Custom Fighting Style Submissions

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,485
Reaction score
2,274

You must be registered for see images



~Custom Fighting Styles~

Every now and then it comes a time when you feel like creating your own special doctrine of combat, your own special fighting style. They are aditional fighting styles that may be Taijutsu Styles, Kenjutsu Styles or any other weapon styles. They can be vary variable and basically include any type of additional fighting style that fits either within the Hand to Hand Combat or the Weapons Combat.




~How to Submit a Custom Fighting Style~

Many members seem to have difficulty with creating an understandable, approvable, and original custom fighting style, so here is a short but in depth analysis on what your fighting style should consist of.

Step One: Choose a name with a Japanese translation

Use this Online Translator to help you. Be sure to name the style correctly. Don't use Japanese in Kanji form; use standard Romanji instead.

Step Two: Choose the type of your custom style:

This section, while many people blow past it, needs to be accurate because if you want to include a certain ability in your custom fighting style, the type of your style needs to be consistent with whatever that ability may be. For example, if you create a GenTaijutsu style, then your CFS cannot include elemental manipulation unless you include Ninjutsu in the type of style. Stay consistent.

Step Three: Background

This is where you create a short background of your fighting style. Not only do you need to explain the reason that the style was created, but you also need to include anything essential to showing that this style is possible. Do not write a short story here, however. Explain the essentials: who created the style and how, when, and why did they create it. This isn't your biography’s history; we don’t need to hear every detail of the epic battle in which the style was made.

Step Four: Description and Inner Workings of the Style

Obviously, this is the most important and focused part of any good submission. First, allow me to say this, if you do not mention an ability in this section then it does not exist in your style. Second, if you mention an ability in your background but don’t mention it in here, your style will be declined for inconsistencies between the description and history. Speaking of history, this is not where you include additional history of your style. There’s a section for history, and a section for abilities; this is the latter. Everything about how your style works and the abilities included in it should be included right here.

Step Five: Example Techniques

Most of you know by now that this is now a mandatory part of submissions. How many techniques you give as an example is up to you, but a minimum of one is necessary and the checker of your submission reserves the right to ask you to make more examples if he or she does not find your current example(s) adequate.

Step Six: Additional Effects and Restrictions

What you put here is all relative to what is included in the custom fighting style. Meaning that the additional effects that you have need to make sense with the fighting style. If you were submitting a style involving slow and powerful strikes, it hardly makes sense for one of your additional effects to involve increased speed. In addition this is also not where you jam pack a bunch of speed or strength boosting abilities to make your character more powerful. As a general rule, two passive effects are a good amount. That said, you cannot make these effects too great. A custom fighting style is not the place to give your character Lee’s speed or the Raikage’s strength. Finally, if you want to have extensive additional effects, then you’d better have extensive additional restrictions as well.

Step Seven: Wait for Approval

Key word: wait. Unless you have a clear question in which you simply did not understand something that you checker said or you are explicitly asked to contact a moderator, do not message a moderator about an unapproved, unchecked, or pending technique. You are not allowed to message a moderator requesting them to discuss with you how to get your custom approved.

*Things that do not qualify a Custom Fighting Style*

Below are some very common submissions that we have seen that we have constantly told people do not qualify as Custom Fighting Styles. Read this section closely, because if your fighting style violates any of the three categories, you will be referenced back to one of these rules:

  • Anything that can be done free-form is not a Custom Fighting Style. In other words, most real life styles of fighting are already encompassed by normal taijutsu. Aikido, Jiu-Jitsu, boxing; these can all be done with normal taijutsu because they only involve certain movements.
  • Contrary to popular belief, simply focusing elemental or basic chakra into a weapon does not qualify as a CFS. This can already be done by normal ninja both in the manga/anime and using simple custom techniques, so a CFS is unnecessary here.
  • Modes are not CFSes. A Custom Fighting Style is meant to change how you fight, not allow you to enter a mode or state that temporarily increases your taijutsu/ninjutsu prowess or allows you to temporarily move at blinding speeds. There’s a clear difference in something that changes your fighting style and something that enhances your fighting style. A CFS is meant primarily to do the first of the two.




~Template for Custom Styles~

PHP:
[B]
Type:
Background:
Description on the Abilities and Inner Workings of the Style:
Example Techniques:
Additional effects and Restrictions:[/B]






~Formatting Restrictions~

-No submission that uses font or formatting alterations such as underline, bold, allignement, color, size, spoilers, etc will be checked. The only exception is that you are allowed to Bold or underline the title of your style when you submitt and you can use spoilers for videos or images you need to post for references.

-An exception to the above rule is the requirement to bold the alterations on re-submissions. Its required that every altered or add part is bolded. If you simply take out something, write beneath the jutsu stating "I took out the part where...".

-When submitting multiple CFS, please do so in separate posts.




~Limit on Submissions, Teachings and Specialties~

-You need to be at least Jounin Rank to submit your Custom Fighting Styles.

-You can only submit up to 3 Custom Fighting Styles of your own.

-Each style can be taught to 6 people (according to the custom rules that each custom can be taught to 6 people each).

-Although a bio may use more than one Custom Fighting Style, each bio can only specialize in one fighting style. In other words, the minor boosts that a Fighting Style gives to your bio only apply if its specialized in it, which means only from one Custom Fighting Style.




~Custom Fighting Styles Techniques/Moves~

-These are to be submitted in the Thread and should follow the normal templates for a custom technique and all the rules of that thread.

-Each Custom Fighting Style can have 10 techniques, which can be submitted by anyone who learned the style if they have permission from the original owner of the style. Despite being submitted by different people, these techniques need to be taught to all that learned the style if approved and will still count towards the global 10 limit for the overall CFS. Only the owner of the style can give such permission and its not something that can be changed once given.




~Custom Jutsu Users~

-The posting of your approved Custom Fighting Style on your Custom Jutsu Thread is mandatory, along side with link to the post of approval.

-Custom Fighting Styles don't count towards your 35 own Custom Techniques limit and each style can only be taught to 6 people (exception made for all the styles pre approved before this thread)


-This thread follows the same basic rules of the Thread.

___________
Special thanks to Mina for the header!
 

Sinthorus

Sannin of the Scrolls 📜
Elite
Joined
Jul 7, 2011
Messages
9,869
Reaction score
597
New Cycle: 25/11/25 - 09/12/25


The new cycle commences with this post, and concludes precisely two weeks from the given time-stamp. All customs from previous threads that are not checked are considered declined. You may resubmit them in the new threads under the new guidelines found in the first post.
RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions once the threads close. Cycles will be open for two weeks and closed for two weeks for checking.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. As of now, you may submit the following: 4 custom jutsu across the CJ/CEJ/CFSJ/CCJ/CD threads and submit one custom field in addition to this. Sage rank members gain an addition submission to allocate where they wish.
 
Last edited:

Zaphkiel

Seraph
Joined
Mar 18, 2013
Messages
12,878
Reaction score
489
Resubmitting from previously archived thread with some changes.



You must be registered for see images

Netsui - Fervor

"Harness the Inner Sun."
Type: Yang + Taijutsu + Fūinjutsu

Background:
One of many names given to the indescribable passion formed when a human approaches the Divine, 'Fervor', belongs to a sect of nameless monks said to reside at the peak of a great mystical mountain called the Sunlit Monastery. There they exist and practice in seclusion from the outside world, having very little attachment to the ego and it's frivolities, like the Ninja World society as it were.

The dedication and strength needed to climb this nigh-insurmountable mountain peak is considered the initiation ritual for the hopeful, to which the monks have traditionally never offered aid. The journey itself teaches the main tenets of the Order: Perseverance, Strength, and the Inner Flame or 'Sun' of Life, known to outsiders as 'Yang energy', to them as 'Chimil'. Without these the basic understandings of enlightenment, or Fervor, many freeze to death in the unforgiving heights that lead to the Monastery.

Description of Abilities and the Inner Workings of the Style:
Fervor is the union of Chimil, the Inner Sun (Yang chakra manipulation) and martial arts through advanced Fūinjutsu. At it's base lies intimate knowledge of the physical body, both without as in the limbs, and within, as with the light of the Inner Sun (Yang energy) that maintains all life. The nameless monks believe it does so through patterns, or channels, not unlike the chakra pathway system. The difference is that every living thing has these channels, called Meridians, even those incapable of Ninjutsu as nothing would be 'alive' without them. Yang is also considered the necessary counterbalance to Yin in that it governs the physical energy and nature of the body as opposed to the mind. Fervor as a fighting style depends on this connection of Yang chakra to physical energy. Each initiate is branded with a set of sealing marks that are designed to control the flow of Yang chakra through the 'Meridians' or Yang pathways of the body in order to evoke specific techniques, very much like how hand seals would mold one's chakra for a specific jutsu. Called the Extraordinary Vessels, these sealing marks effectively substitute hand seals for the channeling of Yang chakra through the 'Meridians' of the body. To flow one's Yang chakra through the Vessels certain rites have to be performed first, all of which rely on manipulating one's physical energy, specifically by moving their body. Motions such as forming a circle with the arms or taking the pose of an animal essentially begin the Yang chakra molding process required to access techniques of Fervor. Being a martial style foremost, Fervor's movement rites are directly tied to the nameless monks' own unique way of fighting, based primarily around the hands and making various animalistic shapes and forms of them (Hung Gar Kung Fu - Five Animals Form) to attack and defend. Upon contact with a target through these Taijutsu techniques the user is able to release, or unseal, their Yang chakra molded by the Extraordinary Vessels into said target for various effects that effectively constitute Yang Release, performed through Taijutsu. Each technique of the fighting style can then be broken down into two phases: the Yang chakra molding phase, which is Taijutsu-based actions and movement, and the release phase, which is the unsealing of the user's Yang chakra from the Extraordinary Vessels into a target directly through contact.

The Five Animal Forms of Fervor are: Dragon, Snake, Tiger, Leopard, and Crane. Each has a distinct appearance and manner of attack involving the limbs. Beginning with the Dragon form which is characterized by forming the fingers into 'claws'. Fervor techniques of this form are usually offensive and performed in a sweeping or slashing manner using the clawed hands to strike multiple times at one or more targets. The Snake form sees the practitioner flattening their palms and extending the fingers for jabs or open-palmed strikes. Attacks of this form are quick, aimed at striking outside of a target's awareness at vital areas such as weak points on the body. Tiger form requires the exclusive use of fists and is characterized by punches and other arm-based attacks of Fervor. This form combines the boisterous nature of Yang chakra with raw strength to overwhelm defenses with explosive power. The Leopard style involves leg-based Fervor techniques such as kicks and stomps as well as movement while attacking and defending. Finally the Crane form is considered the strictly defensive and supplementary side of the style, relying on redirecting attacks through circular motions of the wrist and forearm along with certain body stances. Much like how hand seals can be interrupted such as by means of extreme speed (e.g. Iaidō), so too can the rites of Fervor. If any motion is interrupted the Yang chakra will disperse and the Fervor technique will fail. This also means that the user will be unable to perform any other technique that requires movement such as Taijutsu or mold chakra for other jutsu while performing Fervor or they risk interrupting themselves as well.

The Extraordinary Vessels are an interconnected system of advanced seals that appear as intertwining ribbons along the body, dimly yellow in color. Being tied to the user's chakra system, these sealing marks are kept dormant to allow the user to perform techniques regularly. Upon being activated they take over the chakra system such that only Yang and non-elemental chakra may flow as well as the minimal amount of Yin needed to stay functional (to be submitted as its own technique). This essentially unlocks Fervor techniques as they cannot be performed without the Vessels despite utilizing only Yang chakra. Each Vessel is tuned to release Yang chakra with a specific use, like a jutsu, meaning that depending on which body part and corresponding Extraordinary Vessel was used to perform the Fervor technique different effects of the fighting style may come into play. Explicitly connected to the Five Animal Forms of Fervor, each has a corresponding location on the body according to the 'Meridians' there. As the user moves, the transfer of Yang chakra throughout the body is visualized by the Extraordinary Vessels as a faint yellow light traveling along the skin. The Yang chakra stays within their body up until the Vessels themselves come into contact with a target.

