actual techniques however the amount of damage "felt" by the user will be lesser than normal. This technique is activated saying aloud the simple phrase. "I am divergent". Depending on the rank of the user within this style the amount of damage taken varies.
Practitioners: -5 damage only works on taijutsu
Interpreters: -10 damage only works on taijutsu
Masters: -10 damage works on all physical attacks
Note: Can only be used once per battle
Note: Lasts all battle
Note: Doesn't negate auxiliary effects
Note: Can only be taught by Gecko

♪ Declined - your CFS mentions a never die attitude, not necessarily a decrease in damage. Just because you accept the fact that you're about to get hit, it doesn't mean the hit will do less damage. I'm also not keen on allowing a jutsu which let you take less damage, as they can be stacked, leading to fairly high damage immunity. ♪

The concept of being fearless is the main aspect of this branch. Gecko was held in darkness for months without any expectation of making it home, he was within true fear and when he escaped he was relieved of his fear which made him much more bold in battle. Those who are fearless don't fear the effects of anything, which allows students of the divergent style to put their body on the line and fight much more risky. This innate negligence of what will happen if i do this allows students to absorb more damage than the average human. When battling with an absence of fear you can concentrate more on the results you want to produce, this style practices taking hits without faltering in order to continue with prior actions. The shock of being hit doesn't introduce thoughts of "oh i might die." no it introduces thoughts of "so what if im hit, i'm not dead yet." Along with being fearless an unyielding spirit develops, a never say die attitude.
(Hassan no Hōhō: Rejikuto) - Way of the Divergent: Rejected
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The tonfas used in this style of fighting are reinforced with the pressure molded by constant water chakra surging through them. This added pressure creates additional force which allows users to strike stronger and deal more damage than the average strong fist user. So with the tonfas in hand this technique can be used to attack in two different ways. The first being the generic and more common usage. Within range of the opponent the user grabs hold of any open limb pulling the opponent closer where he uses the open tonfa to strike down at that limb. The generated force from this strike is enough to paralyze the opponent's limb for one turn. The second method is the knock back method where an incoming projectile or any object the user deems within his limits is struck by the tonfa and sent at the opponent with the force generated from the tonfas.
Note: Can only be used 4 times per battle
Note: Has a 1 turn cool down
Note: Masters of this style can disperse elemental ninjutsu attacks of b rank or lower once per battle. [Works on water and earth]
Note: Can only be taught by Gecko

♪ Approved, I won't allow this to determine intangible fire. Even if it is imbued with water, the water only makes the Tonfa stronger and denser, whereas fire is an energy and would just pass through. Of course, it only works on C rank earth. ♪

(Hassan no Hōhō: Hiji Tameni Hiji) - Way of the Divergent: Elbow for Elbow
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: With both tonfas in the common grip which is parallel to the forearms, the user within range of the opponent punches him in the gut, then follows up with a swift knee. Bringing the body of the opponent upward. The user then delivers one swift forearm blow to the torso area of the opponent. While at the same time interlocking either of his feet with the opponent's tripping him and causing him to fall on his back. The combo is finished by the user jumping in the air and delivering a falling elbow to the gut with the tonfa.
Note: Can be used 4 times per battle
Note: Can only be taught by Gecko

♪ Approved ♪

(Hassan no Hōhō: Oshi) - Way of the Divergent: Pressure
Type: Attack
Rank: C/B/A
Range: Short-Mid
Chakra: 15/20/30
Damage: 30/40/60
Description: One of the few ranged attacks which come from this style. The user takes on the common grip and steps in with the off foot while propelling the dominant arm in a forearm thrust aimed at the opponent. The added force from the water pressure built up within the tonfa coupled with the natural strength of the user allows for a strong shockwave of air pressure to be sent through the air at the opponent. The shockwave is no bigger than a 3 meter by 3 meter circular pulse and deals blunt damage to the opponent.
Practitioners: Can only use c rank version
Interpreters: Can use B and C rank version, b rank version 3 times per battle with 2 turn cool down between uses
Masters: Can use all versions b rank twice and a rank twice per battle with 2 turn cool down
Note: Can only be taught by Gecko

