[ARCHIVE] Custom Fighting Styles Submission

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Re: Custom Fighting Styles Submission

Name: Solid Fire Grace Arts | Kotai Shōbō Geijutsu

Type: NinGenTaijutsu

Background:

During their years in Konoha Souji and Drackos came to meet many of the Uchiha clan who had mastered one of the basic five nature releases - fire release. During their time with the masters of fire the two discovered many jutsu that employed the usage of fire with solidity. The Uchiha clan explained that normally fire techniques do not produce physical impact and as such they developed some of their fire techniques with shape manipulation to have a high degree of solidity. The solidity allowed for a number of advantages in battle including physical impact, the ability to break down obstacles and defenses.

Drackos and Souji sought to learn the ability to apply solidity to fire techniques to improve their own capabilities in combat. After learning the applications they began to apply them themselves in combat. Over time the two discovered more uses than just the ability to break down obstacles. They discovered that through the applications of physical impact they could use the sudden release of the solid fire to propel themselves and their movements. Because the fire was created from their own chakra they did not experience the burns opponents would feel. Additionally, the technique gave birth to a whole new possibility in combat - natural light refraction.

Too often did Souji and Drackos encounter taijutsu masters who were simply too skilled to be overpowered with simple taijutsu. Their development of the Solid Fire Grace Arts however allowed them to overcome this by applying very simple genjutsu in the midst of close quarters combat. They discovered, through many books regarding the nature of light, that it can be manipulated depending on the surrounding density. They discovered that fire can cause the surrounding air to allow for the light to refract and enable them to produce a brief but potent genjutsu in the midst of combat that can blind and confuse opponents long enough to strike them down with a far more powerful attack.

Description and Inner Workings of the Style:

This style is based on the principles of fire techniques such as Gōenkyū and Ryūen Hōka no Jutsu where the user manipulates their fire chakra to create fire with solidity to it. These fire release techniques take on solidity which allows them to break through solid targets such as walls and other obstacles. Of course, they also will cause great physical impact on targets when released and allow them to break bones as well as cause severe, and fatal, burn wounds.

This fighting style takes the principles of those techniques to a taijutsu level where the user can release fire with a high degree of solidity from any of their 361 tenketsu on their body. This gives the user certain advantages when applying this to their regular strong fist fighting style.

The first application is that by adding a layer of solidity over their selected tenketsu they indirectly increase their durability. By doing so the user is able to combine their strength of the techniques used in regular strong fist taijutsu with the solid fire created in this style. This will not increase their strength. Simply it will increase the damage of their attacks with solid fire. This solid fire cannot be used for projectiles. It can burn on contact with an opponent but the strength of the fire cannot kill them immediately. Because the user has part of their body covered with solid fire they will become resistant to sources of low physical damage.

The second and primary usage of this technique is through the release of solid fire the user can gain propulsive like abilities. For example, if the user releases fire with solid characteristics from their feet they are able to propel themselves similar to how Nagato does with his Chakra Propulsion Boots. The fire is able to propel the user in any linear direction around them. However this can also be done to enhance the speed of taijutsu attacks if the fire strikes a surface, similar to how Wind Style: Hurricane Fist operates. The user will release the fire from any of their tenketsu to propel themselves with it. This makes the solid fire an incredibly versatile method for manipulating movements in combat to better suit the user’s needs due to the sheer number of tenketsu on the user’s body.

Example; The user is standing on a solid surface ten meters from their target. They release the solid fire from their feet which propels them in any linear direction they choose to close the gap to their target. The solid fire can be released from their heels to propel them at a 45 degree angle or simply from their entire foot to throw them up into the air at faster than normal speeds. This allows the user to close gaps quickly or evade enemy techniques within scale and reason.

Example; A Mokuton user has just released a branch to entangle the user. The user instinctively releases solid fire from their elbows at a 45 degree angle to propel themselves backwards off the branch to evade it pushing them out of the way and at a safe distance while at the same time burning the branch.
The final application and most advanced of the Solid Fire Grace Arts is through the natural refraction of light due to the low pressure zones created by the style. In our world when fire burns it reduces the density of the air around it causing light to act differently in it as it would normally. When light passes from a less dense to a more dense substance or area the light is refracted towards the normal area. This opens up a lot of possibilities for very minor light induced genjutsu due to the low pressure zones created by the fire.

Genjutsu in the NarutoVerse can happen over a number of mediums. As long as the chakra flow of the victim is disturbed then their balance will be altered thus causing their senses to be thrown out of balance as well. These can be caused over a number of triggers which the user can use. Primarily, these triggers are hand seals. However they can also include sound, light, eye contact through dojutsu, vibrations, etc. With the Solid Fire Grace Arts the user will take advantage of the natural behavior of light refraction in areas of different densities.

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The genjutsu created by this style are brief and simple. They are only capable of affecting the sight of the victim and only for a brief few seconds. The genjutsu do not hinder the target’s ability to fight or their ability to move. However, they are potent in their capabilities to disrupt their ability to perceive strikes. It is done simply by refracting the light into the victim’s line of sight and then the user will subtly disrupt their chakra balance to place them into a genjutsu in which the light blinds them, similar to how Lighting Illuion Flash of Lighting Pillar works.

Example; The user releases fire from their art to create a low pressure zone around it causing light to refract at a different angle causing the opponent to be placed under a brief genjutsu while they see the light. The genjutsu would be very brief and simple. It would be a brief flash of light causing the target temporary blindness in the illusion which would slow their ability to react properly to the potential incoming attack.
The genjutsu created by this style have to be done in close range as any distance greater than that decays the user’s ability to accurately create this genjutsu. However due to the sheer speed and ability of the genjutsu the user can easily disrupt their opponent’s vision.

Example Techniques:

(Kotai Shōbō Geijutsu: Ririsu) – Solid Fire Grace Arts: Release
Rank: B
Type: Offensive, Supplementary
Range: N/A
Chakra: 20
Damage: (+10 to physical attacks)
Description: The user applies the most basic principle of the Solid Fire Grace Arts to release solid fire from any of their tenketsu. The release of solid fire will increase the durability of the selected area as well as increase the damage of any taijutsu or physical attacks made with the selected area.

(Kotai Shōbō Geijutsu: Suishin) – Solid Fire Grace Arts: Propulsion
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description: The user applies the basic principles of the Solid Fire Grace Arts to release solid fire from any of their tenketsu to propel themselves similar to how Hurricane Fist operates. It is important to note that with this the user cannot propel themselves without a solid surface. If the user simply propels the back of their arm to increase the speed of a punch against the air the ability will have no effect. If the user uses this to propel their feet they can use it similar to Nagato’s Chakra Propulsion Boots. However, the user cannot do this without a solid surface as mentioned before and are incapable of maintaining it for flight. It can simply propel the user in a linear direction.
Note: Can be used four times per battle.

(Kotai Shōbō Geijutsu: Hikari Kussetsu) – Solid Fire Grace Arts: Light Refraction
Rank: A
Type: Supplementary
Range: Short
Chakra: 30
Damage: N/A
Description: The user applies the advanced principles of the Solid Fire Grace Arts to release solid fire from their body that is hot enough to create a low pressure zone which decreases the density of the air around them. The decreased density will change how light refracts in that area. This, depending on how the user applies the natural refraction, will cause a minor and brief genjutsu on the victim. The genjutsu can only be used in short range and applies a very basic genjutsu but it is potent. The genjutsu causes a flash of light temporarily blinding the target and leaving them open for a quick follow up taijutsu attack.

Additional effects and restrictions:

-Users of the Solid Fire Grace Arts have naturally increased reflexes when using these arts due to the nature of the propulsion ability granted by the use of the solid fire.

-Must be Sannin rank to learn

-Must have mastered Fire and Genjutsu

✦ Declined, the first colored part collides with existing CJ and existing CEJ, such as one of my White Fire customs. Propulsion through fire has been done a lot at this point in different ways, complete bursts from all tenketsu in which you can control where it comes from, bursts from your hands, and bursts from your feet as well. The second and third bolded, mainly the second, is just a well written way of saying it's a genjutsu cast by reflecting the light into someone's eye and blinding them. That, in it's core principle, has been done before as it's a common idea. ✦
 
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Re: Custom Fighting Styles Submission

Hollow Blade Arts |Boko Kenjutsu

Type:Nin-Kenjutsu

Background: When smoke users discovered their unique ability to control smoke they began to experiment different ways to use it, as there weren’t any standard path for them to follow. They had come up with a new Hidden Ability and the potential was endless. Overtime they developed many ideas that would be common to a majority of smoke users today; for example, wrist launchers and smoke bombs are common amongst most smoke users. Many ideas would be unknown to the modern smoke users until someone came over a relatively old text of a smoke user attempting to combine smoke ninjutsu with kenjutsu. This combination was interesting, unusual, and not well known. The discovery of this text would change many things as this new style would spread far and wide amongst smoke users.

Description on the Abilities and Inner Workings of the Style: In this style the user will keep a hollow blade filled with myriads of small smoke pellets. The blade itself is not particularly sharp as the outer edge of the blade has well designed holes in it. The surface of the blade has holes in it to allow smoke pellets to be fired out of the blade in that direction as well. It works just like a normal wrist launcher in which the mechanisms are activated through chakra and smoke pellets are fired out of the blade. When they reach a certain distance or make contact with something they explode into clouds of smoke. On their own smoke pellets would make the enemy feel some discomfort, but it would not be deadly force. The user will channel Katon chakra into the pellets so that when they are released they will contain a very hot quality to them and become more damaging. This makes their use equivalent to almost a bullet, but again less lethal. Again once the contact is made, or after a certain distanced is reached, the smoke pellets explode into clouds of smoke. This combination of smoke and kenjutsu would prove a formidable force. This style makes up for the light, somewhat blunt blade, by firing off damaging smoke pellets out of the blade to harm the enemy; moreover, the smoke begins to cloud the area making the situation more advantageous to them.

Principles of this Style
Grey Pebble-They have very little control of this style. They can perform basic moves but can barily incorporate the complexities of this style.

Dust Cloud Bullet-The user begins to better utilize the smoke pellet shots along with kenjutsu practices to fight effectively in CQC

Black Desert Storm-The user is a dangerous opponent in CQC. He can perform many moves and is very accurate in his strikes.

One man army-The user has mastered the strategies and complexities of this style. A smoke covered area is their playground and they are dead on in accuracy.




Example Techniques:


Rising Tiger
Rank: B
Type: Offensive, Defensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: Performing a rising slash the user will release the smoke pellets from their blade to bombard the enemy in that same pattern. The smoke pellets will explode upon contact or at the end of the technique short range.

Black Purge
Rank: A
Type: Offensive, Defensive
Range: Short
Chakra Cost: 30
Damage: 60 (If thrown)
Description: The user will stab the enemy and then release the mechanism in their sword to fire off the smoke pellets from inside their body killing the enemy easily.

Dark Circus Wheel
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user will complete a 360 degree spinning slash firing off smoke pellet rounds in a radial pattern that would injury the enemy and create a field of smoke around the perimeter as the pellets explode.

Notes and Restrictions
Must be Sannin rank
Must be a smoke ninjutsu user
Must master smoke ninjutsu
Must master Katon ninjutsu
Must master kenjutsu.
Can only be taught by Omega

✦ Declined, besides being barely legible, this isn't anything remotely like a CFS. The blade you describe for one is unique and isn't common, meaning it would at best qualify as a CW. Beyond that, it is simply an alternate form of releasing smoke jutsu, most of the style sounds exactly like jutsu released from a wrist launcher. ✦
 
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Re: Custom Fighting Styles Submission

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Way of the Armor | Houto Zo Yoroi
Type: NinTaijutsu
Background: After being one of the few shinobi on the world that still utilized the old-traditional armor for combat, the very same one displayed by Hashirama Senju, Tobirama Senju as well as Madara Uchich back in their time; Alexander Akimichi decided to push the usage of the traditional armor further. Knowing the armor was no longer suitable for the evolved form of combat that had grown over the years. Alexander began to develop ways to still be able to safely fight against other shinobi with it. By taking advantage of the advances in technology, Alexander was able to re-create the original armor and make it into a chakra-reactive armor, allowing the flow of raw and elemental chakra through the armor.

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of a traditional armor, very similar to the ones displayed by Hashirama, Tobirama & Madara. The user of the style will utilize every ounce and physical space of said armor to defend one's self as well as counter attack in close combat situations. The chakra reactive armor will be utilize to fuel said armor parts in order to appropriately defend against elemental ninjutsu as well as regular ninjutsu in close range, this allows the user to fight on equal terms. The style not only revolves around elemental usage, but also taijutsu usage, utilizing the plates of armor in order to deflect enemy weapons and counter-strike by delivering, punches, kicks, etc etc. Simply put, the style revolves around the usage of taijutsu by taking advantage of the armor'd plates in order to defend one's body when delivering said strikes, elemental or not.

Example Techniques:
Way of the Armor | Houto Zo Yoroi ~ Deflection
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: Upon being assaulted by a bladed weapon, the user will thrust his/her desired arm forward which is being protected by a shinobi bracer. (Similar to the ones worn by the ANBU Black Ops.) The user will respectively position his/her bracer directly in front of the bladed object, allowing it to slide off as chakra is applied through the selected armor in order to enhance it's defensive properties. This in turn allows the user to simply push the attack away, opening the target for attack.

Way of the Armor | Houto Zo Yoroi ~ Whirlwind
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will begin to rotate his body whilst releasing wind chakra throughout his armor'd plates, allowing him to create a vortex of slicing winds that guard him from every angle. Each individual plate would also be wind-enhanced, allowing the user to physically cut his/her pray with said plates.

Way of the Armor | Houto Zo Yoroi ~ Elemental Emperor
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will begin to channel his armor'd plates with a certain elemental nature, opening countless options of armor usage.

Earth - Allows the user to create greater defensives as well as offenses by either; Increasing the weight of the armor'd plates similar to pre-existing added weight techniques, reducing the speed for faster blows or increase the weight for strong strikes. The user is also able to increase the defensive capabilities of the armor to a steel-like quality.

Water - Allows the user to release binding syrup from the pores of the armor'd plates in order to capture said target or simply catch a striking limb. The application of water release also allows the user to rapidly cool down his armor, allowing him/her to stay within super heated environments without feinting or several other draw backs that may occur. The application of water chakra also allows the user to slide off attacks much easier when utilizing the armor plates

Fire - Allows the user to super heat his armor'd plates while still staying away from harm's way in order to evaporate water already on his body, or simply around his close vicinity. The application of fire release also allows the user to deal heated strikes or perform heated defenses when being struck.

Wind - Close quarter defense against lightning techniques, manipulation of wind to create sharp edges or weapons off of the armor itself.