Dragon Vessel: Seen as a faint whirlpool pattern on the forehead. This directs the flow of Yang chakra to and from the head, specifically the brain and eyes. Yang chakra is usually molded from other Vessels of the body and brought here where it is released from the head or eyes directly.​
Snake Vessel: Stems from Dragon on the user's forehead in the form of a serpentine flow that travels over the top of the head and follows the spine down the back. It heals and repairs the body with the use of Yang chakra molded through certain non-combative stances of the style.​

Tiger Vessel: This mark covers the user's arms from the shoulders down and guides Yang chakra to the hands where it is released into a target either through the hands, as with open-palmed strikes and punches, or the forearms as with certain defensive techniques of the Crane Form.​
Leopard Vessel: Covers the legs from the hip down, helping to guide Yang chakra to and from those regions where it is released during the few kick-based techniques of the style, but also to channel Yang chakra generated from running and other movement to other Vessels of the body.​
Crane Vessel: Connected at the center of the chest is the final Vessel which acts as a conduit for all the others. Able to draw in Yang chakra molded from movement and distribute it to select areas or the entire body in supplementary surges of Yang Release tied to the style.​

(Netsui: Tenchō no Senkō) Fervor: Zenith Flare
Type: Offensive
Rank: A
Range: Short
Chakra: 40
Damage: 80
Description: Taking the Dragon form, the user makes claws of their hands and unleash a barrage of swipes at the opponent. Each hit damages the target while unsealing trace amounts of Yang chakra that disrupt physical energy, paralyzing them throughout. At the end of the barrage the user will launch the opponent into the air with an uppercut or high kick where the Yang chakra is released from their bodies in a bright yellow burst, similar to fireworks.

(Netsui: Doryoku) Fervor: Endeavor
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: The user adopts a wide, low stance while bringing the arms forward in a circular motion, using the Crane Vessel to distribute the Yang chakra gathered from this motion into their entire body. The user is then able to withstand great physical force by bolstering their body with Yang chakra, and in cases of techniques that carry less chakra, redirect the attack upon physical contact with the Tiger Vessel on their arms.

(Netsui: Tamashī Tenka) Fervor: Soul Ignition
Type: Offensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: A single punch delivered after crossing the arms and channeling Yang chakra into the Tiger Vessel. The user drives their fist forward or downward in a straight-punch that has enough force to push back small to medium-sized summons or shatter the ground around the user by unsealing great amounts of Yang chakra into it.

(Netsui: Uchinaru Taiyō no Chimiru) Fervor: Chimil, the Inner Sun
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The activation sequence for the Extraordinary Vessels is marked by any offensive motion the practitioner wishes to take, such as clenching the fists, punching, stomping the ground, or taking a fighting stance. The Vessels are activated passively at the cost of a move but this cannot be done alongside any other technique that requires motion or chakra apart from other Fervor techniques. Once activated the seals take over the chakra system such that only Yang and non-elemental chakra may flow.

Additional Effects & Restrictions:
Being bolstered by molded Yang chakra, each Fervor technique contains more chakra and deal more damage than the average Taijutsu in addition to affecting targets with various effects of Yang chakra manipulation centered around disrupting their physical energy, state, and balance of Yin/Yang chakras. Techniques of the style are also able to affect chakra-based entities based on the unsealing property of the Vessels recognizing both chakra and physical objects as 'targets'. The Extraordinary Vessels do not interfere with other body seals on the practitioner and do not count towards the body seal limit, and are only affected by Yang, Yin, Senjutsu, and Yin-Yang chakra. This applies to releasing its effects from targets as well.

Fervor requires mastery over Yang Release, Taijutsu, and Advanced Fūinjutsu. Specializing in Fervor allows the practitioner to deal +20 additional damage with offensive Fervor techniques and +10 chakra to defensive or supplementary ones.

± Declined. This needs a bit of work, as much as I like the visual and aesthetics of the style, it doesn't really come together as a Custom Fighting Style outside of punching with Yang - a lot of what you describe could be standalone CJs, and the utilization of Fuuinjutsu (especially at an advanced stage) doesn't really come through strongly. This needs more to make it a bit more unique to justify being a CFS. I know everyone wants to be the Immortal Iron Fist >.> ±
 
Last edited by a moderator:

El Alucard

Anbu Operative 🎭
Veteran
Joined
Mar 13, 2014
Messages
3,670
Reaction score
276
Shōran no Michi - The Epileptic Arts
Type: Nin-Tai-Ken
Background: The Epileptic Arts or Shōran no Michi was a product of an intense pursuit for developing a fighting art form that is capable of incapacitating foes without causing permanent damage but later became more aggressive. Designed by the skilled hand of a veteran ninja, this unique form tightly maneuvers numerous aspects to defile others' perceptions and trigger temporary seizures.

Description and Inner Workings: Shōran no Michi was developed as a combat style to leave enemies incapacitated without causing lasting harm. It was engineered by a ninja master who learned to exert exacting control over chakra and movement to overwhelm an opponent's senses, causing temporary seizures. The Epileptic Arts integrate Ninjutsu, Taijutsu, and Kenjutsu, with dynamic movements and nuanced chakra control. Artists subtly modify how they move, or the form of their chakra, creating results that confuse the body and mind of their opponent.

  • In Ninjutsu, minor changes in chakra nature create bizarre effects: fire might strobe or have an odd temperature signature, wind techniques may crawl across the skin in creepy ways, or earth techniques may take on bizarre shapes. The opponent notices it, even subconsciously → their senses are overwhelmed → inducing a seizure.
  • In Taijutsu and Kenjutsu, the user's movements look just as normal as they normally do, but hidden subtleties, like the tiny rotation of the shoulder before the punch or a regular swing with the sword, but the movement was fine-tuned to be too linear, thereby short-circuiting the opponent's brain. The opponent realizes it, though unconsciously → senses get overwhelmed → inducing a seizure.
NB: This is not an illusion-based style. It takes advantage of the weakness of human beings to multiple forms of stimuli.

Seizure Effects

The seizures caused can range from mild to severe, depending on the technique or duration. Some techniques, the seizures get worse through exposure, some can trigger the worst seizures through rank.
  • Mini-Seizures (D rank)
  • Moderate Seizures (C-B rank)
  • Substantial Seizures (A rank)
  • Severe Seizures (S-Forbidden rank)
Each effect often requires specific setups, like repeating a sword swing multiple times, combining elemental techniques, strobing light a certain way, or following a particular sequence. It all depends on the technique used.

Example Techniques:

Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Rokkaku Seken stands as the most basic technique within The Epileptic Arts, intricately woven into elemental jutsu (including CE and AE). The user, whilst performing any elemental technique, tweaks chakra to produce subtle effects, like strobe-like patterns, vivid colors, strangely shaped edges, lingering drafts or wind, heat/cold fluctuations, basically things not normally registered by the human brain as "weird". Some of these effects are more subtle than others, like seeing a strobing flame will be noticeable by the opponent, but being attacked with a rock that has an uneven silhouette may not be as simple to pick up, as most rocks have uneven silhouettes. These subtle tweaks are designed to be detected by the opponent’s senses, inducing a moderate seizure.

The opponent experiences momentary disorientation (almost like they are lost in thought), compromising their accuracy and coordination for the next 3 turns. This makes them lose targets, see incoming attacks but not register them, and, as such, not dodge or counter, make the wrong hand signs, handle their weapons incorrectly, and forget what move they wanted to use. The feeling is similar to reading the same sentence over and over, but not actually grasping it, or seeing a closed door from afar, making a mental note to open it before entering, but still somehow walking straight into said closed door, or walking into a room and forgetting what you came into said room for.

Note: Technique has a 3 turn cooldown.

Additional Effects and Restrictions:

Status Epilepticus
: Having too many seizures can lead to a condition known as status epilepticus. Should the opponent experience 6 Mini-seizures, 4 moderate seizures, or 3 substantial seizures or 2 severe seizures in the same battle, this will cause a condition where seizures occur continuously without recovery between them. This can lead to complications such as respiratory distress, brain damage, and death.

Mode Activation: Techniques like Kai, Mode activations, and full body surges can stop any level of seizure (except status epilepticus) as they completely reset one's system. However, it doesn't reset the seizure count, and every time any of these methods is used, more chakra needs to be spent to stop the seizures (+5 each time, up to +30), although it is important to note that it does not add to the techniques' chakra.

Sequencing: In cases of techniques that require sequences, not performing the sequence as it should be will cancel the technique, requiring the user to restart it from scratch.

Specialty: Specializing in this fighting style enables the user to passively integrate the style's principles into their combat techniques once per turn without spending a move.


Declined: Watching someone else's movements (or performing your own) can be a seizure trigger, but generally only for people who already have a specific form of epilepsy (a "reflex epilepsy"). It cannot cause a seizure in a healthy person. Unless you want to add in people's medical records into their bios, this just wont work in the way you want. You haven't really gone into any detail how this could possibly function either.
 
Last edited by a moderator:

Akisha

Legendary
Joined
Aug 31, 2010
Messages
10,859
Reaction score
328
Asutoraruātsu - Astral Dance

Type:
Nin-Tai-Ken

Background:
The Astral Dance fighting style was conceived by a ninja who sought to blend the art of hand-to-hand combat and sword fighting with the strategic advantage of distance. Fascinated by the ability to engage opponents while remaining safely out of reach, he began experimenting with the Astral Projection technique, aiming to create projections that could become tangible and strike with force.

Through numerous trials and errors, he infused his projections with elemental chakra, seeking to give them physicality. A series of failures marked his early endeavours; however, he gradually saw success, though not completely aligned with his original vision. He discovered that while the projections could become tangible, they could only maintain that state for a fleeting second. This limitation necessitated the development of a fighting style that demanded not only exceptional reflexes but also high intelligence.

Perfect timing became crucial, as the user learned to make the projections tangible precisely at the moment of impact. The astral projections, mirroring the user’s movements with startling accuracy, wield a katana just like the user, extending as far as 20 meters and allowing for versatile attack angles. Although the non-tangible projections persisted "alive" for as long as the user desired (though no more than 1 turn), serving primarily as distractions, their potential to confuse and disorient opponents proved invaluable. When deployed skilfully, these illusions became an essential part of the strategy, shifting the tide of battle in the user’s favor.



Description on the Abilities and Inner Workings of the Style:
The Astral Dance fighting style integrates the principles of elemental manipulation and astral projection to create a unique combat technique centered around seamless movement and deception. This style allows the user to conjure astral forms that mimic their actions with astounding precision, providing both offensive and defensive capabilities that can be employed strategically in a variety of combat scenarios.

  1. Astral Form Creation: The core of this style is the ability to summon astral forms that are semi-transparent and ethereal. These projections, while non-tangible, exhibit the same movements as the user, mirroring their attacks, dodges, and stances. This creates an illusion of overwhelming numbers on the battlefield, forcing opponents to constantly reassess their targets and adapt to the unpredictable combat environment.
  2. Elemental Infusion: Each astral form is infused with a specific elemental chakra (such as fire, water, earth, or lightning), enhancing their offensive potential. The type of element selected can change the dynamics of an attack:
    • Fire: Can inflict burn damage and potential area damage upon impact.
    • Wind: Can push or slice opponent.
    • Earth: Could be used to hit the opponent with tremendous force.
    • Lightning: Could deliver a stunning effect, paralyzing opponents momentarily.
    • etc.
  3. Tangible Manifestation: The astral forms transition from intangible to tangible at the precise moment of impact, delivering decisive blows that catch foes unprepared. This timing is essential; mastering the ability to make each projection solidify as they land a strike is what sets skilled users apart from novices. Each projection wields a katana, allowing for coordinated sword strikes that enhance the user’s attacks and create a formidable offensive presence.
  4. Distance Manipulation: The projections can extend up to 20 meters away from the user, providing versatility in attack range and positioning. This enables the user to engage in combat from a safe distance, striking at targets while minimizing personal risk. The ability to control the distance and direction of the projections enhances the user’s mobility and creates a dynamic battleground.
Example Techniques:

(Asutoraruātsu - Jinsokuna Seigi ) Astral Dance - Swift Justice

Type: Offensive
Rank: B - Rank
Range: Short – Mid
Chakra: 20
Damage: 40
Description: The user channels their chakra while running, rapidly sending out up to six astral projections in quick succession. Each projection embodies an element (such as fire, water, earth, or lightning) As the user performs a punch, every projection mirrors the action, launching forward in a coordinated attack. With each astral projection getting closer to the opponent, they begin to disintegrate one by one, creating confusion and unpredictability in the target’s movements. The final projection, upon reaching the opponent, materializes in a brilliant flash of elemental energy just as it lands its punch, delivering impactful damage infused with the chosen element.