♪ Declined, I'm not fond of multi-ranked jutsu, and this really doesn't have a reason to be multi-ranked. Also, three meters by three meters is huge. And, your style has no sort of long range usage listed. It's pretty illogical for you to swing a tonfa and generate a large gust of 3x3 meter wind by channeling water chakra. ♪
 
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Oto Suishin: Gōin'na | Sound Propulsion: Brute Force
Type: Offensive
Rank: S rank
Range: Short
Chakra: 40
Damage: 80
Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and destroys it on a cellular level all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain. Bone pain is classified as the highest pain on the pain scale, and if the tearing of flesh isn't enough to knock the opponent out, then the pain from the resonating bones sure is.
Note: Can only be used by Sound Propulsion students
Note: Can only be used twice per battle

✦ Declined, tone it down a bit. The part about cellular level destruction and causing that level of pain needs to be taken out or this jutsu upgraded to Forbidden Rank. If not, it has to go. The restrictions also are too light for an S rank. It needs to restrict you that turn and the next and if upgraded to Forbidden Rank, harsher restrictions and one usage. ✦
Oto Suishin: Gōin'na | Sound Propulsion: Brute Force
Type: Offensive
Rank: S rank
Range: Short
Chakra: 40
Damage: 80
Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and does great damage to the opponents flesh all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle

♪ Approved ♪

Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence
Type: Deffensive
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Using this technique, the user can release a 360° omnidirectional burst of highly pressurized sound waves from his body in order to stop and repel projectiles and weapons thrown or swung at the user. This technique is a bit different than most of the Sound Propulsion techniques because it isn't focused in a specific direction in order to provoke movement, thus why the user isn't propulsed in any direction either. This is possible because the burst is omnidirectional, meaning that it pushes at the users body from all sides simultaneously, leaving him at the same place, unharmed. However, the highly pressurized sound waves used would be able to repel aforementioned techniques used against the user because they're based on the principles of the Repulsion technique. Logically, since the highly pressurized sound waves are made of sound chakra, they would follow the strengths and weaknesses for sound release. Timing of this technique is of utmost importance in order to execute it properly. If the user performs the technique too early then the pressurized sound waves would form a shield-like construct around the user and simply stop the incoming technique, but if they were timed to collide with the incoming technique at its zenith, it would be able to repel the technique backwards at the opponent due to its momentum. This works only for projectile techniques, taijutsu and kenjutsu techniques as well as free form variations of the latter two. The zenith of the high pressure sound wave is at half of short range from the users body. Due to the nature of the technique, it's impeccable need for timing and the fact that it doesn't produce destructive soundwaves, this technique can't be used to harm the opponent directly if he comes into range of the technique, and can only be used to forcefully push him back. The defense lasts for a turn, after which the soundwaves dissipate. This technique is used as a last resort defense, when everything else fails.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle
Note: Need to wait at least one turn before using again

♪ Approved, added a note ♪

Oto Suishin: Erementarusaundo | Sound Propulsion: Elemental Sound
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A
Description: A slightly advanced illusion that uses the residue chakra after a propulsion in order to confuse the opponent. Using this technique, the user can place an illusion onto the opponent where he would see the propulsed body part or weapon engulfed in an element of choice. This applies only to the basic 5 elements. This means, for example, that the opponent would see the users fist being on fire as its propulsed, effectively confusing the opponent into thinking that its an advanced taijutsu technique. Likewise, the propulsed weapons would seem as if they're coated with the element of choice as they're swung or thrown at the opponent.
Note: Can only be used by Sound Propulsion students
Note: Can't use other genjutsu in same turn
Note: Can only be used 3 times per battle

♪ Declined - Clashes with Misleading Words, as well as a gen that Mathias made ♪
 
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