Lightning - The application of lightning allows the user to release unfocused electricity from the plates themselves as they are struck, aiming to either paralyze said target, or even numb them as well. The user is also able to use the lightning nature to vibrate the plates in order to deal with solid defenses like earth release to crumble their structure much quicker than normal.

Additional effects and Restrictions:
  • - If one has mastered the style and specializes in it, he/she will suffer a speed loss of -1 Level from the speed chart due to the weight of the enhanced armor.
  • - If one has mastered the style and specializes in it, he/she will be able to withstand up to C-Ranked taijustu related techniques by utilizing the armor as a defense.
  • - If the user does not specialize in the style, he will gain no boosts nor will he be hindered physically by the usage of the armor. (Ex; Flexibility, Speed etc)
  • - The biography is required to wear said traditional armor, being unable to customize it to outrageous proportions. (EX; Fancy helmets, etc etc. The armor will follow more or less, the same design as the ones displayed by the people mentioned above. Minor edits can still be made like, back protection or sharpened edges in certain armor'd plates etc.)

✦ Declined, collides with Mandalore abilities as well as Frozenstein's Armor Bending CJ, thus it can't be approved. DNR ✦
 
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Re: Custom Fighting Styles Submission

Pressure Point Impact | Puresshāpointo No Inpakuto
Type: Taijutsu
Background:

Long ago during the time of the Nidaime Raikage, Kumogakure was well known from their excellence in Taijutsu skills. In order to further enhances their close quarters combat, Kumogakure elders along with other Taijutsu experts invented a unique art of taijutsu that concentrates on delivering powerful blows to the opponent's pressure point there by quickly neutralising the opponent in a battle. This particular fighting style was only taught to the village general and Raikage however during the period of the 4th Raikage, everyone was taught this style provided if they were found worthy. People from different villages were also taught this unique fighting style.

Description on the Abilities and Inner Workings of the Style:

This Fighting style involves on dealing powerful yet precise strikes to the 32 important pressure point and other important nerve points on the opponent's body. The 32 pressure points that are present in the human body are Coronal structure, Trigeminal nerve and frontal bone, Temple and Fosa Temporalis, Eyes, Ears, Mastoid, Septal Cartilage, Anterior Nasal Spine, Temporomandibular Joint, Tip of mandible, Sternocleidomastoid region, Anterior Neck Region, Brachial PLexus and Trapezius muscle, Suprasternal notch, Clavicle, Heart, Kidneys, Shoulder Socket, Elbow, Carpals, Metacarpals, and Phalanges, petalla, Tarsals, Metatarsals, Thoracic cage, Floating ribs, Vertebral column, Diaphragm, Testes, Coccyx, Armpit, Posterior Cutaneous, Liver, Spleen.

Attacks that are dealt to these part of the body are not just blunt brute force attack but precise and pinpoint attack like striking the particular pressure point with

- simple palm attack
- One/two/four finger impact
- Knuckle attack.
- a sharp pinch
- flick of the finger on a particular pressure point
- blowing air to the pressure point( In case of eyes and ears sometimes nose )
- grabbing particular pressure point with the help of thumb, index and middle finger.

The effect that can be achieved on striking the pressure points ranges from involuntary reflex action, quick nerve neurotransmittor shock, temporary blindness ( like the blindness caused by a flash bomb ),concussion, Dizziness to numbness and partial paralysis. high ranked techniques of this fighting style when used effectively can even cause internal bleeding.

Example effects on various Pressure points :

✎ Coronal structure and Trigeminal nerve and frontal bone: just below centermost point of forehead on the outside of skull where the optic nerve is present so when struck could result in concussion, minor headache.

✎ Temple and Fosa Temporalis, Mastoid and Ears: Temple is the bone tip that is present on both the sides of the head near the ear and mastoid the region behind the earlobe where the skull meets the ear. When the user makes a simple yet powerful palm strike to these region it may result in temporary hearing loss with a "gong" sound heard by the opponent inside their ears. This strike also has the potential to make a opponent go slightly drizzy. This is one of the most powerful strike of this fighting style.

✎ The Ears and Eyes: Two most sensitive parts of the human body. While a normal palm strike on these regions will have the effects like dizziness or concussion, There is a special and efficient way of attacking these highly sensitive parts by blowing air to them. By blowing the air, no harmful effects nor damage will be dealt to the opponent yet, it has the ability to trigger involuntary reflex of the opponent on response to the external stimulus( like blowing the air ) by shaking their head, bringing their hands to cover their ears or eyes etc etc. This type of pressure point strike is mainly used to lower the guard of the opponent there by making it easy to strike the opponent. Air Blows that are augmented with chilli powder are able to produce a level of damaging effect to the ears and eyes region.

✎ Septal cartilage( Nose ), Anterior Nasal Spine: The nose and the region in between the nose and the lips. Powerful palm strike in this region will lead to slight dizziness while a powerful strike has the capacity to break these region leading to extreme loss of blood.

✎ Temporomandibular Joint and Tip of mandible: The joint that holds the jaw in its place and the very end of the chin that has the shock sensor. While a normal palm attack to the joint will only deal damage, a pinpoint attack to both the joints has the capability to dislocate the jaw while an attack in the shock sensor region has the capacity to make the opponent go partially unconscious.

✎ Anterior Neck Region, Brachial PLexus and Trapezius muscle, Suprasternal notch: Pressure point regions that are found in the Neck region. Palm attack and finger impact are the type of pressure point attack that is used. Effects that are cause are breathing problems along with the pain produced by the attack.

✎ Heart, Lungs, Kidney, liver, spleen : Only powerful pressure point attack can damage these pressure points. Effects ranges from extreme pain, Difficulty in breathing( In case of lungs( Diaphragm) and heart) to internal bleeding.

✎ Pressure point attack in the Ball and socket join in the shoulder will lead to severe pain while a strike in the armpit region might lead to partial numbness of the particular hand. Under certain condition it might even lead to partial paralysis.

✎ Elbow and Petalla ( Kneecap ): A one finger flick strike in the elbow region right at the joint will trigger a neuro electrical pulse which makes the hand to jerk or quickly as a involuntary action to external stimulus. Although depending on the strength of the attack in that region it might even lead to partial numbness of the hand for a turn. kneecap pressure point attack is mostly used as a normal palm strike attack which will make the leg to bounce back and hit the thigh region. No other adverse effects are produced by attacking this region. normal strike or a light kick can also be used as a substitute to palm attack only in the knee region.

✎ Posterior Cutaneous: nerves found in back of upper leg. pinch could cause sharp pain and reflex action.

✎ Brachial PLexus and Trapezius muscle : pressure points present in the base of the neck and shoulder region. one/two/four finger strike or pressure

Like the above, there are similar effects like this to all other pressure points that are mentioned. Generally the pressure point attack is not dealt directly but in combo with some basic strong fist taijutsu moves. Like mentioned earlier, Pressure point attacks are not just direct brute force impact but rather precise and pinpoint attack. Hence, they are usually performed by a slapping attack, palm attack, one/two finger impact, one finger Flick attack, attacking with the knuckles in the hand. etc etc.

An additional use of the pressure point attack is that the user can use certain pressure point attacks that are not fatal on themselves to relieve them from certain special states like the genjutsu affected state etc etc. For example, a one finger flick attack in the joint present in the elbow will send a neuro electric pulse throughout the entire hand which has the capability to release them from certain ranked genjutsu ( depends on the intensity of the flick attack ).

Apart from the pressure points attack, attacking the important never regions in the body like the biceps region of the hands with the Knuckle, two finger pierce attack in the forearms regions which ultimately leads to Muscle spasms and muscle lock on the particular region are also encompassed in this particular fighting style.

Further explanation for this fighting style is given in the example techniques area.

Example Techniques:

Pressure Point Impact : Blow attack | Puresshāpointo No Inpakuto : Fera Kōgeki
Type: Offensive
Rank: C - Rank.
Range: Short
Chakra: N/A
Damage: 30 ( +10 to the opponent/-5 to the user if used with Chilli powder )
Description:

Once reaching short range to the opponent, the user will quickly dash towards the opponent and blow out a stream of normal air to either the eyes or ears (Pressure points) depending on the position of the opponent. This will cause involuntary reflex action to take place which is generally the opponent shaking the head or closing the eyes for a brief moment reducing their defence, leaving them open. Now, the user takes advantage of this situation and performs a upward attacking palm attack to the chin of the opponent throwing the opponent back a few feet to the ground. Burning sensation in eyes and pain inside the ear drum is produced when the blow attack is augmented with chilli powder. Chilli powder variation of the technique can also be used with the Septal cartilage to produce nose irritation and burning effect.

-Must be a practitioner of Pressure Point Impact.
-Must have mastered Taijutsu.


Pressure Point Impact : Final sin | Puresshāpointo No Inpakuto : Fainaru tsumi
Type: Offensive
Rank: S rank
Range: Short
Chakra: N/A
Damage: 80
Description:

User will start with a Punch with the knuckles in the Biceps region of the opponent's hands which momentarily makes its difficult for the opponent to use his hands. Now, with the same force, the opponent hits the Shoulder socket ( Ball and socket joint) which connects the shoulder and the hand of any one of the hand which numbs the particular hand of the opponent for a turn. Now with extreme force, The user strikes two hits on the pressure point in the heart region of the opponent which makes momentarily cause the heart to skip beats and collapse ceasing movement of oxygen which leads to severe breathing problems and partial unconsciousness and dizziness. The user then finishes the combo with a raising knee attack the the chin of the opponent which throws him back to the ground in a partially drizzy and unconscious state.

- Can only be used once per battle.
- Must be a practitioner of Pressure Point Impact.
- Cannot use any Pressure Point Impact techniques on the opponent for next two turns.

Additional effects and Restrictions:

- Must have mastered Taijutsu and be a Taijutsu user or master to learn and use this CFS.
- Must be Sannin rank and above.

✦ Declined, while worded nicely, this would collide with other CJ that strike people's pressure points as well as now requiring medical knowledge of said points and their effects on the body when triggered ✦
 
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Re: Custom Fighting Styles Submission

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Shiyaku of Kael | Reagent of Kael

Type: Ninjutsu

Background:

In its earliest, and some would say most potent form, ninjutsu was primarily the art of chakra control. It required no technology, no wands or appurtenances other than the mind and body of the ninja. All the teachings of tradition were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a jutsus power. The greatest ninjas in those days were the ones blessed with the greatest techniques. The most devoted might hope in a lifetime to have adequate recollection of 1 element. Ordinary wizards were content to know normal ninjutsu, and it was not uncommon for a village ninja to know only basic techniques. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious ninja mastered not one, not two, not even four elements: He could control five elements, and cast them instantly. Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.

Invoker built a tomb with a tablets, marking his style, carving all his teachings on the wall to pass on his knowledge on to others that may one day be able to practice it.

Description on the Abilities and Inner Workings of the Style:

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This style revolves around the manipulation of 3 reagents, named: Quas, Wex, Exort. These orbs are created from chakra manipulation and act as ingredients that can be used to create new ninjutsu as well as increase the user's physical attributes. As soon as the orbs are created, they float around the user.

Quas (Blue) - Increases the user's defense. Each instance increases the users health by 30 as well as increase the user's healing (5hp per instance), allowing the user to heal minor wounds over time.

Wex (Purple) - Increases the user's utility. Each instance increases the users movement speed 2 levels as well as increase the user's attack speed, allowing the user to be more swift in battle.

Exort (Orange) - Increases the user's offense. Each instance increases their physical damage (Kenjutsu and Taijutsu) by 10.

These orbs replace the need for using handseals for the created jutsu at the cost of using extra chakra.

Example Techniques:

Ranmyaku Nagareboshi | Chaos Meteor
Type: Offensive
Rank: S-Rank
Range: Short-Medium
Chakra: 60
Damage: 80 (+10 while in steam)
Description: Tarak's Descent of Fire, the Chaos Meteor. Exort Exort Wex allows the user to create a small meteor above them which lands in front of them on to their target. The meteor then rolls onwards till midrange leaving behind a hot area of steam and fire which harms the target(s) still in short range. Upon reaching medium range the meteor crumbles and the fire and steam are extinguished.

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Deafening Bakufuu | Deafening Blast
Type: Offensive
Rank: A-Rank
Range: Short-Medium
Chakra: 50
Damage: 60
Description: Buluphont's Aureal Incapacitator, the Deafening Blase. One instance of each allows the user to create a powerful sonic boom in front of them. The force is enough to knock the target(s) off their feet and be projected backwards.

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Fo-ji Supirittsu | Forge Spirits
Type: Supplementry
Rank: B-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Culween's Most Cunning Fabrications, the Forge Spirits. Exort Exort Quas instance combination allows the user to create 2 creatures of fire. These are under the user's control and can attack target(s) at the user's will. Their attacks do 15 damage each hit and can singe the target's skin with their fiery attacks.

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Additional effects and Restrictions:

- A maximum of 3 instances may be used at one time
- The user doesn't need to use handseals for the techniques, however they require more chakra than normal.
- Only one technique may be used per turn
- Each technique can only be used once every 2 turns
- Instances will stay as they are unless changed by the user
- Creating the instances doesn't use a turn
- User needs to master Basic 5 to learn this style

✦ Declined, reading the abilities and jutsus section makes it clear that this isn't remotely a CFS, it's a series of jutsus that have very little to nothing to do with CQC or bukijutsu. DNR ✦
 
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Re: Custom Fighting Styles Submission

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(Hassan no Hōhō - Way of the Divergent)
Type: NinTaijutsu
Background: During Gecko's great quest for power he traveled quite a lot and as a wanderer he was viewed as an outcast and not accepted in many places. Often when he stayed in villages he was treated poorly but he was never harmed in any way. It wasn't until Gecko visited the land of the demons did he truly encounter fear. Upon arrival he was abducted in the dead of night where he was taken deep into the land of demons. The darkness was no help as he couldn't see what was happening. This instilled the fear of uncertainty within him. Day in Gecko was beat to death and by night fall he was left in the wilderness alone with no weapons, the creatures of the wilderness tormented him depriving him of sleep. But after a few months Gecko learned to endure the conditions within the darkness and later adapted to the minimal light allowing him to see those who abducted him, only to find out that they were a village of assassins. Once they saw Gecko could see they knew what needed to happen. They weren't going to kill him, but rather raise and breed him into a new warrior. A machine cold and desolate at heart like the darkness which once consumed him. At this point Gecko had no fear within body and he was ready for whatever training. The assassins gifted Gecko with a pair of tonfas. To the assassins this was a high honor as outsider rarely got to see this weapon without meeting death. The assassins trained Gecko in their unique fighting style which revolved around using the tonfas in conjunction with the body. After learning the style Gecko had completed the training and was allowed to leave. Gecko was now known as a Divergent, named after the tribe of assassin in which he learned from.