(Asutoraruātsu - Yūrei rei ) Astral Dance - Phantom Spirits
Type: Offensive
Rank: A - Rank
Range: Short – Long
Chakra: 30
Damage: 60
Description:The user, wielding their katana, jumps high into the air and releases three astral projections, each armed with a replica of the same sword. As they leap toward the opponent, they execute their attack in a carefully timed sequence. The first projection attacks from the left, slicing downwards with a swift and precise arc. Less than a second later, the second projection follows from the right, delivering a similarly devastating cut. Finally, the third projection descends from above, completing the assault with a powerful downward slash.

(Asutoraruātsu - Tenkai danmaku ) Astral Dance - Celestial Barrage
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 40
Damage: 80
Description: In a display of mastery over the Astral Dance fighting style, the user takes a focused stance, channeling immense chakra into a single powerful punch. This movement unleashes up to 20 astral projections that simultaneously rush towards the opponent in a chaotic and overwhelming formation. As they approach, each projection mirrors the user’s exact motion, delivering a coordinated barrage of punches. The projections materialize at the moment of impact, each punch carrying the elemental energy infused by the user. This massive onslaught results in a rapid succession of strikes that rains down upon the opponent. The sheer volume of attacks not only inflicts significant damage but can also be employed defensively, as the barrage can disrupt and nullify incoming ninjutsu, acting as a formidable shield against elemental techniques.

Additional effects and Restrictions:

- Must be atleast of Chunin Rank to use.
- The Astral Projections can be used with any element the user can use.
- The Astral Projections can not stay for more than 1 turn and are tangible for a second before disintegrating.
- If the user's movement during casting is interrupted, so is the projections' and they fall apart.
- Each projection bears the characteristics of the element it is used with.
- Only one element can be used per jutsu (for example: if you use a technique where 6 projections are formed, they all must be from 1 element)
- This style does not provide any passive bonuses or boosts to the user. However, to fulfill the primary objective of having the projections reach the opponent more quickly than the user, the projections possess an inherent speed boost equivalent to 2 Attribute points.


Declined:

-You need to be at least Jounin Rank to submit your Custom Fighting Styles.

Resubmit when you reach the rank requirements.
 
Last edited by a moderator:

Vayne

Nara Aficionado
Legendary
Joined
Dec 14, 2011
Messages
19,052
Reaction score
988
Updating: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-6#post-21285156
Second paragraph and all below is new, so didn't bold it.

Reference techniques:
( Kagegakure no Jutsu ) - Hiding In Shadow Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: A technique in which the user is capable of concealing themselves in a shadow. The user can use this technique to hide himself in the shadow of a likewise hidden team-mate and providing there is a large coverage of shadow they can move within that shadow allowing for escape from a location.
Note: Can only be used by Nara Clan ninjas

(Shadoukirā) Shadow Killer
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: Similar to "Hiding in Shadow Technique", the user can conceal various weapons within their shadow if they so wish, from kunai to spears. When the weapon is recalled, it will rise from the shadow slowly so that the user can use it, or it can be fired from the shadow at a certain angle to attack a target.

A more advanced use of this would be the ability to hide smaller tools within the shadows of their body. However, the problem is the user has to make sure the shadow isn't destroyed or else the kunai (or whatever is hidden will reveal itself). The user can also seem to catch a thrown kunai or shuriken and make it disappear, though it will actually be hidden within the shadow of their palm - only as long as they slightly close their hand into a fist. To reveal it again the user simply needs to open his hand and the kunai will fire from their hand at the same force it was thrown.

Note: Courtesy of LonelyAssassin.

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.


(Tsukareta Ken No Hantei) Jaded Fist of Judgment
Type:
Nin/Tai
Background: The style was created by Vayne Aurelius in order to increase his lethality when engaged in close quarter combats. Additionally, the style served as a means to eliminate Nara's general weakness in close combat, allowing them to compete with even the most deadly taijutsu users.
Description on the Abilities and Inner Workings of the Style:
Jaded Fist of Judgement, otherwise known as JFJ, is a style unique to those who can manipulate their shadows. It grants the user’s the ability to fight on an unaccounted front; the shadows. The style allows the user’s to manipulate their shadows while in CQC in order to augment the effects of their attacks and hinder the practicality of the targets defences. Essentially it allows the users to manipulate their opponent's movements in order to gain an edge over them. This can vary from paralyzing a targets arm through the shadows in order to have an unblocked attack to forcing the opponent to perform certain actions that prevent sufficient counters, like performing the splits while the user kicks them between the legs.

By employing traits of Shadow Killer, Hiding in Shadow, and Hikarinonakani, a secondary aspect is born beyond the direct manipulation of the targets shadow. As the traits born from said technique's are respectively,
  • Movement of the user to inside a shadow
  • Storage of physical items in a shadow
  • Storage of jutsu in stasis inside a shadow
As a result of those concepts, the user is afforded the ability to utilise the manipulated shadows as extended fields of combat, labelled as Permeation ( Tōka ). Through Tōka the user is afforded the ability to cause targeted limbs to move through shadows, be it to 'fall' into them causing stumbles or limiting movement, to inversely using the shadow to change elevation to dodge attacks or assist in assaults by pushing off of them. This extends to allowing the user to use this defensively, wherein their own shadow can be afforded this quality to cause strikes to seemingly fall through them, allowing for swift counter-attacks.

You must be registered for see images

More adept users are capable of increasing the versatility of Tōka by partially shifting the nature of the shadow to a physical one in some portions while limbs are inside them, enabling more diverse methods of combat. For instance, the user could create a physical shadow hand while an opponents leg is in Tōka beneath them to yank on it and cause an even bigger stumble. Or alternatively, the user could use the shadow hands to propel his own movements after a dodge, allowing for a faster and stronger counter attack. While this enables the manipulation of both states of a shadow, it does not enable the user to close off the entry point to a physical layer to cut a targets limbs off. However, due to the level of control afforded, it does enable the user to utilise physical shadow technique as a base for Tōka. For instance, if the user had created a sword of physical shadows, it can be utilised to trap an opponent's sword strike into it, allowing the user to parry from inside with a physical shadow for instance, or simply break a grip of the opponent on their sword if their hand was also in Tōka.

The true essence of JFJ comes through when the user utilises the control of the limbs in tandem with Tōka, forcing opponents into an unexpected new frontier of combat, leaving them open and vulnerable to the user's offensive attacks.

Example Techniques:
Type: Offensive
Rank: D
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: While the user attacks the opponent with a punch, he would utilize his shadow to connects with the opponents in order to restrict movements from the opponents arms, allowing the users punch to land unhindered.


Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: -
Description: While the user is engaging the target in a sword fight, he would connect shadows and force the target to open their hands and drop their swords, allowing the user to have a clean strike on the target.

Example
Type: Supplementary/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: By connecting their shadow with their opponent's, the user would cause the opponents legs to enter into Tōka, dropping them by half a meter into their shadow, allowing the user to unleash a devastating hook combo on their opponent's face. The opponent would be pushed outside the shadow upon the end of the attack, leaving them just at surface level.


Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: By connecting their shadow with their opponents, the user would manipulate the target's hands to punch into the shadow of the one of his palms, causing the fist to enter Tōka where it would be held in by shadow tendrils inside which pierce into it, all while the user uses his free hand to deliver an uppercut to the opponents jaw, sending them flying backwards. Damage is split between the tendrils and the punch.


Type: Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: By shifting the shadow underneath him and entering into Tōka, the user is capable of dodging attacks by lowering their elevation, before they are tossed outside of the shadow by multiple shadow hands, allowing the user to gain elevation or cover 15 meters distance at twice their base speed.

Additional effects and Restrictions:
Requires the user to be able to manipulate shadows.
Due to the control granted from learning to manipulate the shadow in various states in quick succession, practitioner's Shadow manipulation techniques are all faster by 4 speed levels than the user's speed.
Specialist's shadow techniques in regards to JFJ itself inherently move at double speed in regards to establishing tethers and connections, but does not extend to the speed of the user's strike's or the speed of physical attacks during Tōka.

Declined: While I'm okay with you updating the cfs and fleshing it out as you have with some additional use, you still need to stick to the core of what you had before. Before you used shadows to enhance tai and now it's started to seem like you want to store yourself in your shadow and attack from that. I'm imagining you being shoot still with a shadow below you, but somehow your hand is coming out of that shadow for a punch? You're trying to use convoluted wording here to get more out of the style where the base isn't making sense. If you want the style to be used from when you're within your own shadow, just say that. If you want replicas of your limbs to emerge from the shadow, say that. Just be clear in how it will function.

Now the additional effects. You're wilding and you know you are. +4 speed levels that your speed? Not just your base speed, your speed in general? Then top it off with your attacks for this being double the speed of your movements. Come on now lad. Don't be THAT guy.
 
Last edited by a moderator:

El Alucard

Anbu Operative 🎭
Veteran
Joined
Mar 13, 2014
Messages
3,670
Reaction score
276
Shōran no Michi - The Epileptic Arts
Type: Nin-Tai-Ken
Background: The Epileptic Arts or Shōran no Michi was a product of an intense pursuit for developing a fighting art form that is capable of incapacitating foes without causing permanent damage but later became more aggressive. Designed by the skilled hand of a veteran ninja, this unique form tightly maneuvers numerous aspects to defile others' perceptions and trigger temporary seizures.

Description and Inner Workings: Shōran no Michi was developed as a combat style to leave enemies incapacitated without causing lasting harm. It was engineered by a ninja master who learned to exert exacting control over chakra and movement to overwhelm an opponent's senses, causing temporary seizures. The Epileptic Arts integrate Ninjutsu, Taijutsu, and Kenjutsu, with dynamic movements and nuanced chakra control. Artists subtly modify how they move, or the form of their chakra, creating results that confuse the body and mind of their opponent.

  • In Ninjutsu, minor changes in chakra nature create bizarre effects: fire might strobe or have an odd temperature signature, wind techniques may crawl across the skin in creepy ways, or earth techniques may take on bizarre shapes. The opponent notices it, even subconsciously → their senses are overwhelmed → inducing a seizure.
  • In Taijutsu and Kenjutsu, the user's movements look just as normal as they normally do, but hidden subtleties, like the tiny rotation of the shoulder before the punch or a regular swing with the sword, but the movement was fine-tuned to be too linear, thereby short-circuiting the opponent's brain. The opponent realizes it, though unconsciously → senses get overwhelmed → inducing a seizure.
NB: This is not an illusion-based style. It takes advantage of the weakness of human beings to multiple forms of stimuli.

Seizure Effects

The seizures caused can range from mild to severe, depending on the technique or duration. Some techniques, the seizures get worse through exposure, some can trigger the worst seizures through rank.
  • Mini-Seizures (D rank)
  • Moderate Seizures (C-B rank)
  • Substantial Seizures (A rank)
  • Severe Seizures (S-Forbidden rank)
Each effect often requires specific setups, like repeating a sword swing multiple times, combining elemental techniques, strobing light a certain way, or following a particular sequence. It all depends on the technique used.

Example Techniques:

Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Rokkaku Seken stands as the most basic technique within The Epileptic Arts, intricately woven into elemental jutsu (including CE and AE). The user, whilst performing any elemental technique, tweaks chakra to produce subtle effects, like strobe-like patterns, vivid colors, strangely shaped edges, lingering drafts or wind, heat/cold fluctuations, basically things not normally registered by the human brain as "weird". Some of these effects are more subtle than others, like seeing a strobing flame will be noticeable by the opponent, but being attacked with a rock that has an uneven silhouette may not be as simple to pick up, as most rocks have uneven silhouettes. These subtle tweaks are designed to be detected by the opponent’s senses, inducing a moderate seizure.

The opponent experiences momentary disorientation (almost like they are lost in thought), compromising their accuracy and coordination for the next 3 turns. This makes them lose targets, see incoming attacks but not register them, and, as such, not dodge or counter, make the wrong hand signs, handle their weapons incorrectly, and forget what move they wanted to use. The feeling is similar to reading the same sentence over and over, but not actually grasping it, or seeing a closed door from afar, making a mental note to open it before entering, but still somehow walking straight into said closed door, or walking into a room and forgetting what you came into said room for.

Note: Technique has a 3 turn cooldown.

Additional Effects and Restrictions:

Status Epilepticus: Having too many seizures can lead to a condition known as status epilepticus. Should the opponent experience 6 Mini-seizures, 4 moderate seizures, or 3 substantial seizures or 2 severe seizures in the same battle, this will cause a condition where seizures occur continuously without recovery between them. This can lead to complications such as respiratory distress, brain damage, and death.

Mode Activation: Techniques like Kai, Mode activations, and full body surges can stop any level of seizure (except status epilepticus) as they completely reset one's system. However, it doesn't reset the seizure count, and every time any of these methods is used, more chakra needs to be spent to stop the seizures (+5 each time, up to +30), although it is important to note that it does not add to the techniques' chakra.

Sequencing: In cases of techniques that require sequences, not performing the sequence as it should be will cancel the technique, requiring the user to restart it from scratch.

Specialty: Specializing in this fighting style enables the user to passively integrate the style's principles into their combat techniques once per turn without spending a move.

Declined: Watching someone else's movements (or performing your own) can be a seizure trigger, but generally only for people who already have a specific form of epilepsy (a "reflex epilepsy"). It cannot cause a seizure in a healthy person. Unless you want to add in people's medical records into their bios, this just wont work in the way you want. You haven't really gone into any detail how this could possibly function either.
Resubmitting
Changelog

  • The Name for Epileptic Arts to Path of Fracture to better fit the vibe
  • Basically changed the entire style so no bold, made it work less like reflex epilepsy (which needs patients to have the medical condition) and more like a forced overload of the senses which was the initial idea.


Hakyoku no Michi: Path of Fracture
Type:
Nin-Tai-Ken
Background: Within the Naruto canon, methods involving disruption of chakra are shown (such as Pain’s rods of chakra, neurotoxic attacks by Shizune, and Hyūga’s Jūken); yet there isn’t a methodical way involving "graded" or control neural overload that isn't Genjutsu on healthy enemies. Hakyoku no Michi was created by highly skilled medical ninjas who undertook research about chakra and the nervous system and combined it with existing knowledge on seizures to be able to induce seizure like effects on otherwise health opponents. By careful observation and measurement, they were able to refine a method involving forced transient overload on neural pathways, hereafter referred to as Nervous Chakra Overload (NCO). The naming conventions, literally meaning ‘Path of Fracture’, encapsulate the nature of Hakyoku no Michi’s attacks as having a nature for disrupting and exceeding the target’s nervous system and senses, making it extremely hard for them to maintain coordination and thus achieve transient neural overload.
Description of Abilities and Mechanisms: Hakyoku no Michi induces Nervous Chakra Overload (NCO) via a combination of abilities involving Ninjutsu, Taijutsu, and Kenjutsu. These three methods, together with the opponents senses are a form of "delivery system" that attacks the neural paths of the targeted person until the desired result is achieved.
Ninjutsu
A subtle change in an elemental technique will result in almost imperceptible distortion, strobe effects on flames, irregular flow of heat, distorted reflections on water, and aberrantly patterned wind pressure. None of these will enter or affect the mind as with Genjutsu. What makes them dangerous is the way their modified chakra signatures interact with the opponent’s nervous system. The stimuli are real, but their patterns are atypical and difficult for the brain to interpret. As a result, because the brain detects these irregularities unconsciously, it forces the nerves responsible for sensory functions to overwork and malfunction due to excessive usage. Due to this excessive activation, it forces the brain to handle more information compared to what it can process at a given time, and thus it manifests various NCO responses, e.g. twitching, motor disruption, tremors, or full collapses, depending on the intensity of the technique.
Taijutsu & Kenjutsu
In Taijutsu and Kenjutsu, the practitioner utilizes real, physically based movements created to stress the opponent's nervous processing. To the cursory view, the strikes, steps, and blade arcs all appear normal but really, they are filled with micro-irregularities: brief delays, too-straight paths, or subtly disrupted rhythms and accelerations that break from normal human movement. These signals are so slight that the conscious mind cannot catch them; however, deeper in the brain, they are registered. As the foe tries to predict and respond to these unusual cues, his motor and sensory systems fire more than usual, trying to fit patterns that don’t quite align with actual motion. The overload of processing forces the nervous system into overdrive, producing the same range of Nervous Chakra Overload effects seen in the Ninjutsu variant, from minor tremors and slowed reactions to a complete breakdown of motor control in higher-rank encounters.

NCO Overload Tiers (Fractures)

  • Mini Fracture (D-Rank):
    • Physical: brief muscle twitching, minor stiffness.
    • Cognitive: small lapses in focus, misjudged distance or timing.
    • Combat impact: slowed reaction, hand sign errors, fumbling of weapons.
  • Moderate Fracture (C–B Rank):
    • Physical: full-body shudder, temporary motor lock in limbs.
    • Cognitive: short disorientation, mild confusion, difficulty tracking movement.
    • Combat impact: missed dodges or attacks, delayed chakra molding/misfiring of techniques.
  • Substantial Fracture (A-Rank):
    • Physical: Stumbling, uncontrolled tremors, loss of motor control.
    • Cognitive: Severe disorientation, distorted visual or auditory perception.
    • Combat impact: unreliable dodges and counters, incredibly misjudged timing and coordination, loss of vision, inability to move.
  • Severe Fracture (S–F Rank):
    • Physical: violent convulsions, paralysis, organ failure, death.
    • Cognitive: complete sensory distortion, inability to process stimuli.
    • Combat impact: total motor shutdown, potential permanent damage.
Example Techniques:
Rank: C
Type: Supplementary
Range: Short–Mid
Chakra: 15
Damage: N/A
Description: By performing a simple hand gesture at the same time as the user releases a water technique, the user subtly alters chakra within a Water Release technique, causing reflections and ripples on the surface to break and misalign unnaturally. The fractured sensory input forces the opponent’s nervous system to overprocess visual data, inducing a Moderate Fracture. This will manifest in the opponent as them suddenly becoming very uncoordinated. This will cause them to fall around, not be able to track their opponent, highly errant aim, and difficulty performing successful dodges.
Additional effects and restrictions
Critical Overload

Too great an accumulation of Nervous Chakra Overload could very well cause the target into a critical failure condition. If the opponent suffers 6 Mini Fractures, 5 Moderate Fractures, 4 Substantial Fractures, or 3 Severe Fractures in the same battle, respectively, the nervous system, being unable to recover between occurrences (usually takes 3 turns to recover), will go into a condition in which the overload effects are always in progress, disrupting breathing, motor functions, and nervous functions in particular. This basically just means that they begin to experience severe fractures back to back without input from the user which will kill them.
System Reset Method:
Techniques like Kai, mode activations, or full body chakra surges can forcibly stabilize the nervous system and negate any active overload effects except those of a Critical Overload, at which point it is too late because those happen back to back without end. It is important to note that techniques to stabilize do not reset the overload counts unless the opponent has had sufficient time to recover between occurrences (3 turns). In addition to this, more chakra is required for each time they wish to reset themselves in the battle (this does not add to the chakra of the technique they use, they simply use more chakra), needing to add +5 per reset, which stacks up to +30.
Sequencing:
Techniques of the style that involve specific movement sequences, rhythms, and/or sensory arrangements call for precise execution. When these sequences are not completed in the correct order, the process is ended, and the cycle has to begin all over again.
Specialty:
Shinobi who specialize in Hakyoku no Michi may passively integrate its principles into their combat style once per turn without expending a additional move, allowing low-level Nervous Chakra Overload effects to be applied naturally through their actions.


Declined - There is, from a naruto context, so much wrong here. The start of the style is basically a stimulus overload. Yet, later you say kai could break it or modes. If your mind is overloaded, not your chakra system, how does spiking your chakra cure it? You also need to fix this "opponent suffers 6 Mini Fractures, 5 Moderate Fractures, 4 Substantial Fractures, or 3 Severe Fractures in the same battle". No way am I having a list of types of affect they need to keep track of to understand what's happening to them. The fact it isn't genjutsu related, yin related or the hypnotice effects that come with those fields kinda leaves it far removed from the RP and its base. The fact then that there isn''t actually a way to avoid being affected by this. I'm not going into the rest until you reign this in and apply naruto logic and simplify it for our RP rather than a DnD game. I'm not saying you did, but this screams of AI use both upon reading, it's structure, wording and the fact I scanned it out of curiosity. Rely on yourself and the core concepts of hypnosis in the RP etc.
 
Last edited by a moderator:

Zaphkiel

Seraph
Joined
Mar 18, 2013
Messages
12,878
Reaction score
489
Resubmitting from previously archived thread with some changes.



You must be registered for see images

Netsui - Fervor

"Harness the Inner Sun."
Type: Yang + Taijutsu + Fūinjutsu

Background:
One of many names given to the indescribable passion formed when a human approaches the Divine, 'Fervor', belongs to a sect of nameless monks said to reside at the peak of a great mystical mountain called the Sunlit Monastery. There they exist and practice in seclusion from the outside world, having very little attachment to the ego and it's frivolities, like the Ninja World society as it were.

The dedication and strength needed to climb this nigh-insurmountable mountain peak is considered the initiation ritual for the hopeful, to which the monks have traditionally never offered aid. The journey itself teaches the main tenets of the Order: Perseverance, Strength, and the Inner Flame or 'Sun' of Life, known to outsiders as 'Yang energy', to them as 'Chimil'. Without these the basic understandings of enlightenment, or Fervor, many freeze to death in the unforgiving heights that lead to the Monastery.

Description of Abilities and the Inner Workings of the Style:
Fervor is the union of Chimil, the Inner Sun (Yang chakra manipulation) and martial arts through advanced Fūinjutsu. At it's base lies intimate knowledge of the physical body, both without as in the limbs, and within, as with the light of the Inner Sun (Yang energy) that maintains all life. The nameless monks believe it does so through patterns, or channels, not unlike the chakra pathway system. The difference is that every living thing has these channels, called Meridians, even those incapable of Ninjutsu as nothing would be 'alive' without them. Yang is also considered the necessary counterbalance to Yin in that it governs the physical energy and nature of the body as opposed to the mind. Fervor as a fighting style depends on this connection of Yang chakra to physical energy. Each initiate is branded with a set of sealing marks that are designed to control the flow of Yang chakra through the 'Meridians' or Yang pathways of the body in order to evoke specific techniques, very much like how hand seals would mold one's chakra for a specific jutsu. Called the Extraordinary Vessels, these sealing marks effectively substitute hand seals for the channeling of Yang chakra through the 'Meridians' of the body. To flow one's Yang chakra through the Vessels certain rites have to be performed first, all of which rely on manipulating one's physical energy, specifically by moving their body. Motions such as forming a circle with the arms or taking the pose of an animal essentially begin the Yang chakra molding process required to access techniques of Fervor. Being a martial style foremost, Fervor's movement rites are directly tied to the nameless monks' own unique way of fighting, based primarily around the hands and making various animalistic shapes and forms of them (Hung Gar Kung Fu - Five Animals Form) to attack and defend. Upon contact with a target through these Taijutsu techniques the user is able to release, or unseal, their Yang chakra molded by the Extraordinary Vessels into said target for various effects that effectively constitute Yang Release, performed through Taijutsu. Each technique of the fighting style can then be broken down into two phases: the Yang chakra molding phase, which is Taijutsu-based actions and movement, and the release phase, which is the unsealing of the user's Yang chakra from the Extraordinary Vessels into a target directly through contact.