Description on the Abilities and Inner Workings of the Style: Way of the divergent revolves around the concept of being bold and fearless in order to use your body to the fullest. Once that access has been granted the introduction of this unique fighting style comes into play. Understanding this fighting style requires understanding of the 3 branches the tribe of assassins practiced on a daily. Branches including the mind, the body and the tonfa listed and described below.

The Mind:
The concept of being fearless is the main aspect of this branch. Gecko was held in darkness for months without any expectation of making it home, he was within true fear and when he escaped he was relieved of his fear which made him much more bold in battle. Those who are fearless don't fear the effects of anything, which allows students of the divergent style to put their body on the line and fight much more risky. This innate negligence of what will happen if i do this allows students to absorb more damage than the average human. When battling with an absence of fear you can concentrate more on the results you want to produce, this style practices taking hits without faltering in order to continue with prior actions. The shock of being hit doesn't introduce thoughts of "oh i might die." no it introduces thoughts of "so what if im hit, i'm not dead yet." Along with being fearless an unyielding spirit develops, a never say die attitude.
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The Body:
The next branch is the body branch, this branch is the epitome of the style as it is with all fighting styles. The main branch essentially holding strong ties with the tonfa and mind aspects of this style. Firstly in order to thrive in the way of the divergent students must come in with basic body control. As the training is rigorous and could put amateurs in the hospital if they tried to practice this style. Through the training of this style the desired muscle tone for the mental aspect of this style to take full effect is gained. The master spends hours on hour striking the body of the students, until it becomes natural not to think of pain while in pain. Instead while in pain thoughts are trained to think of how to continue with it. Aside from the conditioning of the body this is where the actual fighting style is taught. This style is meant to dismantle and break apart the opponent with blunt and quick strikes of the elbow/forearm. When these strikes are coupled with the interlocking of the foot and leg to trip up the opponent an easy upper hand is gained for students of this style. One could consider this style a grappling branch of martial arts as the arms and hands are only used to block and defend never to attack. The elbows/forearms can come from vertical, horizontal and diagonal angles in order to intercept and attack the opponent. To a student of the way of divergent, a simple leg sweep is his based combo when you add a swift elbow. Using the ankle and maneuvering it around the opponent's legs allows for balance to be compromised giving students of this style an advantage. (Both shown in the gifs below.)

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The last part of this branch involves the flow and manipulation of chakra, water chakra to be exact. As we all know the body is mainly composed of water so the flow and manipulation of such within the body is easy as well as producing it outside and into other objects. Water is used with the style in order to make strikes stronger. Water pressure which is quite frequent within the manga is built up on a lesser scale within the limbs of the user or focused within the tonfa in order to make said object denser and more compact. This is achieved simply by making the flow of water chakra within the body more compact/tighter making the body heavier and more dense. Which results in a slower body for beginners but for masters the added weight is nothing. Which leads to the last and final branch of this style.​

The Tonfa:
The tonfa, the tonfa is a simple weapon not commonly seen in the ninja world. As it is a variation of a nunchuck and a dagger. A tonfa holds the shape of a nunchuck but gains the grip and extended body of a dagger. With those main properties a unique shape is added making the tonfa one of the most revolutionary weapons to date. Tonfas are bracket shaped gauntlets with inside handles, upon learning this style a tonfa is crafted by me to fit the dimensions of the bio and it is completely indestructible. Users of this style don't necessarily have to use this set of tonfa as they could make their own cw if they prefer. The tonfas are durable yet hollow enough to hold pressurized water within the body to add extra force to strikes. Tonfa can be used one of two ways, they can be kept parallel to the forearm and used as extra force for the arm. Or they can be used in the opposite grip to extend the reach of the user for lengthened attacks. The inside handle on the tonfa allow the user to rotate them relatively quickly to change the grip for rotated strikes or to defend and intercept. This is achieved by flicking the wrist while maintaining a strong grip on the tonfa. With the addition of the tonfa the style introduced with the body first is enhanced once more with this revolutionary weapon.
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Example Techniques:

(Hassan no Hōhō: Gensui)- Decay
Type: Attack/Defend
Rank: A Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user keeps his tonfa in the common grip keepin each tonfa parallel to the arm. The user then steps forward with his arms outstretched and spins rapidly. If an object should come in contact with the user while he is spinning the force of his body is enough to penetrate a large boulder.
Note: Can only be used three times per battle
Note: can be used to attack with appropriate description but mainly for defense.
Note: Can only be taught by Gecko

(Hassan no Hōhō: Toppū)- Flurry
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user takes the opposite grip of the tonfa extending them outwards as an extension of the arm. Then once the user is in range of the opponent he rotates one tonfa swiftly to intercept the opponents arm and draw him away from his natural stance. As his body follows, the user jumps into the air and comes down with a flying elbow to the neck shoulder region.
Note: Can only be taught by Gecko
Additional effects and Restrictions:
{Restrictions}
-Must carry a tonfa in order for this fighting style to be used
-Must have started taijutsu-basic body control
-Must have mastered water
{Effects}
-Students of this style are fearless, giving them a higher damage capacity.​

✦ Declined, there is very little here that presents a CFS. The description section itself offers little explanation about what the style is capable of doing or does, all you have written is detailed explanations of basic things. There are numerous existing bios that are "fearless" as well as other CFS, all the detail about it is mute as it offers no bearing on the ability portion of the style, same with the body portion, which is simply you describing taijutsu that Strong Fist users are capable of doing. The only part that has any type of promise is the utilization of Tonfas and even then, simply adding elemental chakra doesn't make it a CFS alone, as stated in the first post of this thread. Even that part is iffy as all you say is the water chakra is used to make the strikes stronger but reason this as the result of "water pressure" which is a poor method of explaining it as it is both unclear and makes little sense in relation to the innate ability of Water chakra, which doesn't generally make things "stronger". Plus, the tonfa CW you have approved utilizes Katon chakra thus would be unusable with this Suiton based style. ✦
 
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Gobi Gobletsson

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Re: Custom Fighting Styles Submission

( Iokheira Khryselakatos ) - Showered by Arrows of the Golden Shaft
Type: Fuuinkyujutsu
Background: Archery was becoming a forgotten field of combat in the ninja world; after the Sage had taught his Ninshuu to the people who saw him as their savior, they began to use this Ninshuu in ways the Sage had not imagined, combining their spiritual and physical energies to form ninjutsus, using this chakra for dark purposes. A small sect of these people who learned Ninjutsu learned how to apply it as fuuinjutsus and an even smaller amount became well skilled within the field, often using the ability to track and hunt opponents, sealing them when they have been caught. However, they noted the difficulty level in doing this as it was harder to seal a foe that was actively battling back, and in short range, this could prove somewhat damaging to themselves should a seal application fail or is overpowered; the direct power is often too high to contain and the users would be harmed. However, the leader of these Hunters was an intelligent man and favored by the Gods. Having the Virgin Goddess Artemis visit him in a genjutsu-like dream, she details to him a way for combining combining their love of ranged weaponry as hunters and their knowledge and skill with Fuuinjutsu, applying these seals to the weapons to both increase the range of the fuuinjutsus and to increase the potency of the ranged attacks. Over the years, the Hunters have added more elements to the art while staying true to Artemis' original words: Συν ται η επι ται - With it or on it, meaning they will either return with their weapons. Or on them.

Description on the Abilities and Inner Workings of the Style: Using the basis of sealing items inside, the user creates several fuuinjutsu seals that he employs with the usage of differently made arrows, enhancing the methods they seals are used and the overall range of them.

Fuuinjutsu has many broad applications and usages, ranging from the creation of seals that are capable of draining one of chakra, seals that are able to, as their name implies, seal objects and chakra based matters, and seals that are able to create barriers for defense or enhanced attacks. As most seals work upon contact or close proximity to the target/foreign chakra, they are very useful in short range situations, allowing the user to easily place a tag or seal upon the enemy as he strikes him. Barriers are also quite useful when used in short range, capable of springing near instant defenses against jutsu or create a quickly created barrier for offensive means, capable of causing damage on impact. However, at times, Fuuinjutsu is limited by this distance; many seals need either direct contact or close proximity in order to be truly effective. By combining these seals with different arrows, these user is able to increase the range these seals can travel as well increasing the potency of them as the arrowtips are often extremely sharp, allowing these arrows to become lodged in enemies in order to cause direct damage before, after or even during a Fuuinjutsu's effect, depending on when the seal is activated.

These arrows are utilized in several different ways, each revolving around the core principle of using a Fuuinjutsu seal. As most Fuuinjutsus have 6 main parts, the user applies these seals to the arrows like such:

♐The Object/Target of the Seal (the user selects a target, be it a physical object, enery and in the case of certain arrows, even the soul, as all fuuinjutsus are able to do. These arrows are also able to be applied to various "links", such as the link between a contract signer and it's summoner or even the link to bijuu chakra, using the basis of the Chakra Suppression jutsu and the Phantom Dragon Nine Consuming Seal that Akatsuki used to seal bijuus. The user is even able to go further and if the situation calls for it, seal an opponent's movement, memories, emotions, etc, giving way to a wide range of uses, just like the basic appication of fuuinjutsus)

♐The Medium/Vessel (There are several different mediums that can be used, most being the arrows themselves. Working in several different ways, these arrows are able to seal objects either within them or inversely release objects from these arrows, such as barriers created from these arrows. Tags are also able to be applied and attached to the arrows themselves, given tags such as explosive and flash bangs wider ranges and applications. )

♐The Trigger (The trigger for these fuuinjutsus range from chakra to handseals being used to activate them. In the case of some seals, the user is able to mentally activate these seals. Some arrows have dormant uses, working on a time triggered seal, activating after a set amount of turns. )

♐The Binding (Ranging from chakra to kanji formulas to mist emitted from arrows, etc, the binding is what will wrap, manipulate and contain the Object/Target into the vessel but also what alters the vessel to allow it to serve as a medium for the target of the seal )

♐Chakra (All seals require chakra to be produced, maintained or released and these are no exception; however, while some of the seals in the style requires the user's chakra, vessels can fuel other seals put on them if they are chakra sensitive beings. Because chakra is needed to keep the sealing, some seals can also weaken with time as it depletes the chakra used to sustain it or as the vessel or binding becomes weaker or altered )

♐The Key ( Through passive mental signals or for more powerful seals, active action such as a series of handseals, or even blood for unique seals, the user is able to unlock the seals and release sealed objects back into the world. Its the key to unlock the seal and release whatever is sealed back into the world. A key can be anything from a sequence of handseals, which is more usual, to dna, like blood, or even a simple mental command)​

Using these 6 steps, often combined together for near instant applications (instant in terms of targeting a vessel, applying seal and releasing arrow), the user is able to create situation appropriate seals with an array of traits and abilities, such as infusing Suiton chakra into a seal and upon contact with a target, release sticky, adhesive water that binds movements, or infusing Katon chakra into a seal to release a gaseous substance that burns on contact and makes vision difficult, causing them to tear up as their eyes burn, or infusing raw chakra into a seal that causes the arrowtip to become coated with chakra in the form of a larger arrow tip, ideal for causing piercing of objects or using the tip to break through forces with force. In certain situations, the user is able to use these seals inversely, causing them to activate and instead of unsealing an object, it seals an object inside the arrows, useful in situations where the user is faced with a large object approaching him, and wishes to save time combating it, instead releasing an arrow designed to seal the substance inside the seal. In some cases, these arrows will not be strong enough to withstand the combined power of the seal as well as the incoming attack and will be destroyed, all being left is a small arrow tip made of the same steel as kunais and a small inscription along the arrow.

These arrows can also seal certain parts of the "mind", so to speak. Using the basis behind some fuuinjutsu that cause the opponents to lose their memories or even emotions, allowing the user to effectively manipulate the opponent's actions from afar. These arrows are often time designed seals, lasting a short amount of time in most instances with effects weakening over time. By employing these arrows in a way that utilizes the range of the user to his advantage, the user is able to manipulate the opponent's memories, removing memories of the two being at battle and effecting his emotions, the user could in theory remove the opponent's feelings of distrust and anger at the opponent and through talking, convince him that his true anger lies with his own allies, manipulating him while still allowing him to act on his own accord, increasing the versatility these seals are able to create.

Sacrificing speed for power, the user is able to release these arrows from a crossbow as well, inflicting twice the amount of brute damage while not being able to reach up to long range, stopping in mid range as they aren't swift enough to track the distance. Those who have learned the style have great chakra control and near perfect accuracy as well as enhanced sight, being able to strike the center of small inch sized targets a hundred meters away. Due to the innate ability of arrows to travel faster than the user, these arrows often fire at speeds slightly faster than the user.

Example Techniques:

( Iokheira Khryselakatos: The Hunter's Howl ) - Showered by Arrows of the Golden Shaft: The Hunter's Howl
Rank: B
Type: Offensive, Defensive
Range: Short -Long
Chakra cost: 20
Damage points: 40
Description: Applying a fuuinjutsu seal to the arrow as he draws it back, the user releases it into the air in an arced pattern towards the opponent. As it reaches mid range, it explodes into an array of arrows, each carrying an explosive seal made into the arrow itself. As they explode and rain arrows in the perimeters of short range for his opponent, burning everything in the area as the last arrow falls and create s a 5 meter sphere that expands from the arrow before sealing everything within it.

( Iokheira Khryselakatos: Protection of the Virgin Lady ) - Showered by Arrows of the Golden Shaft: Protection of the Virgin Lady
Rank: A
Type: Offensive, Defensive
Range: Short -Long
Chakra cost: 30
Damage points: 60
Description: Applying a fuuinjutsu seal to the arrow as he draws it back, the user releases it into the air, reaching a height of 10 meters before erecting a dome shaped barrier from the arrow, sealing outside contact away. In order to escape the domes, one needs to used 2 A ranks, one both aimed at equal sizes of the dome to break it with equal force or a single S rank

Additional effects and Restrictions:
Requires the user to have a Bow and Arrow and/or a crossbow to fire arrows
Users of this style have increased accuracy due to being great marksmen and have greater chakra control then the average ninja, due to both the usage of Fuuinjutsu as well as applying these seals over a distance.
Users of this style are able to utilize basic fuuinjutsu seals (such as flash bangs, explosive tags, etc) with these arrows in freeform manners.


 Declined  Sorry but this is not a CFS. Its a variation of many existing things just to end up as 10 additional cjs...which in essence would be nothing more than ranged versions of fuuin techs.
 