The Five Animal Forms of Fervor are: Dragon, Snake, Tiger, Leopard, and Crane. Each has a distinct appearance and manner of attack involving the limbs. Beginning with the Dragon form which is characterized by forming the fingers into 'claws'. Fervor techniques of this form are usually offensive and performed in a sweeping or slashing manner using the clawed hands to strike multiple times at one or more targets. The Snake form sees the practitioner flattening their palms and extending the fingers for jabs or open-palmed strikes. Attacks of this form are quick, aimed at striking outside of a target's awareness at vital areas such as weak points on the body. Tiger form requires the exclusive use of fists and is characterized by punches and other arm-based attacks of Fervor. This form combines the boisterous nature of Yang chakra with raw strength to overwhelm defenses with explosive power. The Leopard style involves leg-based Fervor techniques such as kicks and stomps as well as movement while attacking and defending. Finally the Crane form is considered the strictly defensive and supplementary side of the style, relying on redirecting attacks through circular motions of the wrist and forearm along with certain body stances. Much like how hand seals can be interrupted such as by means of extreme speed (e.g. Iaidō), so too can the rites of Fervor. If any motion is interrupted the Yang chakra will disperse and the Fervor technique will fail. This also means that the user will be unable to perform any other technique that requires movement such as Taijutsu or mold chakra for other jutsu while performing Fervor or they risk interrupting themselves as well.

The Extraordinary Vessels are an interconnected system of advanced seals that appear as intertwining ribbons along the body, dimly yellow in color. Being tied to the user's chakra system, these sealing marks are kept dormant to allow the user to perform techniques regularly. Upon being activated they take over the chakra system such that only Yang and non-elemental chakra may flow as well as the minimal amount of Yin needed to stay functional (to be submitted as its own technique). This essentially unlocks Fervor techniques as they cannot be performed without the Vessels despite utilizing only Yang chakra. Each Vessel is tuned to release Yang chakra with a specific use, like a jutsu, meaning that depending on which body part and corresponding Extraordinary Vessel was used to perform the Fervor technique different effects of the fighting style may come into play. Explicitly connected to the Five Animal Forms of Fervor, each has a corresponding location on the body according to the 'Meridians' there. As the user moves, the transfer of Yang chakra throughout the body is visualized by the Extraordinary Vessels as a faint yellow light traveling along the skin. The Yang chakra stays within their body up until the Vessels themselves come into contact with a target.

Dragon Vessel: Seen as a faint whirlpool pattern on the forehead. This directs the flow of Yang chakra to and from the head, specifically the brain and eyes. Yang chakra is usually molded from other Vessels of the body and brought here where it is released from the head or eyes directly.​
Snake Vessel: Stems from Dragon on the user's forehead in the form of a serpentine flow that travels over the top of the head and follows the spine down the back. It heals and repairs the body with the use of Yang chakra molded through certain non-combative stances of the style.​

Tiger Vessel: This mark covers the user's arms from the shoulders down and guides Yang chakra to the hands where it is released into a target either through the hands, as with open-palmed strikes and punches, or the forearms as with certain defensive techniques of the Crane Form.​
Leopard Vessel: Covers the legs from the hip down, helping to guide Yang chakra to and from those regions where it is released during the few kick-based techniques of the style, but also to channel Yang chakra generated from running and other movement to other Vessels of the body.​
Crane Vessel: Connected at the center of the chest is the final Vessel which acts as a conduit for all the others. Able to draw in Yang chakra molded from movement and distribute it to select areas or the entire body in supplementary surges of Yang Release tied to the style.​

(Netsui: Tenchō no Senkō) Fervor: Zenith Flare
Type: Offensive
Rank: A
Range: Short
Chakra: 40
Damage: 80
Description: Taking the Dragon form, the user makes claws of their hands and unleash a barrage of swipes at the opponent. Each hit damages the target while unsealing trace amounts of Yang chakra that disrupt physical energy, paralyzing them throughout. At the end of the barrage the user will launch the opponent into the air with an uppercut or high kick where the Yang chakra is released from their bodies in a bright yellow burst, similar to fireworks.

(Netsui: Doryoku) Fervor: Endeavor
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: The user adopts a wide, low stance while bringing the arms forward in a circular motion, using the Crane Vessel to distribute the Yang chakra gathered from this motion into their entire body. The user is then able to withstand great physical force by bolstering their body with Yang chakra, and in cases of techniques that carry less chakra, redirect the attack upon physical contact with the Tiger Vessel on their arms.

(Netsui: Tamashī Tenka) Fervor: Soul Ignition
Type: Offensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: A single punch delivered after crossing the arms and channeling Yang chakra into the Tiger Vessel. The user drives their fist forward or downward in a straight-punch that has enough force to push back small to medium-sized summons or shatter the ground around the user by unsealing great amounts of Yang chakra into it.

(Netsui: Uchinaru Taiyō no Chimiru) Fervor: Chimil, the Inner Sun
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The activation sequence for the Extraordinary Vessels is marked by any offensive motion the practitioner wishes to take, such as clenching the fists, punching, stomping the ground, or taking a fighting stance. The Vessels are activated passively at the cost of a move but this cannot be done alongside any other technique that requires motion or chakra apart from other Fervor techniques. Once activated the seals take over the chakra system such that only Yang and non-elemental chakra may flow.

Additional Effects & Restrictions:
Being bolstered by molded Yang chakra, each Fervor technique contains more chakra and deal more damage than the average Taijutsu in addition to affecting targets with various effects of Yang chakra manipulation centered around disrupting their physical energy, state, and balance of Yin/Yang chakras. Techniques of the style are also able to affect chakra-based entities based on the unsealing property of the Vessels recognizing both chakra and physical objects as 'targets'. The Extraordinary Vessels do not interfere with other body seals on the practitioner and do not count towards the body seal limit, and are only affected by Yang, Yin, Senjutsu, and Yin-Yang chakra. This applies to releasing its effects from targets as well.

Fervor requires mastery over Yang Release, Taijutsu, and Advanced Fūinjutsu. Specializing in Fervor allows the practitioner to deal +20 additional damage with offensive Fervor techniques and +10 chakra to defensive or supplementary ones.

± Declined. This needs a bit of work, as much as I like the visual and aesthetics of the style, it doesn't really come together as a Custom Fighting Style outside of punching with Yang - a lot of what you describe could be standalone CJs, and the utilization of Fuuinjutsu (especially at an advanced stage) doesn't really come through strongly. This needs more to make it a bit more unique to justify being a CFS. I know everyone wants to be the Immortal Iron Fist >.> ±
You must be registered for see images

Netsui - Fervor

"Harness the Inner Sun."
Type: Yang + Taijutsu + Fūinjutsu

Background:
One of many names given to the indescribable passion formed when a human approaches the Divine, 'Fervor', belongs to a sect of nameless monks said to reside at the peak of a great mystical mountain called the Sunlit Monastery. There they exist and practice in seclusion from the outside world, having very little attachment to the ego and it's frivolities, like the Ninja World society as it were.

The dedication and strength needed to climb this nigh-insurmountable mountain peak is considered the initiation ritual for the hopeful, to which the monks have traditionally never offered aid. The journey itself teaches the main tenets of the Order: Perseverance, Strength, and the Inner Flame or 'Sun' of Life, known to outsiders as 'Yang energy', to them as 'Chimil'. Without these the basic understandings of enlightenment, or Fervor, many freeze to death in the unforgiving heights that lead to the Monastery.

Description of Abilities and the Inner Workings of the Style:
Fervor is the union of Chimil, the Inner Sun (Yang chakra manipulation) and martial arts through advanced Fūinjutsu. At it's base lies intimate knowledge of the physical body, both without as in the limbs, and within, as with the light of the Inner Sun (Yang energy) that maintains all life. The nameless monks believe it does so through patterns, or channels, not unlike the chakra pathway system. The difference is that every living thing has these channels, called Meridians, even those incapable of Ninjutsu as nothing would be 'alive' without them. Yang is also considered the necessary counterbalance to Yin in that it governs the physical energy and nature of the body as opposed to the mind. Fervor as a fighting style depends on this connection of Yang chakra to physical energy. Each initiate is branded with a set of sealing marks that are designed to control the flow of Yang chakra through the 'Meridians' or Yang pathways of the body in order to evoke specific techniques, very much like how hand seals would mold one's chakra for a specific jutsu. Called the Extraordinary Vessels, these sealing marks effectively substitute hand seals for the channeling of Yang chakra through the 'Meridians' of the body, appearing as thin, intertwining ribbons along the arms, legs, torso, and head. To flow one's Yang chakra through the Vessels certain rites have to be performed first, all of which rely on manipulating one's physical energy, specifically by moving their body. Motions such as forming a circle with the arms or taking the pose of an animal essentially begin the Yang chakra molding process required to access techniques of Fervor. Being a martial style foremost, Fervor's movement rites are directly tied to the nameless monks' own unique way of fighting, based primarily around the hands and making various animalistic shapes and forms of them (Hung Gar Kung Fu - Five Animals Form) to attack and defend. Upon contact with a target through these Taijutsu techniques the user leaves sealing marks at the point of impact, called Lesser Vessels, that appear more like jagged, cracked lines than the user's ribbon-like Extraordinary Vessels. These Lesser Vessels continuously release, or unseal, Yang chakra into a target in order to disrupt their balance of chakras through a forceful infusion of Yang, as well as their physical states, where the Yang chakra weakens and make them more susceptible to physical damage. Each technique of the fighting style can then be broken down into two phases: the Yang chakra molding phase, which is Taijutsu-based actions and movement, and the release phase, which is the dealing of damage and placement of Lesser Vessels upon a target directly through Fervor techniques. Much like how hand seals can be interrupted such as by means of extreme speed (e.g. Iaidō), so too can the rites of Fervor. If any motion is interrupted the Yang chakra will disperse and the Fervor technique will fail. Likewise the user is unable to mold elemental or Yin chakra whilst performing Fervor or they risk interrupting themselves as well.

Immolation is the process by which Lesser Vessels left on a target's body from Fervor techniques progressively disrupt their balance of Yin-Yang chakra and reduce their physical defenses. While active, it appears as yellow flame-like chakra that sprout from the Lesser Vessels. The flames do not harm a target directly but rather increase the damage of other physical techniques against them such as Earth, Water, Taijutsu, etc., by weakening their physical constitution through Yang chakra. Essentially making them 'brittle'. The Lesser Vessels, through Immolation, also continuously displace significant amounts of Yin chakra, limiting the use and effectiveness of Spirit-based fields that rely on it such as Genjutsu, Yin Release, Yamananka, etc., and at the highest ranks, even limit the use of Elemental Ninjutsu due to severe imbalance. For spiritual entities and other chakra-based targets, Immolation 'burns' them similarly to real fire, where the target is gradually reduced to nothing as Yang chakra tips and then destroys their internal equilibrium of chakra. This effect lingers after Fervor techniques, and its limiting strength and duration will be outlined in each. Due to being advanced seals, the Lesser Vessels can only be removed through surges of equivalent/greater chakra or by destroying the affected area, which is the medium of the unsealing process. They also destroy opposing barriers and sealing scripts of equal or lesser chakra at targeted locations and prevent their re-application unless removed.