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Re: Custom Fighting Styles Submission

✦✦ Will close in around 24 hours for checking. Make sure all submissions are finalized nd any last minute edits/submissions are done so before the thread closes as I will not make any edits for you after it has been closed. ✦✦
 

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Re: Custom Fighting Styles Submission

±± Kishi asashin no michi ± The ways of a Templar Assassin ±±

Type:

NinTaijutsu​

Background:

Within the lands of Wailing, there once was an Assassin. Her chakra control distinguished. Possessed of a scientific bent, she spent her life engaged in fastidious study of tenketsu and chakra. How ones chakra circles around ones body and where are the pressure points. Quite by nature and stealthy at heart, within her roads she took hold of the Violet Archives. Scrutiny of them brought her knowledge. Developing ability to release powerful surges of chakra from her tenketsu in form of different elements to aid her in close range battles. As the age took its place, Assassin was looking for one to whom she wants to permit this knowledge. Akasha, who then was apart of Drow family, a young girl within the place she didn't belong and with ability exceeding even her own looked like a child that could carry it with great potential. Akasha, after having been taught the style from her teacher, later on developed if further to give a more compressed form to the 'chakra quills' so that they could still have a form after leaving the user's body and reaching greater ranges.

Description and Inner Workings of the Style:

Chakra acts as the basis for any technique – even the most basic ninjutsu. Once chakra has been molded from a human’s spiritual and physical energies it can be channeled into the chakra circulatory system and expelled at any of the 361 tenketsu on the body.

Chakra can be released from the body in a number of shapes. This is called Shape Manipulation. After releasing chakra the user can apply shape manipulation to create a number of weapons that can fit their needs. That is what this style covers. Templar Arts covers the basic use of small quill like needles being released from the user’s tenketsu. This tactical style combines taijutsu and ninjutsu.

The most basic principle of this style is the user will release chakra, be it pure or elemental, from any one of their tenketsu to create small, quill-like needles of chakra to engage an opponent with. The basic result of this is that small cuts will be made on the opponent’s body at the point of impact. The cuts are not deep enough or large enough to cause any fatal damage in short amounts. However, they do hurt. And depending on what kind of chakra the user uses and where they strike it can have varying effects.

As previously mentioned this style depends heavily on the user’s shape manipulation of the chakra. Building on the basic principle of this style the user can manipulate raw, pure, chakra to take the form of a quill similar to that of a porcupine from any of their tenketsu. This is where a second level of shape manipulation takes place. The user can create barbs on that quill of pure chakra. This is the first advanced manipulation of this style. The barbs offer an advantage that normal chakra quills do not. They will get caught in the opponent’s flesh and skin increasing the damage done slightly but also making a connection with the user. Because they are barbed they are much harder to remove and detach from the user. In close quarters this makes engaging the user very dangerous. Simply the user will just have to hit the opponent or grab them and release chakra barbed quills from any of their tenketsu they made contact with the opponent and get caught on them. Of course, the chakra barbed quills can be released at any time by the user and free the victim from his connection. Alternatively however this gives the user a degree of control over the opponent.

Through rigorous training the user will hone their body’s strength and enhance it to truly embrace this style. The user will connect with the target using the barbed quills and latch onto them. With their enhanced strength they can then throw the target into the sky and release the quills or simply use the connection to throw them to the ground. The connection grants a high degree of versatility. It is similar to what Itachi did to Sasuke in their fight at the Uchiha hideout when Itachi grabbed Sasuke and threw him to the ground. However this takes that to the next level with the chakra barbed quills.

The aforementioned styles engage the user’s raw chakra. However, the user can also engage nature transformation and combine it with their shape manipulation. This is the second advanced form of the Templar Arts.

This is a highly versatile form where the user can create quills, not barbed, from any number of their tenketsu carrying the properties of any element in their arsenal. This includes fire, water, wind, earth, and lightning. But it also includes advanced nature transformations such as ice, wood, and anything else that can take a physical shape. This of course does not include custom elements.

Each element carries different properties. Some elements have some cross over with advanced nature transformations but they all pretty much carry unique properties. In this section I will list all viable possible uses with this technique and their unique aspects.

Fire – the user creates small quills of fire from any of their tenketsu. Upon contact with a target will experience the heat of the quills sinking into their skin. This is incredibly painful for the target and causes first degree burns on impact.

Wind – the user creates powerful quills of wind from any of their tenketsu. Upon contact with a target the quills will pierce through the target’s flesh as they normally do. However, these wind quills are capable of spinning and creating a drill like effect where the user can inflict significantly more damage to the localized area of impact.

Lightning – the user creates quills of lightning from any of their tenketsu. Upon contact with a target these quills will slice into their skin and cause a strong numbness in that area for a single turn.

Earth – the user creates quills of earth. However, these quills are not made for piercing flesh as the basics of the style dictate. Instead, the quills are intended to be blunt and simply bruise and injure the opponent in ways that piercing does not.

Water – the user creates sharp quills of either dense, thick water or oil. In dense thick water form the quills are capable of piercing the skin and injecting the dense water into the opponent’s body. If it is injected at a joint or point where the target can move it can temporarily block movement in that area. Additionally the user can release oil that cannot pierce the target but instead cover them in localized areas with a flammable oil.

Advanced Transformations​

Ice – the user creates sharp quills of ice. These quills as normal are capable of piercing the skin. However in addition to that the ice released is capable of inflicting a sort of burn on them. Unlike the burns caused by fire this is a cold burn created from the ice that can be very hindering and very painful.

Wood – the user creates sharp quills of wood. These quills as normal are capable of piercing the skin. The very powerful and special aspect of these quills is that they are capable of releasing a powerful toxin from a bud that flowers when they pierce the skin. This bud is similar to Kajukai Korin. However the bud will bloom only when it is inside the target’s body. The bud is incredibly small and releases a small amount of pollen. The pollen will quickly enter the blood stream and cause the target to lose the ability to move that limb temporarily. The greater the amount of pollen released (meaning the more surface area struck) the more potential it has to knock the target out.

Other Solid/Physical Nature Types: Things like steel release and lava release will follow the general characteristics of their release type and elemental strengths and weaknesses (all nature transformations from basic five to advanced types do this as well, of course) and will carry the general properties of their type (i.e. steel’s durability and lava’s heat).

Ranged Principle​

The principle of the Templar Arts also follows a ranged type of usage which is incredibly simple but useful. Similar to how senbon are used the user of the Chakra Templar Arts is able to release any type of quills from their tenketsu on their body in a ranged form. The quills will of course follow the principle of elemental weaknesses and strengths in their form as well.

Example Techniques:

Tenpurāātsu: Kuiru Ririsu ± Templar Arts: Quill Release
Rank: B
Type: Offensive
Range: Self
Chakra: 20
Damage: 40
Description: The user releases basic, raw chakra quills from any of their tenketsu on their body. These can be released as regular quills of chakra or as barbed quills depending on what suits the user’s needs. If released in the form of barbed quills they will be stuck in the target’s body until released and grant a connection between the target and the user allowing the user an easier way to grab hold of the target’s body and throw them to the ground or other uses of this. It is incredibly versatile.
Note: Can be used five times per battle.

Tenpurāātsu: Erementaru Ririsu ± Templar Arts: Elemental Release
Rank: A
Type: Offensive
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user releases elemental variations of the quills from any of their tenketsu. Unlike the Quill Release technique these cannot be shaped into barbed quills and as such are much harder to keep inside a target’s body. Additionally, the quills take on special properties of the element they are being released as. This can be one of the basic five elemental natures or an advanced nature such as wood release, steel release, or ice release. If the uses chooses they can release these quills as a ranged attack.
Note: Can be used three times per battle.​

Restrictions and Additional Effects

Note:Templar Arts users are stronger from their training to hone their abilities with the barbed quills. This makes them stronger than normal strong fist users.
Note:To learn the basics of Templar Arts one must have begun their training in any form of ninjutsu. However to use the elemental variations the user must have mastered that specific element. This of course includes advanced nature types.
Note: Can only be Taught by creator of the style.​

✦ Declined, how is this a CFS? All I see is you creating quills that you use for various means, none of which are taijutsu based. And no to the advanced natures; if you intend of using advanced natures then make a style solely for that nature, to one style that encompasses 8+ elements. Overall, I see little hope for this as it makes little sense as a CFS to me. ✦
 
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Re: Custom Fighting Styles Submission

Thread Reopened

Sorry for the unusual hold up with checking the remaining styles! Thread is now open! Remember to read the first post of this thread as well as reading through the various CFS that have been declined and approved to see what is allowed and what isn't. There have been many CFS this cycle that were declined and DNR and not a single one was approved. Some of them made little sense and others had many issues wrong with them. Some of the submission were left as pending as I wanted to get a second input on some of them. The ones that are pending, send me a PM titled "Pending CFS" and a link to the style and I will check it when I am able to over the week. Once more, read the first post to see what is allowed and please read over your CFS submissions before you submit them and thoroughly think them through. You have roughly 2 weeks to resubmit them for a reason, use this time to review and check your CFS logically. The thread will stay open for roughly 2 weeks for the next cycle. Have fun submitting!
 

Selendrile

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Re: Custom Fighting Styles Submission

(Sabēji no Uta)- Songs of the Savage
Type: Nintaijutsu
Background:

While training in the forest to master sound release, Selendrile heard a ruffle in the far off trees. He suddenly became very quiet in order to listen. In the distance, he heard the roar of a tiger, and the shriek of a deer. When he heard that roar, he became very nervous, realizing the effect the roar had on his body. His breathing quickened, his heart raced, and all of that because of fear. After sitting quiet to calm him for a few minutes, Selendrile attempted to mimic the tiger’s roar. After a few tries, he managed to produce a copy of that sound. Ever since that day, Selendrile has copied the sounds of countless animals, and has developed his ability even further in order to create his own unique style of battling.

Description on the Abilities and Inner Workings of the Style:

This style revolves around the utilization of taijutsu, sound release, and by extension, using the sound to produce a nervous system response from the target.

The sound produced within this style is directly from the user, most commonly from the mouth. The sound used within this style is immediately tuned - both the volume and wave frequency – in order to create a plethora of sounds (mainly animalistic). However, the sound is not merely cosmetic. Due to the addition of chakra, the sounds created are far more terrifying and effective than normal sounds produced naturally. The unanticipated sound causes a sudden, reflexive response from the nervous system ranging from a flinch, and in the worst cases, heart failure. (Specific effects will of course be defined within individual techniques. This is just a broad generalization of the minor and major). Due to the user's years of training within this technique, he is conditioned to the sudden sounds and is therefore immune to the effects. The user also knows when the sound would occur, preparing him beforehand.

The taijutsu “brand” involved with this style is based on acceleration. It is about showing the enemy the attack, recognizing the flinch, and then strike with a speed too great to defend from. When the user intially strikes, the speed of their strike would be comparable to that of a strong fist master. However, once the sound is released and the user gauges the severity of the flinch, the user then accelerates their limb at incredible speeds using sheer reflex and years of training. This takes advantage of the flinch, and allows the user to strike in that moment when the opponent is defenseless.

In addition to the nervous response, the sound serves a physical purpose. Once the sound is released by the user, the sound is manipulated further into a physical form (i.e – an actual lion, tiger, bear, etc). Sound entities are created that also aid in attacking. Due to the inherent speed of sound, the attacking entities have the ability to strike in unison with the user. Now not only does the opponent have to deal with the physical strikes of the user, they must also defend from the sound entities attacking around them as well. This entity is sentient on its own, and does not have to be constantly manipulated by the user once created. They appear as a swirling, concentrated silver mass to the naked eye. However, the entity disperses after one turn.

Basic example executing this style: When a practitioner of this style makes an attack – an uppercut punch for example – they will release sound waves and then tune them to mimic a lion’s roar. In unison with the roar, the user watches for a flinch. This delay (if one is present) is then capitalized upon by the user. They accelerate their limb in the instant the hesitation occurs, and performs the uppercut. The sound waves from the roar are further manipulated into a physical manifestation of a lion. At the time when the user’s punch connects with the opponent, the sound lion attacks from a different direction.

Example Techniques:

(Sabēji no Uta: Minami no Tora)- Songs of the Savage: Tiger of the South
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user begins by performing a high kick to the opponent’s upper body. While the movement occurs, sound is created when the bands on the user’s leg make contact with one another. A powerful tiger’s roar is created, creating a slight flinch (producing a one second delay) in the enemy’s actions due to the sheer volume and enhanced frequency. Utilizing this delay, the user accelerates their leg at incredible speeds, smashing it into the enemy. While at the same time, the sound waves produced from the earlier movement condense into a swirling tiger, which rebounds from behind the opponent, sinking its teeth into their neck.
Note: Usable thrice per battle

Additional effects and Restrictions:
- Must have mastered sound release and taijutsu.
- Users of this style gain highly increased timing and reflex responses, as well as advanced limb speed for short movements.


 Declined  One aspect of your CFS collides with an existing CFS: the part about "propulsion" through sound + taijutsu. The other part is unreasonable and you don't explain why. I mean, you can already do that with normal Sound Release Customs. AKA, make a cj to produce sounds. How is that a CFS? Also, the moment you use sound to condition your opponent + possibly kill him wiht a simple word/sound, it becomes unapprovable. I think you still haven't decided exactly what you want from this CFS. Why not use sound + weapon arts? Pick a cool weapon, such as a staff, and create a simple style which will revolve around using sound waves to agument the melee attack damage, introducing a shockwave effect + an area of effect damage (aka, splash damage) through sound. Its a field not expanded upon that has great potential. Not long ago I considered making something around those lines myself.
 
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Re: Custom Fighting Styles Submission

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Ars Planetarum
Type: Ninjutsu/Taijutsu
Background: This style was developed by rogue ninja living on the run due to being hunted by their respective villages. The rogue ninja would disguise themselves as fortune-telling travelers. When hiding, they discarded their weaponry and utilized their disguises to fight. They would use the orbs that they made fortunes from in order to fight. The orbs were usually crafted of an intensely hard material that was near impossible to break nor crack. This is due to the high density of the material used to craft the orb. The style is based around a speedy attack that can be utilized from any angle as well as hidden that the rogue ninja could use. It was eventually also passed down to Samurai that the Shinobi believed to be worthy of this style. Years of experiments and training has let the users come up with alternatives of using this style. At times it became difficult to access the weapon due to various reasons (paradox events). In those cases, the users simply create orbs made out of their own chakra, instead of channelling it into the weapons, to get similar (yet a weaker) orbs that could perform the exact same techniques.

Description on the Abilities and Inner Workings of the Style: The workings of this Fighting Style revolve around manipulating the orbs via two methods:

Pure Elemental Manipulation: The user creates and manipulates elements (basic 5) to form it into an orb (see jutsu example 1) that can be used to attack the enemies. Initially the students of this art are only taught to use the pure elemental form. Once they reach the rank of Master, can they learn the next phase i.e using the weapon.
Weapon Manipulation: The user can use the custom weapon and manipulate the chakra in it to attack the opponent. The user can manipulate the chakra present in the weapon to change it to elemental chakra and use its properties to further enhance the attack.