The Five Animal Forms of Fervor are: Dragon, Snake, Tiger, Leopard, and Crane. Each has a distinct appearance and manner of attack involving the limbs. Beginning with the Dragon form which is characterized by forming the fingers into 'claws'. Fervor techniques of this form are usually offensive and performed in a sweeping or slashing manner using the clawed hands to strike multiple times at one or more targets. The Snake form sees the practitioner flattening their palms and extending the fingers for jabs or open-palmed strikes. Attacks of this form are quick, aimed at striking outside of a target's awareness at vital areas such as weak points on the body while also leaving behind Lesser Vessels that disrupt chakra balance significantly more than the other Forms. Because of this they are usually used to disable and limit targets' Yin-related abilities more specifically. Tiger form requires the exclusive use of fists and is characterized by punches and other offensive arm-based attacks of Fervor. This form combines the physicality altering nature of Yang chakra with raw strength to weaken and then overwhelm defenses with explosive power, aimed at leaving behind large 'cracks' (Lesser Vessels) on targets that consume their entire bodies or regions of the terrain rather than just select areas, unlike the other forms, causing them to take increased damage from a winder range of angles and locations. The Leopard form involves leg-based Fervor techniques such as kicks and stomps as well as movement while attacking and defending. Finally the Crane form is considered the strictly defensive and supplementary side of the style, defending physical attacks and strengthening the body through 'Self Immolation' which is caused by the Extraordinary Vessels unsealing molded Yang chakra into the user's body. In this way it is able to heal and augment the user as they perform Fervor rather than weaken and limit them as the Lesser Vessels do in opponents.

(Netsui: Tenchō no Senkō) Fervor: Zenith Flare
Type: Offensive
Rank: A
Range: Short
Chakra: 40
Damage: 80
Description: Taking the Dragon form, the user makes claws of their hands and unleash a barrage of swipes at the opponent. Each hit damages the target while Immolating them through Lesser Vessels left behind from each strike. The Immolation limits them from performing Genjutsu and other Yin-related techniques for three turns unless removed while also causing them to take increased (30 DMG) from subsequent Fervor techniques that strike the affected area directly. At the end of the barrage the user will launch the opponent into the air with an uppercut or high kick where the yellow flames of Immolation sprout from their bodies in a bright burst, similar to fireworks.

(Netsui: Doryoku) Fervor: Endeavor
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: The user adopts a wide, low stance while bringing the arms forward in a circular motion, using the Crane Vessel to distribute the Yang chakra gathered from this motion into their entire body. The user is then able to withstand great physical force by bolstering their body with Yang chakra, and in cases of techniques that carry less chakra, redirect the attack upon physical contact with the Extraordinary Vessels on their arms.

(Netsui: Tamashī Tenka) Fervor: Soul Ignition
Type: Offensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: A single punch delivered after crossing the arms and channeling Yang chakra into the Tiger Vessel. The user drives their fist forward or downward in a straight-punch that has enough force to push back small to medium-sized summons or shatter the ground around them. Targets struck by this attack are instantly Immolated, causing them to take increased (20 DMG) damage from subsequent Fervor/Taijutsu techniques and unable to perform Genjutsu and Yin-related techniques above S-ranked for up to four turns.

Additional Effects & Restrictions:
Being bolstered by both Yang chakra and Advanced Fūinjutsu, each Fervor technique contains more chakra and deal more damage than the average Taijutsu in addition to imbuing Lesser Vessels that cause Immolation, which is centered around disrupting physical energy, state, and balance of Yin/Yang chakras. Techniques of the style are also able to affect spiritual and chakra-based entities based on the unsealing property of the Lesser Vessels recognizing both chakra and Yin-related objects as 'targets'. The Extraordinary Vessels do not interfere with other body seals on the practitioner and do not count towards the body seal limit, and are only affected by Yang, Yin, Senjutsu, and Yin-Yang chakra.

Fervor Specialty is called 'Enlightened' and allows for 20 additional damage to Taijutsu techniques and 10 more effective chakra to Fervor techniques.
 
Last edited:

Akisha

Legendary
Joined
Aug 31, 2010
Messages
10,859
Reaction score
328
Asutoraruātsu - Astral Dance

Type:
Nin-Tai-Ken

Background:
A shinobi was once obsessed with the idea of creating a fighting style that allowed him to utilize his taijutsu and kenjutsu, while remaining in the distance, away from harms way. He began experimenting with the Astral Projection technique. His purpose? - To make the projections tangible and use them to attack.

The shinobi's plan was to infuse the projections with elemental chakra, giving them physicality in the process. He failed many times before he found success. Though he didn't succeed as he had hoped. He discovered that he could not maintain the tangible form of his projections for very long. One second was the absolute maximum. The non-tangible projections could remain "alive" for as long as the user desired (though maximum of one turn) serving only as a distraction - trying to confuse and disorient opponents.

Perfect timing became crucial, as the user learned to make the projections tangible precisely at the moment of impact. The projections were a copy of the user at the given moment. If the user was holding a katana - so were they, allowing for a versatile kenjutsu attacks.


Description on the Abilities and Inner Workings of the Style:
The Astral Dance fighting style requires the user to use elemental manipulation in order to infuse his astral projections. He would then send them out towards the opponent. While traveling to the intended destination, the projections are non-tangible and semi-transparent and serve only as distraction. The astral forms transition from intangible to tangible at the precise moment of impact, delivering decisive blows that catch foes unprepared.

Each astral form is infused with a specific elemental chakra (fire, water, earth, or lightning), enhancing their offensive potential.
-Fire: Can inflict burn damage and potential area damage upon impact.
-Wind: Can push or slice opponent.
-Earth: Could be used to hit the opponent with tremendous force.
-Lightning: Could deliver a stunning effect, paralyzing opponents momentarily.
etc.

The projections can travel a maximum of twenty meters before materializing, allowing the user to attack from afar, keeping him safe with the maintained distance.

Example Techniques:

(Asutoraruātsu - Jinsokuna Seigi ) Astral Dance - Swift Justice
Type: Offensive
Rank: B - Rank
Range: Short – Mid
Chakra: 20
Damage: 40
Description: The user channels their chakra while running, rapidly sending out up to six astral projections in quick succession. Each projection embodies an element (such as fire, water, earth, or lightning) As the user performs a punch, every projection mirrors the action, launching forward in a coordinated attack. With each astral projection getting closer to the opponent, they begin to disintegrate one by one, creating confusion and unpredictability in the target’s movements. The final projection, upon reaching the opponent, materializes just as it lands its punch, delivering impactful damage infused with the chosen element.

(Asutoraruātsu - Yūrei rei ) Astral Dance - Phantom Spirits
Type: Offensive
Rank: A - Rank
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user, wielding their katana, jumps high into the air and releases three astral projections, each armed with a replica of the same sword. As they leap toward the opponent, they execute their attack in a carefully timed sequence. The first projection attacks from the left, slicing downwards with a swift and precise arc. Less than a second later, the second projection follows from the right, delivering a similarly devastating cut. Finally, the third projection descends from above, completing the assault with a powerful downward slash.




(Asutoraruātsu - Tenkai danmaku ) Astral Dance - Celestial Barrage
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 40
Damage: 80
Description: The user takes a focused stance, channelling immense chakra into a single powerful punch. This movement unleashes up to 20 astral projections that simultaneously rush towards the opponent in a chaotic and overwhelming formation. As they approach, each projection mirrors the user’s exact motion, delivering a coordinated barrage of punches. The projections materialize at the moment of impact, each punch carrying the elemental energy infused by the user. This massive onslaught results in a rapid succession of strikes that rains down upon the opponent. The sheer volume of attacks not only inflicts significant damage but can also be employed defensively, as the barrage can disrupt and nullify incoming ninjutsu, acting as a formidable shield against elemental techniques.

Additional effects and Restrictions:

- The Astral Projections can be used with any element the user can use.
- The Astral Projections can not stay for more than 1 turn and are tangible for a second before disintegrating.
- Each projection bears the characteristics of the element it is used with and can be recognized as such by the opponent.
- Only one element can be used per jutsu (for example: if you use a technique where 6 projections are formed, they all must be from 1 element)
- The projections move with the user's speed at the time of use.

Declined - This is pretty much just making elemental clones that you send out towards the familiars. THere isn't anything that stands out as it is as a style. You need to flesh this out a lot more or find a way to make it unique.
 
Last edited by a moderator:

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
Supreme
Joined
Feb 3, 2009
Messages
20,009
Reaction score
836
(Tsukiakari No Shita No Kemono) Beast Beneath The Moonlight

Type:
Nintaijutsu

Background:

Beast Beneath the Moonlight is a unique martial art created by Kōtetsu alongside his Ninken, and perfected through practical combat while participating in the Eternal Hunt alongside the Fang Clan of Annwyn. Formed not from formal doctrine but from necessity and survival amid constant challenges from mythical beasts, including lycanthropes and direwolves, and repeated life-or-death encounters with dangerous fae. The Inuzuka abandoned rigid stances and forms, instead allowing instinct, aggression, and animal-like reflex to shape his fighting method.

The style was developed as a means to fully integrate the Ninken merged within him into physical combat. Rather than excluding them from battle for their protection, he instead utilized the ability of Fenrir’s Lesser Oblige, a technique developed as a means to keep his Ninken from being targeted by large-scale attacks and singularly targeted by enemies.

Description on the Abilities and Inner Workings of the Style:

The Basis of Beast Beneath the Moonlight is the use of the Fenrir’s Lesser Oblige technique. This allows the user, with their body as the vessel, to enter into a lasting fusion with their Ninken, thereby inhabiting the user’s body. Amongst other things, a benefit of this technique is the ability for the user as the host to manifest the appendages, such as the tails or ears of their Ninken, onto their own body. While some of these appendages could prove useful in combat, the Inuzuka had only manifested them in the past for cosmetic purposes.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)

With the aim of harmonizing the connection between an Inuzuka and their Ninken, Beast Beneath The Moonlight aims to enhance their merger to form the core of the fighting style, which is split into two paths. The first path, known as Hangengetsu (Half Moon), directs the merged Ninken’s ability to influence and affect the world outside of their partner, while the second path, known as Mangetsu (Full Moon), deals with the Inuzuka’s ability to manifest appendages on their own body for close combat. Common to both paths is the concept of synchronization, which comes as second nature to an Inuzuka and their Ninken due to years of fighting using collaborative techniques. This familiarity and unique merged state allow the Ninken to use techniques at their own volition or in unison with their Inuzuka partner, especially as their chakra reserves are separated. Simply put, this means that both can use chakra-costing techniques simultaneously.

Hangengetsu (Half Moon) allows the Ninken to influence the world outside their partner through appendages that manifest on their body. This would allow them to achieve various effects, such as manifesting tail(s) on their partner that can be used to attack an opponent in close range or defend against incoming attacks. Or manifest vibrating fur on the partner’s body that can be used defensively or damage opponents on contact. It can also be used to influence the world outside of their partner at range. An application of this is manifesting the ninken’s head, which appears somewhat similar to Double-Headed Wolf and allows them to use Ninken-specific techniques that launch blasts or beams of chakra from the mouth.

Mangetsu (Full Moon) is the second path of the style, covering the Inuzuka’s ability to consciously manifest the ninken’s appendages of their own body. Through a partial use of the Human Beast Combination Transformation ability of an Inuzuka and their Ninken, in addition to the supportive nature of Yang energy, an Inuzuka is capable of truly manifesting hybridized versions of their Ninken’s limbs similar to Lycanthropy. Visually, this appears as if the user’s hands or feet are transformed into those of a wolf’s. The incorporation of Yang not only assists with the transformation but also serves to augment the speed or strength of the transformed limb.

Example Techniques:

(Tsukiakari No Shita No Kemono: Kakete Iku Mikadzuki) Beast Beneath The Moonlight: Waning Crescent
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is a basic Hangengetsu path ability. It allows a merged Ninken to manifest its tails outside the Inuzuka partner’s body. Empowered by chakra, this essentially turns a Ninken’s tail into a weapon that can be utilized to pierce, tear, and rip through enemies. By employing the Inuzuka clan’s signature body-transforming techniques, the Ninken can extend their tails twice their body size to attack or defend independently of their partner. After use, the manifested tails will retract.

Additional effects and Restrictions:

Users of Beast Beneath The Moonlight must be Jouning Ranked or higher and a member of the Inuzuka clan. One’s biography must have Fenrir’s Lesser Oblige activated and merged with at least one ninken, and have mastered Yang Release.


Declined. While very interesting, not only does this clash meaningfuly with Imp's Combat Summoner seal, but customs involving the merger or summoning of animal parts are no longer allowed. ∞
 
Last edited by a moderator:

Yin

Anbu Operative 🎭
Veteran
Joined
Jan 25, 2021
Messages
3,492
Reaction score
301
You must be registered for see images

(Kuresento Gurimu) Crescent Grim

Type:
Kenjutsu/Bukijutsu/Spiritual (Ronin)/Samurai

Background: Crescent Grim was made by a legendary scythe meister looking to defy and reject modern Ronin and Samurai ideology due to their crude and brutal ways. This was not a good enough reason to use in battle, so this style was perfected by the legendary scythe meister until it was both elegant and useful in battle and considered by some even superior to that of the sword. It is seen as an elegant and flowing dance with a scythe instead of a sword and embodies the finesse of spirituality rather than the brute force of the physicality. It further elevates Ronin, warriors of the spirit, to be able to compete with even the top of the food chain of Shinobi, without needing such elements or brutal and outdated ways of the sword.

This style was eventually stolen and utilized by samurai as well, but in a less effective way as it was never meant for their use. But alas, in this day and age, stealing sometimes puts food on the table.

Description on the Abilities and Inner Workings of the Style: Crescent Grim is an art that was developed by rogue Ronin that picked up the way of the scythe instead of the sword as a way of rebellion against the ones who outcasted them. As Samurai and Ronin would mainly be focusing on offensive techniques, practitioners of Crescent Grim developed ways to use their scythe to block large attacks, spiritually enlarger their scythe's presence, and rebound oncoming jutsu being able to send it back, encompassing more ground when both attack and defending. This art is mostly encompassing more of a "flowing" way of battling as a Ronin as opposed to the onslaught of slashes and thrusts that the conventional Samurai and Ronin use. Thus, taking a more slower and controlled approach to battling, preferring to dance than blitz. It is about what lies in the soul and connecting with that instead of brute force, which a Ronin was never meant to use but have been tainted to believe so and act as such even though for this very reason were they separated from their samurai brethren.

Example Techniques:

(Kuresento Gurimu: Ribaundo) - Crescent Grim: Rebound
Type:
Offensive/Defensive
Rank: A-S
Range: Short/Short-Med
Chakra: 30/40
Damage: N/A
Description: The user will enlarge their scythe with their spiritual energy. As an elemental attack is oncoming, the user will use their scythe to scoop up the attack and do a full 360 degree turn, swinging their scythe and sending the technique back to the opponent at the same speed but one rank lower. However, the technique sent back is sent back in a spiritual form. It is able to be seen just like normal and still has the physical traits as the original jutsu, able to be seen and all, the only difference is, is that it will not do physical damage to the opponent but spiritual and must adhere to the rules of spiritual techniques. The jutsu must be in close range of the user to be sent back and can be sent back anywhere from short to medium range. After touching the user's scythe and converting the technique into spiritual energy, the user will be impervious to its damage as their spirit is now what the returning technique is composed of.

The S-Rank version of the technique can be used three times per battle, with two turn cooldown between each use
The A-Rank version can be used four times per battle with a one turn cooldown in between uses, and can be used on any A-rank and below element
Can only be used on elemental ninjutsu

(Kuresento Gurimu: Souruhantā) Crescent Grim: Soul Hunter
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: +40 to Ronin techniques/+20 to Samurai techniques
Description: By focusing their spiritual energy into their scythe, the user permanently enlarges their scythe with spiritual energy that glows a bright color (depending on the user) that even opponent can see due to how intense it is. This increases their damage with Ronin techniques by +40 (Samurai techniques by +20). Their scythe is able to reach out and attack from short-med range both freeform and when using with other Ronin techniques. So techniques utilized with this technique that are normally short range will be short-med range. This technique is able to be sustained as long as the user wills it, however, while this technique is active, the user can only use two jutsu/techniques per turn.

Usable twice per battle, must wait three turns in between uses
Limited to two techniques per turn while active

(Kuresento Gurimu: Sourutappu) Crescent Grim: Soul Tap
Type:
Supplementary
Rank: D-A
Range: Short-Med
Chakra: 10-30
Damage: N/A (+20 to Ronin techniques)
Description: After activating (Kuresento Gurimu: Souruhantā) Crescent Grim: Soul Hunter, the user may extend their scythe out to an oncoming technique and tap it, completely turning it into a source of spiritual energy and having their scythe consume it. This is stored in the scythe for the next Ronin technique the user utilizes, boosting its damage by +20.

A rank can only be used three times per battle and can only be used on A rank and below techniques with a one turn cooldown between use
B rank can only be used three times per battle on B rank and below techniques
C rank can be used against C rank and below techniques
D rank can be used against D rank and below techniques

Additional effects and Restrictions:

Must be a Ronin to use, as well as Jounin rank. Must have a scythe listed as a primary weapon on their biography. Samurai are able to use this style, however, without the inherent effects of spirituality or techniques specifically tailored around spirituality. Ex: if they were to use (Kuresento Gurimu: Ribaundo) - Crescent Grim: Rebound, it would simply return the technique at a lower rank, without converting it into spiritual energy. As well as when samurai use this art to extend their scythe, it is with chakra, like chakra sabre, rather than spirit. They are also not allowed to use chakra sabre as this style will be replacing it if it is on their biography/character.

± Declined. This requires a bit more work, I am not opposed to using a Scythe for spiritual rebounding/attacks - but it needs to be refined more. Just saying it will rebound a technique, how would it work against massive techniques or boosted techniques? Does it follow Ronin rules, or nah? Is it just Ronin and a Scythe? What makes it different to really be a fighting style on its own?

I feel a bit lost on the practicality of it, so it just needs be expanded on so I can see the usability of it. The boosts of the techniques are questionable, but those we save for the CFSJ thread when this is approved ;) ±
 
Last edited by a moderator:

jagged

Leaf Village Regular 🍃
Regular
Joined
Mar 10, 2015
Messages
925
Reaction score
89
Frame Projection
You must be registered for see images
Type: Raiton +Bukijutsu
Background: Ruminating on how best to use his Storm release with his blade Chojiro invented a style that projects the users next actions as if sketching the frames of a picture, the blue lazor like variation of storm release acting as a "Sketch" for his next action before propelling him into that exact position a moment later. This style allows the user to change direction mid attack, taking advantage of storm releases natural inclination to bend/twist in order to ensure his attacks land within a given range from him [10 meters]
Description on the Abilities and Inner Workings of the Style: The user covers his body and weapons in lazor attuned storm chakra that responds to the users thoughts, projecting a hologram like "sketch" of his next movement before propelling him in that exact direction and position rapidly. The mostly mental nature of the style and flexibility of storm release allows the user to change the direction of his attacks mid motion to ensure his techniques land so long as the user can properly track and match/exceed his opponents Speed(This function works so long as the opponent remains within 10 meters of the user). At higher levels of this style the user may "Sketch" alternate paths so as to confuse the enemy of his real attacks.

Specialist bonus: All who Specialize in this style gain X2 Speed to their body movements

Example Techniques:
Additional effects and Restrictions:
- Must have Storm release

± Declined. Nah big dawg, you're not achieving that with Storm Release - x2 speed for specializing in this is already reason for a decline enough, outside of it not following Storm Releases' fundamentals and the logic it follows in the RP. ±
 
Last edited by a moderator:

Kooljay

Veteran
Joined
Mar 17, 2014
Messages
4,990
Reaction score
370
Serpent Breathing - Hebi no kokyū
Type: Senjutsu NInkenjutsu
Background:Serpent Breathing is an advanced kenjutsu style developed by shinobi who trained at Ryūchi Cave and mastered Snake Senjutsu. Unlike traditional sword styles that rely on direct strikes, Serpent Breathing was born from observing the predatory nature of snakes, their erratic movements, flexible bodies, and deceptive attack angles.

By using Inorganic Reincarnation on their sword, the user can manipulate their blade’s shape, curvature, and trajectory midswing, mimicking the unpredictable slithering motion of a serpent. Over time, the style evolved into a Ninkenjutsu discipline that fuses body movement, chakra flow, and weapon manipulation into one fluid, living combat form.
Description on the Abilities and Inner Workings of the Style:
Snake Breathing (蛇の呼吸, Hebi no Kokyū) is a Senjutsu based kenjutsu style born from the teachings of Ryūchi Cave and the mastery of Snake Senjutsu, combined with advanced chakra control and the application of Inorganic Reincarnation through one’s blade. The style is centered around emulating the predatory nature of Snakes, particularly their fluid slithering motion, deceptive movement patterns, and sudden, precise strikes. Instead of relying on direct or linear sword attacks, the practitioner continuously bends, twists, and subtly manipulates the trajectory of their weapon using senjutsu-infused chakra, causing each slash to curve and meander in unnatural paths much like a snake in motion. This creates attacks that do not travel in straight lines, allowing strikes to shift direction mid-swing, bypass defenses, and reach targets from unexpected angles.

At the same time, the user adopts a serpentine combat posture characterized by low, gliding footwork, flexible body movements, and sudden bursts of speed that mirror a snake’s coil and release. Their spine, shoulders, and arms move with fluid looseness, making their motions appear erratic and difficult to read, while the blade itself behaves almost like a living serpent as it coils, arcs, and lashes through the air under the influence of Inorganic Reincarnation. The synchronization between the user’s snake like body movement and the unpredictable motion of their sword creates a layered form of misdirection that does not rely on genjutsu, but instead on physical deception and chakra manipulation. As a result, opponents find it significantly harder to follow the user’s attack patterns, as both the body and weapon refuse conventional rhythm and structure, effectively increasing the difficulty to track the user and their strikes by double. This style reaches its full potential only in the hands of those who have mastered Snake Senjutsu and kenjutsu, as the constant infusion of natural energy allows the blade to maintain its flexible, serpent like behavior while sustaining the fluid, relentless, and deceptive flow that defines Serpent Breathing.

Example Techniques:

(Hebi no Kokyu: Dai Ichi no Kata – Kassouga) - Serpent Breathing: First Form – Slithering Fang:
Type: Offensive
Rank: C-Rank
Range: Short Range
Chakra: 15
Damage: 30
Description: The user performs a low, gliding dash while channeling senjutsu chakra through their blade and subtly manipulating it with Inorganic Reincarnation. Instead of striking in a straight line, the sword’s trajectory bends in a zigzag, serpentine path that curves toward the opponent’s blind spots. This is achieved by applying chakra to the blade’s structure, allowing it to slightly flex and redirect midswing, mimicking the unpredictable movement of a striking snake. Due to the combined serpentine body movement and curved blade path, the difficulty to track the attack is increased by double.




(Hebi no Kokyu: Dai Ni no Kata – Tokuro Tachi) - Serpent Breathing: Second Form – Coiling Severance:
Type: Offensive
Rank: B-Rank
Range: Short Range
Chakra: 20
Damage: 40
Description: The user rotates their wrist and channels senjutsu chakra into the blade, using Inorganic Reincarnation to create a spiraling, coiling motion around the opponent’s guard or weapon before delivering a slicing strike. The blade’s curved and twisting trajectory allows it to slip around conventional defenses rather than clashing directly. This technique functions by altering the blade’s angle and flexibility through chakra manipulation, causing it to behave like a coiling serpent wrapping around an obstacle before striking. The erratic motion of both the user’s body and weapon increases the difficulty to track by double.