Due to the use of chakra in the usage of this technique, that chakra can be utilized and used to form objects of chakra, such as a shield or blades to sprout out of the orb. Due to the chakra being of non-elemental nature, it can only block jutsu of equivalent size and power. If the user has stressed their usage of this style and developed it to higher extents, the user gains an ability to use the orb to add an elemental nature to the orb and add a quality to the chakra use to create objects. Along with adding elemental weaknesses and strengths to the chakra, the change in chakra nature can also be used to add effects to the orb. Adding an element to the chakra in the orb counts as a move. An example of this would be, in case of earth natured elemental orb, it is capable of hitting with such strength by using mass manipulation, seen to be used multiple times in the manga and anime, and make it "lighter" until just a moment before impact where the mass of the orb is then increased and then hit with a large amount of momentum. This style of mass manipulation requires a high amount of chakra control.

Elemental Effects on Orb:
-Wind: The orb is capable of stopping electrical currents that take the shape of a bolt of lightning by driving the ball through the electrical current and dispersing the lightning away. This is done by manipulating the air around the orb and causing it to increase in size by pushing the air back, pushing the lightning away from the ball. Up to B-Rank. On contact with an opponent's body, this orb can destroy the skin cells (like the effects of rasenshuriken)
-Fire: The orb is heated up to a high extent and can release the heat as a small flaming burst and stop wind jutsu by dispersing the flames. Up to B-Rank. (The small burst of flame reaches about a meter away from the orb and can cause minor burns to an opponent, not enough to kill). On contact with an opponent's body, this orb will cause the opponent's skin to be burned.
-Lightning: The orb is electrified with a high amount of electricity and gains the ability to pierce through the earth. Up to B-Rank. (Due to the ball being electrified, it can pass that electrical current through a water source as well as numb the opponent upon contact). On contact with the opponent, this orb will cause the opponent's skin to be numb and paralysed. The limb which comes in contact with it, remains paralysed for 1 whole turn.
-Water: The orb is seemingly soaked in water and with a burst of chakra, will release water that has been compressed and form it into a wall of water capable of blocking fire jutsu. Up to B-Rank. (The size of the wall is equivalent to a wall produced by the Destruction Torrent jutsu). On being destroyed with a physical attack, this orb can re-form again (5 chakra) and continue its attack. The water orb, when it comes in contact with the opponent, releases a sticky adhesive fluid at the area of contact. The fluid quickly spreads over the target's body, restricting his movements.
-Earth: The ball becomes even more dense and gains the ability to soak up small water sources that are produced from the opponent's chakra. Up to B-Rank. (Note small is equivalent to about the size of enough water to fill a bucket, or fuel smaller water jutsu) The ball can also be slammed into the ground to uplift a B-rank wall of earth. The ball's mass can be manipulated to be increased or reduced. This orb can break bones with its raw impact. However, the speciality of this orb is to petrify the target at the point of contact for one whole turn. The user won't be move that limb and any small damage will cause it to break into dust.
-Raw: This orb was created specifically to be an aid in the battles. The user can release himself from genjutsu by channelling this chakra into his body. Also, hitting the opponents with this chakra while they're collecting natural energy (passive or active), will cause cause a disturbance in the intake, forcing the opponent to either end the technique or suffer from its side effects

Palantir takes the above properties of the elemental orbs, when using it as the medium of attack.

Example Techniques:

Ars Planetarum: Chakra Infusion (Arusu Planetarum: Chakura Chūnyū)
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long (Created in short range)
Chakra Cost: 30 (+10 chakra every turn)
Damage Points: N/A(60 if used to attack)(+10 damage to taijutsu)
Description: The user can use his elemental affinity to create orbs of a particular element. The orb, with the size of a human head can actually hover in the air.
-Wind: The orb is capable of stopping electrical currents that take the shape of a bolt of lightning by driving the ball through the electrical current and dispersing the lightning away. This is done by manipulating the air around the orb and causing it to increase in size by pushing the air back, pushing the lightning away from the ball. Up to B-Rank. On contact with an opponent's body, this orb can destroy the skin cells (like the effects of rasenshuriken)
-Fire: The orb is heated up to a high extent and can release the heat as a small flaming burst and stop wind jutsu by dispersing the flames. Up to B-Rank. (The small burst of flame reaches about a meter away from the orb and can cause minor burns to an opponent, not enough to kill). On contact with an opponent's body, this orb will cause the opponent's skin to be burned.
-Lightning: The orb is electrified with a high amount of electricity and gains the ability to pierce through the earth. Up to B-Rank. (Due to the ball being electrified, it can pass that electrical current through a water source as well as numb the opponent upon contact). On contact with the opponent, this orb will cause the opponent's skin to be numb and paralysed. The limb which comes in contact with it, remains paralysed for 1 whole turn.
-Water: The orb is seemingly soaked in water and with a burst of chakra, will release water that has been compressed and form it into a wall of water capable of blocking fire jutsu. Up to B-Rank. (The size of the wall is equivalent to a wall produced by the Destruction Torrent jutsu). On being destroyed with a physical attack, this orb can re-form again (5 chakra) and continue its attack. The water orb, when it comes in contact with the opponent, releases a sticky adhesive fluid at the area of contact. The fluid quickly spreads over the target's body, restricting his movements.
-Earth: The ball becomes even more dense and gains the ability to soak up small water sources that are produced from the opponent's chakra. Up to B-Rank. (Note small is equivalent to about the size of enough water to fill a bucket, or fuel smaller water jutsu) The ball can also be slammed into the ground to uplift a B-rank wall of earth. The ball's mass can be manipulated to be increased or reduced. This orb can break bones with its raw impact. However, the speciality of this orb is to petrify the target at the point of contact for one whole turn. The user won't be move that limb and any small damage will cause it to break into dust.
-Raw: This orb was created specifically to be an aid in the battles. The user can release himself from genjutsu by channelling this chakra into his body. Also, hitting the opponents with this chakra while they're collecting natural energy (passive or active), will cause cause a disturbance in the intake, forcing the opponent to either end the technique or suffer from its side effects
Restrictions:
-Can only use one nature at a time
-The orb moves at speeds according to the user's mastery.
-Usable by Samurai and Shinobi, elemental uses is available to Samurai with the usage of Harmony.

Ars Planetarum: The attack of Mars (Arusu Planetarum: Kasei no kōgeki)
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user can manipulate the orb to to move at incredibe speed and hit the opponent with a 10 hit combo. The same attack can be performed by pure elemental orbs or by channelling chakra to the CW

Additional effects and Restrictions:

Ranks in Ars Planetarium

Apprentice
Basically someone who has just started learning the art. Every apprentice can learn only one elemental and raw chakra nature manipulation. The orb manipulated by an apprentice moves at a speed of a normal lightening jutsu.

Master
Someone who has mastered the 5 pure elemental form of this style. A master can use all elemental variations of this style. The orb manipulated by a Master moves at speeds slightly faster than a normal lightening jutsu.

Warrior
Someone who has started using Palantir. The orb manipulated by a Warrior moves at speeds slightly faster than a normal lightening jutsu.

Legend
Someone who has mastered the use of Palantir and is a Master. The orb manipulated by a Legend moves at speed of the fastest lightening jutsu.

Sage
The Creator of the Fighting Style.
Knows everything and is better than Legend.

- Should have mastered the basic five, nin, tai and gen to master the arts.
-Using the constructs or the ball while it is infused with chakra, counts towards the user's turn count.
-Using Palantir grants the user, the ability to change the chakra nature in the orb (which would cost a jutsu).

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✦ Declined, like I said last time, as fast as lightning, not slightly faster. Also, the B rank parts in each elemental form are not passively done; each sphere will need to be created in jutsu form to be able to do any of those abilities. Remove the first part about forming chakra orbs as well; the CFS is made to be reliant on the Palantir CW, meaning you will need to use it, and not a chakra created version. Remove the raw chakra part because it's not attacking someone who is using a passive jutsu and the added earth bit is OPed. It's not causing complete petrification for a full turn either, this will need to be part of individual jutsu if you want this effect.

✓ Made it as fast as the lightening jutsu.
✓ Took out B rank stuff. Everthing else will be explained in the jutsus.
✓ Clarified more on the effects of each orb.
✓ Retained Earth as discussed. I'll need it if I want to put the petrifaction effect.
✓ No other orb. Everything based on Palantir Dust
✓ Removed Raw Chakra
✓ Removed OP earth part.

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Ars Planetarum: Arusu Planetarum
Type: Bukininjutsu
Background: This style was developed by rogue ninja living on the run due to being hunted by their respective villages. The rogue ninja would disguise themselves as fortune-telling travelers. When hiding, they discarded their weaponry and utilized their disguises to fight. They would use the orbs that they made fortunes from in order to fight. The orbs were usually crafted of an intensely hard material that was near impossible to break nor crack. This is due to the high density of the material used to craft the orb. The style is based around a speedy attack that can be utilized from any angle as well as hidden that the rogue ninja could use. It was eventually also passed down to Samurai that the Shinobi believed to be worthy of this style. Years of experiments and training has let the users come up with alternatives of using this style. At times it became difficult to access the weapon due to various reasons (paradox events). In those cases, the users simply create orbs made out of their own chakra, instead of channelling it into the weapons, to get similar (yet a weaker) orbs that could perform the exact same techniques.

Description on the Abilities and Inner Workings of the Style: The workings of this Fighting Style revolve around manipulating the orb - Dust. The user can use the custom weapon and manipulate the chakra in it to attack the opponent. The user can manipulate the chakra present in the weapon to change it to elemental chakra and use its properties to further enhance the attack.

Due to the use of chakra in the usage of this technique, that chakra can be utilized and used to form objects of chakra, such as a shield or blades to sprout out of the orb. Due to the chakra being of non-elemental nature, it can only block jutsu of equivalent size and power. If the user has stressed their usage of this style and developed it to higher extents, the user gains an ability to use the orb to add an elemental nature to the orb and add a quality to the chakra use to create objects. Along with adding elemental weaknesses and strengths to the chakra, the change in chakra nature can also be used to add effects to the orb. Adding an element to the chakra in the orb counts as a move. An example of this would be, in case of earth natured elemental orb, it is capable of hitting with such strength by using mass manipulation, seen to be used multiple times in the manga and anime, and make it "lighter" until just a moment before impact where the mass of the orb is then increased and then hit with a large amount of momentum. This style of mass manipulation requires a high amount of chakra control.

Elemental Effects on Orb:
-Wind: When channeled with the Wind chakra, the orb vibrates violently as its exterior surface turns sharp with the overflowing wind chakra. On contact with an opponent's body, this orb can cause deep lacerations and cuts.
-Fire: When channeled with the Fire chakra, the orb raises the temperature within it, as it turns so hot, that it evaporates the nearby water sources (bucket full of water), thanks to the overflowing fire chakra. Prolonged contact with an opponent's body, this orb will cause the opponent's skin to be burned.
-Lightning: When channeled with the Lightening chakra, the orb radiates with energy as its exterior surface vibrates with the overflowing lightening chakra. On contact with the opponent, this orb will cause the opponent's skin to be numb and paralysed. The limb which comes in contact with it, remains paralysed for 1 whole turn.
-Water: When channeled with the Water chakra, the orb turns itself into an orb of sticky water. The water orb, when it comes in contact with the opponent, releases a sticky adhesive fluid at the area of contact. The fluid quickly spreads over the target's body, restricting his movements.
-Earth: When channeled with the Earth chakra, the orb turns itself into a very hard material. The ball becomes even more dense and gains the ability to soak up small water sources that are produced from the opponent's chakra. (Note small is equivalent to about the size of enough water to fill a bucket). The ball's mass and strength can be manipulated to be increased or reduced considerably. This orb can break bones with its raw impact.
Note: Further effects of the orbs will be explained properly in the jutsus.

Palantir takes the above properties of the elemental orbs, when using it as the medium of attack.

Example Techniques:

Ars Planetarum: Chakra Infusion (Arusu Planetarum: Chakura Chūnyū)
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long (Created in short range)
Chakra Cost: 30 (+10 chakra every turn)
Damage Points: N/A(60 if used to attack)(+10 damage to taijutsu)
Description: The user can use his elemental affinity to create orbs of a particular element. The orb, with the size of a human head can actually hover in the air.
-Wind: The orb is capable of stopping electrical currents that take the shape of a bolt of lightning by driving the ball through the electrical current and dispersing the lightning away. This is done by manipulating the air around the orb and causing it to increase in size by pushing the air back, pushing the lightning away from the ball. Up to B-Rank. On contact with an opponent's body, this orb can destroy the skin cells (like the effects of rasenshuriken)
-Fire: The orb is heated up to a high extent and can release the heat as a small flaming burst and stop wind jutsu by dispersing the flames. Up to B-Rank. (The small burst of flame reaches about a meter away from the orb and can cause minor burns to an opponent, not enough to kill). On contact with an opponent's body, this orb will cause the opponent's skin to be burned.
-Lightning: The orb is electrified with a high amount of electricity and gains the ability to pierce through the earth. Up to B-Rank. (Due to the ball being electrified, it can pass that electrical current through a water source as well as numb the opponent upon contact). On contact with the opponent, this orb will cause the opponent's skin to be numb and paralysed. The limb which comes in contact with it, remains paralysed for 1 whole turn.
-Water: The orb is seemingly soaked in water and with a burst of chakra, will release water that has been compressed and form it into a wall of water capable of blocking fire jutsu. Up to B-Rank. (The size of the wall is equivalent to a wall produced by the Destruction Torrent jutsu). On being destroyed with a physical attack, this orb can re-form again (5 chakra) and continue its attack. The water orb, when it comes in contact with the opponent, releases a sticky adhesive fluid at the area of contact. The fluid quickly spreads over the target's body, restricting his movements.
-Earth: The ball becomes even more dense and gains the ability to soak up small water sources that are produced from the opponent's chakra. Up to B-Rank. (Note small is equivalent to about the size of enough water to fill a bucket, or fuel smaller water jutsu) The ball can also be slammed into the ground to uplift a B-rank wall of earth. The ball's mass can be manipulated to be increased or reduced. This orb can break bones with its raw impact. However, the speciality of this orb is to petrify the target at the point of contact for one whole turn. The user won't be move that limb and any small damage will cause it to break into dust.

Restrictions:
-Can only use one nature at a time
-The orb moves at speeds according to the user's mastery.
-Usable by Samurai and Shinobi, elemental uses is available to Samurai with the usage of Harmony.

Ars Planetarum: The attack of Mars (Arusu Planetarum: Kasei no kōgeki)
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user can manipulate the orb to to move at incredibe speed and hit the opponent with a 10 hit combo. The same attack can be performed by pure elemental orbs or by channelling chakra to the CW

Additional effects and Restrictions:

- The orb moves at comparable speed to a Lightning Release jutsu.
- Finished training in the Basic 5, Ninjutsu, Taijutsu
- Using the constructs or the ball while it is infused with chakra, counts towards the user's turn count.
- Must be able to use Palantir CW.
- Using Palantir grants the user, the ability to change the chakra nature in the orb (which would cost a jutsu).