(Hebi no Kokyu: Dai San no Kata – Dokuja Genzan) - Serpent Breathing: Third Form – Venomous Mirage Slash:
Type: Offensive/
Rank: A-Rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: The user unleashes a rapid sequence of curved slashes infused with senjutsu chakra, each strike taking a different serpentine path instead of following a uniform rhythm. By combining extreme body flexibility with constant blade manipulation via Inorganic Reincarnation, the sword changes direction mid-swing multiple times, creating the illusion of afterimages through pure speed and irregular motion rather than genjutsu. The layered, meandering attack patterns overwhelm the opponent’s perception and significantly disrupt their ability to follow the strikes, increasing the difficulty to track by double.




(Hebi no Kokyu: Dai Yon no Kata – Souja Gaeshi) - Serpent Breathing: Fourth Form – Twin Serpent Reversal:
Type: Offensive/Attack
Rank: B-Rank
Range: Short Range
Chakra: 20
Damage: 40
Description: The user swings their blade forward before abruptly bending its trajectory backward using Inorganic Reincarnation and senjutsu chakra, allowing for a sudden reverse-angle strike from behind or the side. By momentarily altering the blade’s structural rigidity through chakra flow, the weapon curves unnaturally mid-motion like a recoiling serpent striking again. The unpredictable reversal combined with the user’s serpentine body pivot makes the counterattack extremely difficult to read, increasing the difficulty to track by double.




(Hebi no Kokyu: Dai Go no Kata – Jaiki Mugen Tokuro) - Serpent Breathing: Fifth Form – Serpent Domain: Endless Coil:
Type: Offensive/Attack
Rank: S-Rank
Range: Short Range to Mid Range
Chakra: 40
Damage: 80
Description: The user floods their blade with dense senjutsu chakra and continuously applies Inorganic Reincarnation, causing the sword to move in wide, coiling arcs that resemble a living serpent lashing through the battlefield. The blade twists, curves, and redirects multiple times within a single motion, allowing it to strike from several angles without resetting stance. This is achieved through sustained chakra manipulation of the weapon’s structure and trajectory while maintaining fluid, snake-like body movement. The layered serpentine motion of both the user and their weapon severely disrupts opponent perception and increases the difficulty to track by double.

Additional effects and Restrictions: In order to use this style, the user must have masters Snake Senjutsu and Kenjutsu.

± Declined. This could all be one Ken/Sen technique and also @ the bolded, that's a no for me dawg ±
 
Last edited by a moderator:

El Alucard

Anbu Operative 🎭
Veteran
Joined
Mar 13, 2014
Messages
3,670
Reaction score
276
Resubmitting
Changelog

  • The Name for Epileptic Arts to Path of Fracture to better fit the vibe
  • Basically changed the entire style so no bold, made it work less like reflex epilepsy (which needs patients to have the medical condition) and more like a forced overload of the senses which was the initial idea.


Hakyoku no Michi: Path of Fracture
Type:
Nin-Tai-Ken
Background: Within the Naruto canon, methods involving disruption of chakra are shown (such as Pain’s rods of chakra, neurotoxic attacks by Shizune, and Hyūga’s Jūken); yet there isn’t a methodical way involving "graded" or control neural overload that isn't Genjutsu on healthy enemies. Hakyoku no Michi was created by highly skilled medical ninjas who undertook research about chakra and the nervous system and combined it with existing knowledge on seizures to be able to induce seizure like effects on otherwise health opponents. By careful observation and measurement, they were able to refine a method involving forced transient overload on neural pathways, hereafter referred to as Nervous Chakra Overload (NCO). The naming conventions, literally meaning ‘Path of Fracture’, encapsulate the nature of Hakyoku no Michi’s attacks as having a nature for disrupting and exceeding the target’s nervous system and senses, making it extremely hard for them to maintain coordination and thus achieve transient neural overload.
Description of Abilities and Mechanisms: Hakyoku no Michi induces Nervous Chakra Overload (NCO) via a combination of abilities involving Ninjutsu, Taijutsu, and Kenjutsu. These three methods, together with the opponents senses are a form of "delivery system" that attacks the neural paths of the targeted person until the desired result is achieved.
Ninjutsu
A subtle change in an elemental technique will result in almost imperceptible distortion, strobe effects on flames, irregular flow of heat, distorted reflections on water, and aberrantly patterned wind pressure. None of these will enter or affect the mind as with Genjutsu. What makes them dangerous is the way their modified chakra signatures interact with the opponent’s nervous system. The stimuli are real, but their patterns are atypical and difficult for the brain to interpret. As a result, because the brain detects these irregularities unconsciously, it forces the nerves responsible for sensory functions to overwork and malfunction due to excessive usage. Due to this excessive activation, it forces the brain to handle more information compared to what it can process at a given time, and thus it manifests various NCO responses, e.g. twitching, motor disruption, tremors, or full collapses, depending on the intensity of the technique.
Taijutsu & Kenjutsu
In Taijutsu and Kenjutsu, the practitioner utilizes real, physically based movements created to stress the opponent's nervous processing. To the cursory view, the strikes, steps, and blade arcs all appear normal but really, they are filled with micro-irregularities: brief delays, too-straight paths, or subtly disrupted rhythms and accelerations that break from normal human movement. These signals are so slight that the conscious mind cannot catch them; however, deeper in the brain, they are registered. As the foe tries to predict and respond to these unusual cues, his motor and sensory systems fire more than usual, trying to fit patterns that don’t quite align with actual motion. The overload of processing forces the nervous system into overdrive, producing the same range of Nervous Chakra Overload effects seen in the Ninjutsu variant, from minor tremors and slowed reactions to a complete breakdown of motor control in higher-rank encounters.

NCO Overload Tiers (Fractures)

  • Mini Fracture (D-Rank):
    • Physical: brief muscle twitching, minor stiffness.
    • Cognitive: small lapses in focus, misjudged distance or timing.
    • Combat impact: slowed reaction, hand sign errors, fumbling of weapons.
  • Moderate Fracture (C–B Rank):
    • Physical: full-body shudder, temporary motor lock in limbs.
    • Cognitive: short disorientation, mild confusion, difficulty tracking movement.
    • Combat impact: missed dodges or attacks, delayed chakra molding/misfiring of techniques.
  • Substantial Fracture (A-Rank):
    • Physical: Stumbling, uncontrolled tremors, loss of motor control.
    • Cognitive: Severe disorientation, distorted visual or auditory perception.
    • Combat impact: unreliable dodges and counters, incredibly misjudged timing and coordination, loss of vision, inability to move.
  • Severe Fracture (S–F Rank):
    • Physical: violent convulsions, paralysis, organ failure, death.
    • Cognitive: complete sensory distortion, inability to process stimuli.
    • Combat impact: total motor shutdown, potential permanent damage.
Example Techniques:
Rank: C
Type: Supplementary
Range: Short–Mid
Chakra: 15
Damage: N/A
Description: By performing a simple hand gesture at the same time as the user releases a water technique, the user subtly alters chakra within a Water Release technique, causing reflections and ripples on the surface to break and misalign unnaturally. The fractured sensory input forces the opponent’s nervous system to overprocess visual data, inducing a Moderate Fracture. This will manifest in the opponent as them suddenly becoming very uncoordinated. This will cause them to fall around, not be able to track their opponent, highly errant aim, and difficulty performing successful dodges.
Additional effects and restrictions
Critical Overload

Too great an accumulation of Nervous Chakra Overload could very well cause the target into a critical failure condition. If the opponent suffers 6 Mini Fractures, 5 Moderate Fractures, 4 Substantial Fractures, or 3 Severe Fractures in the same battle, respectively, the nervous system, being unable to recover between occurrences (usually takes 3 turns to recover), will go into a condition in which the overload effects are always in progress, disrupting breathing, motor functions, and nervous functions in particular. This basically just means that they begin to experience severe fractures back to back without input from the user which will kill them.
System Reset Method:
Techniques like Kai, mode activations, or full body chakra surges can forcibly stabilize the nervous system and negate any active overload effects except those of a Critical Overload, at which point it is too late because those happen back to back without end. It is important to note that techniques to stabilize do not reset the overload counts unless the opponent has had sufficient time to recover between occurrences (3 turns). In addition to this, more chakra is required for each time they wish to reset themselves in the battle (this does not add to the chakra of the technique they use, they simply use more chakra), needing to add +5 per reset, which stacks up to +30.
Sequencing:
Techniques of the style that involve specific movement sequences, rhythms, and/or sensory arrangements call for precise execution. When these sequences are not completed in the correct order, the process is ended, and the cycle has to begin all over again.
Specialty:
Shinobi who specialize in Hakyoku no Michi may passively integrate its principles into their combat style once per turn without expending a additional move, allowing low-level Nervous Chakra Overload effects to be applied naturally through their actions.


Declined - There is, from a naruto context, so much wrong here. The start of the style is basically a stimulus overload. Yet, later you say kai could break it or modes. If your mind is overloaded, not your chakra system, how does spiking your chakra cure it? You also need to fix this "opponent suffers 6 Mini Fractures, 5 Moderate Fractures, 4 Substantial Fractures, or 3 Severe Fractures in the same battle". No way am I having a list of types of affect they need to keep track of to understand what's happening to them. The fact it isn't genjutsu related, yin related or the hypnotice effects that come with those fields kinda leaves it far removed from the RP and its base. The fact then that there isn''t actually a way to avoid being affected by this. I'm not going into the rest until you reign this in and apply naruto logic and simplify it for our RP rather than a DnD game. I'm not saying you did, but this screams of AI use both upon reading, it's structure, wording and the fact I scanned it out of curiosity. Rely on yourself and the core concepts of hypnosis in the RP etc.
Resubmitting:
Changelog
  • Everything about the mechanics.


Hakyoku no Michi: Path of Fracture
Type:
Nin–Tai–Ken
Background: Hakyoku no Michi is a combat style developed by shinobi who studied the relationship between chakra flow, sensory perception, and movement prediction. It does not directly damage the body. This style focuses on disrupting the opponent’s timing, coordination, and sensory processing through irregular chakra rhythms, unpredictable movement timing, and distorted sensory cues. This is not Genjutsu, but it does (when used through chakra application) target the chakra flow and sensory timing of the opponent through real stimuli and chakra interference. All of this is to induce a fracture, which has various side effects.

Chakra Application
Any chakra-based ninjutsu techniques used with this style contain irregular chakra pulses and unstable flow patterns. When opponents block, clash with, or are exposed to these techniques (including via dojutsu or sensory perception), the irregular chakra flow interferes with their own chakra circulation and timing, thus causing a fracture.

Physical Application
Any ninjutsu, taijutsu, or kenjutsu the user employs contains irregular rhythm, broken timing, sudden accelerations, or disruptive sensory stimuli (e.g., the heat from a fire technique feeling off, wind jutsu creeping on skin, etc.) The user’s movements and jutsu become off-rhythm to the opponent’s 5 senses, thus causing a fracture.

Fracture Effects
(Note: Not all effects happen at once. Depending on the technique used, a maximum of 2 effects may apply per fracture.)
Minor Fracture (D-C Rank)
Side effects: Slight reaction delay, small coordination errors, misjudged timing or distance, hand seal mistakes, headaches, nausea, and double vision.
Moderate Fracture (B-A Rank)
Side effects: Noticeable reaction delay, difficulty molding chakra, missed dodges or counters, migraines, movement coordination issues, visible tremors or instability, blurred vision.
Major Fracture (S-F rank)
Side effects: Severe coordination loss, very slow reactions, techniques may fail, difficulty moving properly or maintaining balance, in extreme cases, brief involuntary body lock or convulsions.

Each successful technique from this style applies one fracture level. Minor to moderate to major progression occurs over multiple successful applications.
Dojustu and sensory ninja, due to their sensitivity and awareness of chakra, are very susceptible to the fighting style, especially the chakra application. But since they can notice chakra irregularities within themselves can also recognize the disruption faster. Chakra-based effects can be undone via kai, chakra surges, or mode activation.
Physical effects can be undone by removing or reducing the stimulus (e.g., creating distance, breaking the line of sight, closing eyes, limiting the stimuli, etc.)
 
Top