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____________________
P a t e n t C e r t i f i c a t e

Azráel, our loyal member, gave on the 15th of October 2014 a request for a Patent on custom fighting style Arusu Planetarum | Ars Planetarum. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Arusu Planetarum | Ars Planetarum
Powered by Madāra Uchiha
Copyright 2014, Azráel, NarutoBase.net

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Re: ±±Custom Fighting Styles Submission±±

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(Sentō yōyōsutairu)Combat Yo-Yo Style
Type:Nin-Taijutsu
Background:Along time ago when the days where dark,many children used the toy known as Yo-Yo's for entertainment.But when a girl by the name of Yui found that there can be more to them than just toys.Yui eventually learnt to mix her chakra into the Yo-Yos making variations called Combat Yo-yo later now being used as weaponary in the ninja world
Description on the Abilities and Inner Workings of the Style:The inner working are pretty easy to comprehend as the user will be using special designed Yo-yos for combat.The user will be wielding them in his hands while infusing chakra into them cause them to take on the effects of the style.Fire can be added to them creating small fire balls and detacht the strings to send them hurdling to the target.Earth can be used to add weight to them to make them lightee and harder to attack oppoents.However the user can also use them in Taijutsu using similar in the manner of chains to latch on to targets to reel them in add perform Taijutsu(strong fist on them),but while channeling chakra into the Yo-Yos no other techniques that require chakra usage cannont be used.
Sample

(Sentō yōyōsutairu: Ryokō· yū· daun!)Combat Yo-yo Style:Trip you Down!
Type:Offensive
Rank:B-Rank
Range:Short-Mid
Chakra:N/A
Damage:40
Description:Manipulating the strings on the Yo-yo the user while throw the Yo-yo head to fly to the target causing it to pass them,the user will manipulate the yo-yo strings to retract and rope up the targets legs and pulling them causing them to trip and get serverly injured.

(Sentō yōyōsutairu: Kaen tatchi)Combat Yo-yo Style:Flaming Touch
Type:Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description:The user while channel fire chakra into the Yo-yo creating a small ball of fire in there hands,the user while them throw the yo-yo to follow the target and manipulating the strings the user will wrap the head of the yo- yo to the target while still manipulating his chakra into the strings to keep the fire ablaze.

(Sentō yōyōsutairu: Sumakku chikyū)Combat Yo-yo Style:Earth Smack
Type:Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description:Manipulating chakra into the yo-yo the user will fling the yo-yo while manipulating chakra into the string,the user will use there earth chakra to lighten the weight of the yo-yo to travel faster,then when in range the user will manipulate it again this time causing the yo-yo to turn heavy,along with creating small earth spikes around it.

Additional effects and Restrictions:
-Must be Sannin to learn
-Bios must possese a special Combat Yo-yo
-Masters of this style can weild 2 Yo-yo's at once with better control than the students
-The users of this style tend to carry a minimum of 10 Yo-yos with them to allow them to contiously use more techniques.

Bolded:Added that other techniques cant be used while using this style's techniques and specified that learners minium of Yo-yos needed
____________________
P a t e n t C e r t i f i c a t e

Asuna, our loyal member, gave on the a request for a Patent on custom fighting style (Sentō yōyōsutairu)Combat Yo-Yo Style. I, Riku.. of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

(Sentō yōyōsutairu)Combat Yo-Yo Style
Powered by Riku..
Copyright 2012, Asuna, NarutoBase.net

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( Sentō yōyōsutairu)Combat Yo-Yo Style
Type:Ningen - Taijutsu
Background:
Along time ago when the days where dark,many children used the toy known as Yo-Yo's for entertainment. But when a girl by the name of Yui found that there can be more to them than just toys.Yui eventually learnt to mix her chakra into the Yo-Yos making variations called Combat Yo-yo later now being used as weaponry in the ninja world

Description on the Abilities and Inner Workings of the Style:
The inner working are pretty easy to comprehend as the user will be using special designed Yo-yos for combat.The user will be wielding them in his hands while infusing chakra into them cause them to take on the effects of the style.Fire can be added to them creating small fire balls and detacht the strings to send them hurdling to the target. Earth can be used to add weight to them to make them lightee and harder to attack oppoents.However the user can also use them in Taijutsu using similar in the manner of chains to latch on to targets to reel them in add perform Taijutsu based combos on the target.

The second usage of Combat Yo-yo is using the Yo-yos as a medium for Genjutsu. Using them on the concept of a pendulum, the user can move the Yo-Yos as a unique form of visual Genjutsu , and using there chakra, can cast Genjutsu with them. This is done using chakra into the yo-yos strings an into the actual yo yo and using the motion of them to create a “hypnosis” effect that targets the ocular sense of the target and inducing Genjutsu.

Example Techniques:
(Sentō yōyōsutairu: Ryokō• yū• daun!)Combat Yo-yo Style:Trip you Down!
Type:Offensive
Rank:B-Rank
Range:Short-Mid
Chakra:N/A
Damage:40
Description:Manipulating the strings on the Yo-yo the user while throw the Yo-yo head to fly to the target causing it to pass them,the user will manipulate the yo-yo strings to retract and rope up the targets legs and pulling them causing them to trip and get serverly injured.

(Sentō yōyōsutairu: Kaen tatchi)Combat Yo-yo Style:Flaming Touch
Type:Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description:The user while channel fire chakra into the Yo-yo creating a small ball of fire in there hands,the user while them throw the yo-yo to follow the target and manipulating the strings the user will wrap the head of the yo- yo to the target while still manipulating his chakra into the strings to keep the fire ablaze.

(Sentō yōyōsutairu:Kage Yo-Yo)Combat Yo-yo Style: Shadow Yo-Yo
Type:Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description: The user will take out a Yo-Yo and rocking it side to side, the user will induce a Genjutsu on the target. The target will see the Yo-Yo become ablaze with fire and flung towards them by the user, but in reality the user throws the Yo-yo on the ground and instead flings a barrage of explosive tags towards the target.

-Genjutsu is C- Ranked


Additional effects and Restrictions:
-Must be Sannin to learn
-Masters of this style can wield 2 Yo-yo's at once with better control than the students


Added bold, removed old stuff

✦ Declined, Hypnotism related abilities are tied solely to the Sharingan and making customs based on this is not allowed in any form. DNR ✦
 
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Re: Custom Fighting Styles Submission

-edited a bit and removed a lot-
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(Hokuto Shinken) - Big Dipper God Fist
Type:RaitonFutonTaijutsu
Background:During Ancient times there was a secret art passed down by an clan unknown to most of the Ninja world. That clan was the Hokuto clan of the Hidden Moon. The main purpose of Hokuto Shinken is assassination. For 1800 years, 1 successor per generation would chose the most worthy of his students to receive the title of "Fist of the Northstar". Due to the deadliness of it's original form, Hokuto Shinken could only have one successor per generation according to the art's law. Students who were not chosen to inherit the succession were to renounce the style voluntarily or risk having their memories erased or their fists crushed rendering their jutsu useless. This is due to the extreme consequences of the style being held by one who is evil at heart. This rule would lead to the demise of all the Hokuto clan except one...the one who would be chosen by Ryuken, the previous successor and his adoptive father, as the true Fist of the Northstar! His name was Kenshiro, the youngest of the Hokuto brothers. After Ryuken chose Kenshiro as his successor, he was slain by Raoh in a fit of jealous rage, a feat made possible by chance; he suffered a stroke at the moment he was about to seal Raoh's fist. Roah left bent on taking the title from Kenshiro by force, but not before Ryuken spoke to Raoh of Hokuto's Ultimate form, Musō Tensei, an ability Ryuken, laughing in the face of death, said was unattainable by Raoh, his great ambition stopping him from ever knowing true sorrow.
Now aware of Roah's true intention's and with a blood lust for vengeance, Ken seeks out Raoh to avenge their father. During the course of battle, the pain of loss of friend and foe alike took a toll on Kenshiro, and the deep sorrow that he bared eventually awakened the state of Musō Tensei, and a revelation of the style's future form. This shook Raoh to the core, experiencing the sensation of fear for the first time as he remembers Ryuken's dying words to him. After an hour of fighting, Raoh had fallen. Kenshiro, now battered and bloody, drops to one knee next to Raoh, who smiles at Kenshiro and expresses his regret for killing their father, and that he knew Kenshiro was truly worthy now. As Roah, the only person Ken truly considered a friend died, he decided that the bloody cycle created by Hokuto Shinken's "1 successor per generation" rule must be changed.

Description on the Abilities and Inner Workings of the Style:
Kenshiro spent years developing a new style of Hokuto Shinken. The new style called for attacking straight thru others' attacks, taking collateral damage in order to successfully land a blow (Must enter Musō Tensei). By hardening ones mind and spirit thru Musō Tensei, he is able to take attacks that would have stopped his attacks from landing in stride, continuing his attack like nothing had happened, though, when the battle was over and the adrenaline rush stops, the user would feel every attack that landed on them (described below in Muso Tensei). Kenshiro changed the style from being almost invulnerable to attacks, to simply being mentally tough enough to fight thru lower ranked attacks despite being attacked simultaneously, as well as implementing his knowledge of Futon and Raiton chakra into attacks achieving the same piercing/paralyzing effects of the original style. The user must enter Musō Tensei to use the abilities of Hokuto Shinken

Example Techniques:
(Hokuto Shinken - Musō Tensei) Big Dipper God Fist - Nil-Thought Rebirth
Type:Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (15 per turn to maintain)
Damage: N/A
Description: A mixture of the total style of Hokuto Shinken and the catalyst to the new Hokuto style. It is said that the strongest thing in this world is nothingness. Mastering that nothingness to gather souls, that is Musō Tensei. The user begins by performing The Heaven breaking stance, clearing his mind while molding their chakra, allowing the user is to enter the Nil-Thought Rebirth. Considered the ultimate form of Hokuto Shinken, Musō Tensei is learn-able only by one who has known infinite sadness, to connect with the souls of fallen rivals and comrades who's secrets have been carved into his soul by the sadness of battle, helping them to achieve a conscious state of "nothingness", making them appear emotionless and impervious to physical attacks (C rank and below with-in reason), though the damage will still be taken, the user can battle thru the pain as if they were never attacked (Though attacks to vital points would still kill/severe limbs/etc;). In addition, one gains heightened reflexes for a short period, and can, on instinct alone, feign out of the way or parry an incoming attack (with-in reason)
~Notes~
-Can only be used thrice per battle
-Because of the connection to the souls of fallen rivals and comrades, customs created by others and taught to the user gain a +10 damage, customs created by the user do not gain the bonus
-Dodging or parrying follows substitution rules, and will end the jutsu 1 turn sooner if used and can only be performed once per battle
-The user will be unaffected by outside distractions making his reflexes increase for for the duration of Musō Tensei, allowing him to react at the level of a 2 tomoe Sharingan
-Effects last 3 turns
-After effects wear off, the user will feel the effects from whatever attacks occurred to them while in the state of Musō Tensei
-Must be trained in Hokuto Shinken
-Cannot use Hokuto Shinken for 3 turns after this ends
for reference
Tenma No Kamae: The Heaven breaking stance form:
(Hokuto Shinken - Himitsu no Jutsu: Tenha Kassatsu) Big Dipper God Fist - Secret Technique: Heaven's Impalement
Type:Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Considered one of the Ultimate defenses of Hokuto Shinken , Tenha Kassatsu rescues the user from the brink of peril without having to touch the opponent. By focusing wind chakra to the users fists, they are able to thrust forwards with both hands quickly, four fingers pointed outwards in a square on one hand and 3 fingers at an angle on the other, forming the shape of the Big Dipper constellation. Upon thrusting the hands forwards, seven bullets shaped bursts of wind chakra will shoot outwards in a tight grouping towards the enemy, capable of piercing straight thru the enemy, sending them flying backwards
~Notes~
-Must have mastered Hokuto Shinken
-Can only be used twice per battle, with a 1 turn cool down
reference-

(Hokuto Shinken - Zange no Ken) - Big Dipper God Fist - Fist of Penitence
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: After gathering raiton chakra to the fists, the user will swing both fists horizontally towards each other with the thumbs out, connecting the thumbs with the targets temples, conducting the raiton chakra from both fist into the target's head, brain, and body seriously shocking them and stunning them for 1 turn, and given the right circumstances, critical damage could occur.
~Notes~
-Must have mastered Hokuto Shinken
-Only usable 3 times per battle
-immobilizes and stuns for 1 turn
reference

(Hokuto Shinken - Hokuto dōbutsu aigo Ken) - Big Dipper God Fist: - North Star Humane Fist
Rank: B
Type: Supplemental
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Toki, Kenshiro's pacifist brother, defined the highest pleasure as the absence of suffering and pleasure itself as "freedom from pain in the body and freedom from turmoil in the soul" and thus created the North Star Humane Fist jutsu. The pleasure center is the set of brain structures, predominantly the nucleus accumbens, which will produce great pleasure when stimulated electrically. By performing the Tiger seal, the user will send a small amount of their Raiton chakra into the targets brain, particularly the pleasure center, allowing the enemy to "Experience Heaven before death", alleviating any pain.

~Notes~
-Must have mastered Hokuto Shinken
-Must be taught by -Vegeta

Additional effects and Restrictions:
-Must have completed Wind, Lightning, and Taijutsu to train in Hokuto Shinken
-User gains heightened reflexes and reaction time when using Hokuto Shinken when compared to a regular Strong Fist taijutsu user
-Must enter a state of Musō Tensei to use Hokuto Shinken
-After Musō Tensei ends, the user will suffer slower reaction time for 1 turn
-Must be Kage rank or higher to learn and must be taught all techniques to be considered a Master at Hokuto Shinken

✦ Declined, OPed and has been done before, notably in the usage of Sixth Sense and Willpower of NB Tai ✦
Removed a bunch and bolded changes, changed a jutsu
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(Hokuto Shinken) - Big Dipper God Fist
Type:RaitonFutonTaijutsu
Background:During Ancient times there was a secret art passed down by an clan unknown to most of the Ninja world. That clan was the Hokuto clan of the Hidden Moon. The main purpose of Hokuto Shinken is assassination. For 1800 years, 1 successor per generation would chose the most worthy of his students to receive the title of "Fist of the Northstar". Due to the deadliness of it's original form, Hokuto Shinken could only have one successor per generation according to the art's law. Students who were not chosen to inherit the succession were to renounce the style voluntarily or risk having their memories erased or their fists crushed rendering their jutsu useless. This is due to the extreme consequences of the style being held by one who is evil at heart. This rule would lead to the demise of all the Hokuto clan except one...the one who would be chosen by Ryuken, the previous successor and his adoptive father, as the true Fist of the Northstar! His name was Kenshiro, the youngest of the Hokuto brothers. After Ryuken chose Kenshiro as his successor, he was slain by Raoh in a fit of jealous rage, a feat made possible by chance; he suffered a stroke at the moment he was about to seal Raoh's fist. Roah left bent on taking the title from Kenshiro by force, but not before Ryuken spoke to Raoh of Hokuto's Ultimate form, Musō Tensei, an ability Ryuken, laughing in the face of death, said was unattainable by Raoh, his great ambition stopping him from ever knowing true sorrow.
Now aware of Roah's true intention's and with a blood lust for vengeance, Ken seeks out Raoh to avenge their father.During the course of battle, the pain of loss of friend and foe alike took a toll on Kenshiro, and the deep sorrow that he bared eventually awakened the state of Musō Tensei, and a revelation of the style's future form. This shook Raoh to the core, experiencing the sensation of fear for the first time as he remembers Ryuken's dying words to him. After an hour of fighting, Raoh had fallen. Kenshiro, now battered and bloody, drops to one knee next to Raoh, who smiles at Kenshiro and expresses his regret for killing their father, and that he knew Kenshiro was truly worthy now. As Roah, the only person Ken truly considered a friend died, he decided that the bloody cycle created by Hokuto Shinken's "1 successor per generation" rule must be changed.

Description on the Abilities and Inner Workings of the Style:
The main components of Hokuto Shinken are usage of taijutsu, futon and raiton to achieve piercing and paralyzing effects thru precise striking, as well as focusing to connect with the souls of fallen rivals and friends thru the usage of Musō Tensei, giving a boost to CJ's taught to the user while Musō Tensei is active.

Example Techniques:
(Hokuto Shinken - Musō Tensei) Big Dipper God Fist - Nil-Thought Rebirth
Type:Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (15 per turn to maintain)
Damage: N/A
Description: It is said that the strongest thing in this world is nothingness. Mastering that nothingness to gather souls to help in battle, that is Musō Tensei. The user begins by performing The Heaven breaking stance, clearing his mind while molding their chakra, allowing the user is to enter the Nil-Thought Rebirth. Considered the ultimate form of Hokuto Shinken, Musō Tensei is learn-able only by one who has known infinite sadness, focusing to connect with the souls of fallen rivals and comrades who's secrets have been carved into his soul by the sadness of battle,(ie; their techniques learned by the user), and can, on instinct alone, feign out of the way or parry one incoming attack (with-in reason)
~Notes~
-Can only be used twice per battle
-Because of the connection to the souls of fallen rivals and comrades, customs created by others and taught to the user gain a +10 damage, customs created by the user do not gain the bonus
-Dodging or parrying follows substitution rules, and will end the jutsu 1 turn sooner if used and can only be performed once per battle
-Effects last 3 turns
-Must be trained in Hokuto Shinken
-Cannot use Hokuto Shinken for 2 turns after this ends
for reference
Tenma No Kamae: The Heaven breaking stance form:
(Hokuto Shinken - Himitsu no Jutsu: Tenha Kassatsu) Big Dipper God Fist - Secret Technique: Heaven's Impalement
Type:Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Considered one of the Ultimate defenses of Hokuto Shinken , Tenha Kassatsu rescues the user from the brink of peril without having to touch the opponent. By focusing wind chakra to the users fists, they are able to thrust forwards with both hands quickly, four fingers pointed outwards in a square on one hand and 3 fingers at an angle on the other, forming the shape of the Big Dipper constellation. Upon thrusting the hands forwards, seven bullets shaped bursts of wind chakra will shoot outwards in a tight grouping towards the enemy, capable of piercing straight thru the enemy, sending them flying backwards
~Notes~
-Must have mastered Hokuto Shinken
-Can only be used twice per battle, with a 1 turn cool down
reference-

(Hokuto Shinken Kakushi idō: Watashi no aite no ken) - Big Dipper God Fist Hidden Move: The Fist of my opponent
Rank: B
Type: Supplemental
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Hokuto Shinken, the greatest of assassination martial arts passed thru a single bloodline, allows the user to master the fist of his opponent. After seeing a particular style used while in a state of Musō Tensei, a Master of Hokuto Shinken can appropriate the techniques used against him on the following turn.
~Notes~
-Must have Mastered Hokuto Shinken
-Usable 1 time per battle
-Must be in a state of Musō Tensei
-Must use this during the turn an opponent uses a CFS technique, and only allows the copying of the technique used against you (Not the entire CFS, also must have training in said field, ie; couldn't copy a Fuuin style if having no Fuuin training, etc.) for the one turn afterwards, not usable after the next turn.

reference

(Hokuto Shinken - Hokuto dōbutsu aigo Ken) - Big Dipper God Fist: - North Star Humane Fist
Rank: C
Type: Supplemental
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Toki, Kenshiro's pacifist brother, defined the highest pleasure as the absence of suffering and pleasure itself as "freedom from pain in the body and freedom from turmoil in the soul" and thus created the North Star Humane Fist jutsu. The pleasure center is the set of brain structures, predominantly the nucleus accumbens, which will produce great pleasure when stimulated electrically. By performing the Tiger seal, the user will send a small amount of their Raiton chakra into the targets brain, particularly the pleasure center, allowing the enemy to "Experience Heaven before death", alleviating any pain.

~Notes~
-Must have mastered Hokuto Shinken
-Must be taught by -Vegeta

Additional effects and Restrictions:
-Must have completed Wind, Lightning, and Taijutsu to train in Hokuto Shinken
-User gains heightened reflexes and reaction time when using Hokuto Shinken when compared to a regular Strong Fist taijutsu user
-Must be Kage rank or higher to learn and must be taught all techniques to be considered a Master at Hokuto Shinken


✦ Declined, now this is so vague, it makes no sense as a style as you don't even fully explain what the style is. Also, how do you propose that you use Fuuton and Raiton chakra at the same time to acheive these effects without Y/Y usage or how these elements are able to be used together without one canceling the other? ✦
 
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Re: Custom Fighting Styles Submission

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(Magirawashī kenbu) - Misleading Sword Dance
Type: NinFuin-Kenjutsu
Background: Magirawashī kenbu is a dual sword ninfuin-kenjutsu style made by a master swordsman named Vitaly. Vitaly had a passion for astronomy ever since he was a young child and it has influenced his fighting style heavily. Vitaly's unique fighting style was known for it's twirling, elliptical duel sword slashing techniques called Kidō, meaning "Orbit", as well as the elemental devastation and sealing tactical uses that came with it. He taught his students his styles philosophy which was to move in battle like a planet and treat your swords as the rings that surround it. Meaning, in battle your body should keep its main course of action no matter the situation, while your swords protect and strike from all around you. The signature stance of this style was a spaced footing while wielding their basic dual swords at a slanted angle with its back facing the users forearm, while positioning one sword diagonally in the front of the user, and the other diagonally held in the back. That is the feared trademark form of use when using Kidō.

Description on the Abilities and Inner Workings of the Style
This Custom Fighting style is based on the usage of 2 swords, one in each hand, revolving around the use of circular movement, unpredictable stances, as well as the ability to rotate the sword in one's hand, quickly changing the angle and direction of the blade to suit their needs. (Ex. If their sword was pointing down, they can rotate it upwards, downwards, left, or right.) The goal in battle is for the user to constantly move forward while attacking the opponent with back to back strikes with both swords, in an unorthodox manner, leaving the opponent with limited time to react while they try to adjust to the user's attack patterns. These strikes are accompanied by irregular foot work that wouldn't be utilized by regular kenjutsu users. Kenjutsu users usually take on a solid stance, while Magirawashī kenbu users constantly change their body stances to support their erratic strikes. They may change from wide stances, to lowered positions, to swaying movements, to short jumps in the air, and most of all high speed twirls. This is what makes the fighting style resemble a wild form of dance.

Kidō, meaning orbit, is the main chakra techniques users of this style utilize. It is performed by the user harnessing their chakra on the edge of the blade so when they twirl at high speeds the chakra on the two blades drag along and behind the sword eventually connecting with each other, and the chakra then materializes creating rings. The user can create these chakra rings by performing a quick full twirl by holding both swords perpendicular to each other at opposite sides of the body, or by spinning their swords like chakrams. The rings are thin, always following the same thickness as the blade, and they can be manipulated in order to increase the size of the rings up to the edge of short range. This expansion is swift. The rings, when created via sword spinning, can also be thrown and then remotely expanded adding an element of surprise during battle. Kidō chakra rings also has the special ability of multiplication. Once made, the rings can be manipulated and multiplied in any linear manner, either being multiplied horizontally, vertically, or diagonally. Elemental chakra can also be used to create these rings, adding an elemental factor to them, giving the rings adverse effects.

Vitaly also created a special fuin tag that can be inserted into the practitioners swords giving them special abilities. The sealing tag has three kanji on them, each meaning something different. From top to bottom the kanji says "Lock-On", "Explode", and "Draw". Lock-On is a single application seal that can be placed on the enemy making every Kidō technique used afterwards "seal-seeking". Explode is a seal that can be applied on the enemy multiple times and by hitting both swords together the seals will activate and explode. Draw is a seal that can be applied on the enemy multiple times, and by the user cutting themselves will create a secondary seal, drawing a small amount of the opponent's chakra from the seals on their body (5 points). All seals are placed once foreign blood touches the sword, and because they are blood seals, the seals stay on the opponent's body regardless of the form, or distance of the opponent. The use of these seals require a jutsu and is not passive.


Example Techniques
(Magirawashī kenbu: Kanpekina kidō) Misleading Sword Dance: Perfect Orbit
Type: Offense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The users positions their swords at a downward angle with its back facing the users forearm, while positioning one sword diagonally over the front, and the other diagonally over the back. The user then harnesses their chakra on the edge of their blade and then begins to twirl. Due to the constant spinning the chakra on the two blades drags along and behind the sword eventually connecting with each other creating an thin elliptical circle around the user. With the constant momentum the elliptical chakra blade will cut straight through the opponent's body.

(Magirawashī kenbu: Anma no te) Misleading Sword Dance: Hands of Amma
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Once in close range of the opponent, the user will continuously press forwards as he unleashes multiple sword strikes against his opponent. The user will perform a 12 hit sword combo accompanied with irregular footwork and the rotation of their swords in order to achieve a seemingly unpredictable onslaught before ending it with spinning horizontal kidō slash to the opponent's stomach.
Additional effects and Restrictions
►The user must be Sannin Rank or above with Kenjutsu and Ninjutsu mastered in order to learn this style and the ability of Kidō
►Non-Specialist of this fighting style experience a mild vertigo after the use of high leveled skills which will be explained in Cjs.
►Specialists of this style have swift footwork, great balance, and the ability to twirl at high speeds without the effects of vertigo due to the fact that they constantly repeat these movements over their time of training in this art, training their brain to be use to those movements by the time they become a specialist


 Declined  Remove the word unpredictable (you're rotating...its pretty predictable...and its a claim I don't allow anyone) and remove the seal stuff.
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(Magirawashī kenbu) - Misleading Sword Dance
Type: NinKenjutsu
Background: Magirawashī kenbu is a dual sword ninkenjutsu style made by a master swordsman named Vitaly. Vitaly had a passion for astronomy ever since he was a young child and it has influenced his fighting style heavily. Vitaly's unique fighting style was known for it's twirling, elliptical duel sword slashing techniques called Kidō, meaning "Orbit", as well as the elemental devastation and sealing tactical uses that came with it. He taught his students his styles philosophy which was to move in battle like a planet and treat your swords as the rings that surround it. Meaning, in battle your body should keep its main course of action no matter the situation, while your swords protect and strike from all around you. The signature stance of this style was a spaced footing while wielding their basic dual swords at a slanted angle with its back facing the users forearm, while positioning one sword diagonally in the front of the user, and the other diagonally held in the back. That is the feared trademark form of use when using Kidō.

Description on the Abilities and Inner Workings of the Style
This Custom Fighting style is based on the usage of 2 swords, one in each hand, revolving around the use of circular movement, unorthodox stances, as well as the ability to rotate the sword in one's hand, quickly changing the angle and direction of the blade to suit their needs. (Ex. If their sword was pointing down, they can rotate it upwards, downwards, left, or right.) The goal in battle is for the user to constantly move forward while attacking the opponent with back to back strikes with both swords, in an unorthodox manner, leaving the opponent with limited time to react while they try to adjust to the user's attack patterns. These strikes are accompanied by irregular foot work that wouldn't be utilized by regular kenjutsu users. Kenjutsu users usually take on a solid stance, while Magirawashī kenbu users constantly change their body stances to support their erratic strikes. They may change from wide stances, to lowered positions, to swaying movements, to short jumps in the air, and most of all high speed twirls. This is what makes the fighting style resemble a wild form of dance.

Kidō, meaning orbit, is the main chakra techniques users of this style utilize. It is performed by the user harnessing their chakra on the edge of the blade so when they twirl at high speeds the chakra on the two blades drag along and behind the sword eventually connecting with each other, and the chakra then materializes creating rings. The user can create these chakra rings by performing a quick full twirl by holding both swords diagonal to each other at opposite sides of the body, or by spinning their swords like chakrams. The rings are thin, always following the same thickness as the blade, and they can be manipulated in order to increase the size of the rings up to the edge of short range. This expansion is swift. The rings, when created via sword spinning, can also be thrown and then remotely expanded adding an element of surprise during battle. Kidō chakra rings also has the special ability of multiplication. Once made, the rings can be manipulated and multiplied in any linear manner, either being multiplied horizontally, vertically, or diagonally. Elemental chakra can also be used to create these rings, adding an elemental factor to them, giving the rings adverse effects.

Example Techniques
(Magirawashī kenbu: Kanpekina kidō) Misleading Sword Dance: Perfect Orbit
Type: Offense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The users positions their swords at a downward angle with its back facing the users forearm, while positioning one sword diagonally over the front, and the other diagonally over the back. The user then harnesses their chakra on the edge of their blade and then begins to twirl. Due to the constant spinning the chakra on the two blades drags along and behind the sword eventually connecting with each other creating an thin elliptical circle around the user. With the constant momentum the elliptical chakra blade will cut straight through the opponent's body.

(Magirawashī kenbu: Anma no te) Misleading Sword Dance: Hands of Amma
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Once in close range of the opponent, the user will continuously press forwards as he unleashes multiple sword strikes against his opponent. The user will perform a 12 hit sword combo accompanied with irregular footwork and the rotation of their swords in order to achieve a seemingly unpredictable onslaught before ending it with spinning horizontal kidō slash to the opponent's stomach.
Additional effects and Restrictions
►The user must be Sannin Rank or above with Kenjutsu and Ninjutsu mastered in order to learn this style and the ability of Kidō
►Non-Specialist of this fighting style experience a mild vertigo after the use of high leveled skills which will be explained in Cjs.
Specialists of this style have mastered the art of spinning with their body to the point in which they have more control and less exploits than a normal practitioner. Specialists retain awareness of their surroundings while twirling and can twirl at high speeds on the ground and in the air without the effects of vertigo due to the fact that they constantly repeat these movements over their time of training in this art allowing their brain to become use to those movements by the time they become a specialist. With the skill of swift twirls also comes the knowledge of stopping their body. Specialists of this art also has the ability to instantly stop in the midst of high speed twirling.

____________________
P a t e n t C e r t i f i c a t e

ZandaT, our loyal member, gave on the 15th of October 2014 a request for a Patent on custom fighting style Magirawashī kenbu | Misleading Swords Dance. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Magirawashī kenbu | Misleading Swords Dance
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Punk Hazard

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Re: Custom Fighting Styles Submission

(Rokushiki) Six Powers
Type:Ninjutsu/Taijutsu
Background:Several hundred years ago, as the the Shinobi System started to grow and become a prominent force in the world, a group of assassins who saw that their ninjutsu and elemental techniques were impressive but their taijutsu was average decided to take their teachings in ninjutsu and incorporate it into assassination techniques, using their proficiency in chakra control along with human movement to create a martial art that revolved around superhuman abilities. Keeping their style a tight secret, the style is known only to very few today to the point where the style’s mere existence is considered a rumor in some places.
Description on the Abilities and Inner Workings of the Style:The style was invented for those lacking in taijutsu, but proficient in ninjutsu, using chakra along with basic taijutsu to make up for lacking in the latter. By focusing the power of chakra through basic movements, it increases overall proficiency by allowing the user to perform superhumanly strong techniques without the toll other superhuman techniques take on the body. The style is divided into six categories, hence the title: Geppo and Soru that follow the assassination style of quick and versatile movement, Rankyaku and Shigan that follow the assassination style of swift damage and killing, and Tekkai and Kami-E that follow the assassination style of effective defenses.

Shigan, or Finger Pistol, works by incorporating chakra into the user’s fingers. By infusing chakra into the muscles in the fingers, the user’s finger becomes reinforced and extremely durable, allowing it to be used as a weapon. A variant of the technique exists where the user can launch the concentrated chakra through their finger at the opponent, for a flying Shigan.

Geppo, or Moon Walk, allows the user to create a platform of air under their feet made of chakra. The chakra platform bursts a few seconds after it’s creation, granting quick travel through the air by creating the invisible platforms and having them “pop”, propelling the user in the direction they choose. The user can create multiple successive platforms for quick travel.

Rankyaku, or Storm Leg, allows the user to infuse chakra through their legs. By simply kicking, they can unleash solid manifestations of their chakra that can take different forms through shape manipulation to slice, pierce, or deal blunt damage.

Tekkai, or Iron Body, allows the user to release a full body surge of chakra through the body. The chakra works similarly to the Shigan category, but on a full-body scale, reinforcing all the muscles, tendons, organs, and bones of the body, making them as strong as the hardest steel. This increases the body’s overall defensive capabilities, but with limits. One such limit is that while the body’s flesh and bone is stronger than normal, and would prevent damage from blunt trauma or slicing/piercing techniques within the power range, the constricting of the muscles at such an intensity and scale as Tekkai does halts movement, meaning the user is unable to move for as long as Tekkai is active. Variant versions of the technique may allow the user to activate Tekkai partially on their body, making it so only that body part cannot move. Another is that the constricting of the muscles does place a slight strain on the user’s body and using it too many times, especially in a row, in one match will render the Rokushiki style user unable from utilizing the technique due to the damage further usage would cause to their muscles.

Kami-E, or Paper Art, is a simple defensive technique. The user will release a full body surge of chakra through their body. The chakra forms an invisible, intangible ¨cloud” around the user that is connected to their body. The ¨cloud¨ only extends five feet from the user and has no directly offensive or defensive capabilities, allowing people and attacks to pass through the chakra as normal. The chakra’s one and only use is making the user’s sensor receptors more alert. With this, the user can pick up on movement faster once something comes within range of the chakra, the distortion of air currents and pressure the moving objects creates is picked up by the chakra, which alerts the sensory receptors and allows the user to detect the object’s path before they normally would have with their normal level of sense, and predict its path, allowing the user to dodge techniques that are not bigger than himself or too fast with greater ease.

Soru, or Shave, involves infusing chakra into the body to increase the speed of the overall body or selective parts by constricting and pushing the muscles further, increasing their output and leading to faster movement, but not increased strength. While infusing chakra to the legs to use Soru can result in faster running speed, it’s main, effective usage is not fast travel, but using the fast movement to augment the other styles aside from Tekkai. By infusing the legs equally with chakra for Soru and Rankyaku, the user can perform a stronger kick, increasing the power of the Rankyaku used. Similarly, it can be used with the legs to push off of Geppo’s platforms with more force, resulting in longer, further and faster jumps. When used in conjunction with Kami-E, the user’s body’s movements get faster, making dodging even more effective. When used with the close-ranged Shigan, the speed of the jab delivered is increased, creating more momentum and force delivered behind the attack.
Example Techniques:
(Shigan) Finger Pistol
Type:Offense, Nintaijutsu
Rank:A
Range:Short
Chakra:30
Damage:60
Description: A Rokushiki style user will imbue chakra into their finger or fingers, reinforcing them and making them as strong as a steel arrow. The user can then use their finger to jab at the opponent at high speed, piercing them and dealing damage.
~Must know the Rokushiki style~

(Tobu Shigan) Flying Finger Pistol
Type:Offense, Nintaijutsu
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: The user channels chakra through their finger, resulting in their fingernail glowing a bright blue. He will then flick his finger towards his opponent, releasing a compressed pellet of chakra. Upon contact, it pierces into the opponent’s flesh, as with the normal close-ranged Shigan.

(Tekkai) Iron Body
Type:Defense
Rank:C-S
Range:Short
Chakra:20-40
Damage:N/A
Description: The user will release a full-body surge of chakra throughout their body, tightening up their muscles and reinforcing the body to the strength of steel. This increases the defensive capabilities of their body tenfold, allowing them to withstand some attacks that would normally cause damage.
~In order to block a technique, the user needs to release chakra proportionate to the rank of the technique they are defending against(A-rank attack=A-rank Tekkai), or the Tekkai will not be effective
~As long as Tekkai is active, the user loses the ability to move. Tekkai is released mentally without the need of handseals, and can be released at any time~
~Lasts for one turn per usage~
~Can only be used six times per battle~

(Rankyaku) Storm Leg
Type:Offense/Nintaijutsu
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: The user will focus chakra through their entire leg. Upon delivering a swift kick, he will release the chakra in the form of a blue wave that resembles an energy wave. The chakra wave can either deal blunt damage and push the opponent back, or slice into their flesh.

(Kami-E) Paper Art
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description: The user will release a full body surge of chakra that forms a ¨cloud” around the user. The cloud only extends five feet from the user and has no directly offensive or defensive capabilities, allowing people and attacks to pass through the chakra as normal. The chakra’s one and only use is making the user’s sensor receptors more alert. With this, the user can pick up on movement faster once something comes within range of the chakra, the distortion of air currents and pressure the moving objects creates is picked up by the chakra, which alerts the sensory receptors and allows the user to detect the object’s path before they normally would have with their normal level of sense, and predict its path, allowing the user to dodge techniques that are not bigger than himself or too fast with greater ease.
~Can only be used six times per battle~
~Lasts one turn per usage~

(Soru) Shave
Type:Supplementary
Rank:S
Range:Short
Chakra:40
Damage:N/A(Increases all Rankyaku, Geppou and close-range Shigan techniques by one rank)
Description: The user will imbue their body or a selected body part with chakra to increase their speed level by 2. While allowing them to run faster, the main usage of the technique is to be used in conjecture with Shigan, Kami-E and Geppou and Rankyaku to increase the speed and/or power of the techniques, and dodge attacks quickly in conjunction with Kami-E.

Additional effects and Restrictions:
Must have at least started C-rank Taijutsu and mastered ninjutsu+basic 5 elements. While more than one Rokushiki techniques can be used in a turn, any one user cannot use more than two categories in one turn. Meaning, if one uses Shigan and Soru in the same turn, he cannot perform another category of Rokushiki in that turn and is limited to Shigan and Soru only.

The user must also master the basic techniques(the seven listed above) before they are allowed to the use the style in battles.

Special thanks to Lili-chwan.


✦ Declined, a lot of these style have already been made before. Takkai exists as a CJ, Storm Leg has been made before and some of the others collide with existing customs/canon jutsu ✦
 
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Yashiro

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Re: Custom Fighting Styles Submission

(Burizādoparusu) | Blizzard Pulse

Type: NinTaijutsu

Background: The spirit of winter, Jack Frost, has been roaming the world for centuries without many knowing of his existence. Jack Frost being the spirit of winter and a commander of Ice, Cold and snow etc, has been closely watching many others and their abilities. Most of the time it was just for excitement, however, he also took note of everything he saw - searching for ways to improve his own fighting skill. This was done due to him always striving to become a better guardian. One day he found himself in the wrong part of town, being it that he always prefers cold weather and snowy terrain, he somehow got lost and stumbled upon an amazing fight which was that of Kimimaru Kaguya vs. Rock Lee and Gaara. Jack managed to keep himself out of prying eyes and watched the entire fight from start to end. Jack was amazed by the Kaguya's ability to manipulate his own bone structure and utilize it in battle. After witnessing the fight, Jack had continuously attempted to force his own bones out of his body with great chakra concentration. This however was impossible due to it being a unique Clan KG. For a long while Jack had pondered the idea and finally came up with a solution. Being it that he was a great ice master, Jack figured he'd utilize his own KG in the way and form of the Kaguya Clan, and therefore came up with his own unique style of fighting named Blizzard Pulse.

Description of the Abilities and Inner Workings of the Style: Blizzard Pulse is a style of fighting similar to Dead Bone Pulse, it evolves around the user forming/extracting bones from their body made purely of ice. Although the ice appear as bones, it is still just dense Ice shaped as bones. It doesn't have the same amount of strength or density of Kaguya bones but is as tough as Ice can get.

Usage Examples:

(Dance Of The Blizzard)

Rank: S
Range: Short - Long
Type: Supplementary/Offensive/Defensive
Chakra: 40
Damage: 80
Description: The user gathers his ice chakra through his entire body and releases a full body surge of ice chakra causing multiple sharp bone shaped figures of ice to blast outwards in every direction from the users body, capable of attacking multiple targets even at great distances.


(Dance Of The Snowstorm)

Rank: B
Range: Short
Type: Supplementary/Offensive
Chakra: 20
Damage: 40 (+10 to all kenjutsu)
Description: The user gathers his ice chakra within his body and focuses it to both of his arms before causing large bone shaped sharp ice figures to form from the arms. The figures appear as extra elbows and forearms above the users originals. However, the figures are as sharp as chakra enhanced blades and capable of easily ripping through a variety of things. This should follow the guidelines of the strengths and weaknesses of the ice element. This technique is a great feature for close combat related battle and allows the user to also perform kenjutsu techniques utilizing the arm blades.

Additional effects and Restrictions:

- Must have mastered the wind, water and ice elements.
- Must at least be S-Class Rank to learn the style.


✦ Declined, has been done before in the past with Ice CJ ✦
 
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Sirius Black

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Re: Custom Fighting Styles Submission

Hebereke Setsudan Sutoretchi Shushou Drunken Cleaving Stetched Palm
Type: Nin-Taijutsu
Background: The inability of a SUNA shinobi to perform nature manipulation to his chakra lead him to devise a method to make the most of his raw chakra. Since he was inable to perform elemental attacks so he gave much time to his taijutsu training. After training for several years he had developed quite strong hands with his palms being the most developed. He had so strong palms that he could easily break a rock boulder with it. With a little luck and effort he applied the basic idea behind Drunken Fist to his technique and was able to make a strong fighting style based on taijutsu. So by taking full advantage of his taijutsu mastery and his raw chakra he developed a NIN-TAIJUTSU attack where he would release his raw chakra in the strikes of his palms to get a devastating effect. The technique was later transferred to other shinobi who had Elemental chakra but were required to use only raw chakra for this technique
Description on the Abilities and Inner Workings of the Style: The style is based on strong taijutsu attacks relying only on the palms of the hand. First the wrist is bent to make the palm in front and then Fingers are stretched back in such a way to make the palms even more forward and also the stretching provides the toughness to palms. The raw chakra is released at the time of impact causing chakra flow to disrupted for a short amount of time to make opponent unable to use the specific part for just few seconds. The strong impact of fists and the element of surprise due to being drunk gives birth to a new style. But with the addition of raw chakra that is a new style altogether Nin-Taijutsu. The user needs to drink at least half liter of alcohol that lasts for fifteen turns throughout the battle. The drinking increases the speed to 1.5 times of the original speed of person. Once the alcohol wears of user comes back to his normal speed and may use the fighting style but with decreased damage
This techniques attacks are usually random and quite fast. The masters of the technique can even go as far as to landing seven strikes in a single attack. The damage done by technique is physical by taijutsu strikes and internal damage is due to chakra release which cause stop of chakra for few seconds to particular part preventing an instant or reflexive counter attack. The strikes laid are very strong and firm in contrast to the users of Drunken Cleaveing Stetched Palm who usually appear to be drunk, dizzy and lazy all the time.
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Example Techniques:

Rank | A-Rank
Range | Short
Type | Offensive
Chakra | 30
Damage | 60 (-10 if not drunk)
Description | User turns his hands backwards at the wrists and then stretches his fingers backwards making his palms buldge out and more strong. He then jumps forward while rotating in the form of vortex but with normal speed and strikes the opponent seven time using his palms at the seven vital orgnas of the body. Like heart, Liver, Lungs, Stomach, Intestine, Kidney, and at the center of chest while rotating. The rotation makes it difficult to counter the attack and user slides right past the opponent who is left hanging around with chakra block to these organs for 10 seconds. Leaving him even more susceptible to the the attack



Additional effects and Restrictions:
1. Masters of Drunken Cleaving Stetched Palm have increased Flexibility ,Agility, Reflexes and Speed when compared to a regular taijutsu users
2. Moves involve strong physical strength of palms and speed and flexiblity attained by drinking alcohol
3. Must have mastered everything about this technique. And cannot use this technique within one month of learning it. As being drunk can effect other attacks So need three training sessions at minimum to get a hold of other jutsus while being drunk
4. Users have great and precise chakra control


✦ Declined, there is nothing that separates this from the canon Drunken Fist or the basic Drunken Monkey Fist applications of my CFS ✦
 
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Wesobi

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Re: Custom Fighting Styles Submission

Nageki Genkotsu | Wailing Fist

Type: Taijutsu + Sound

Background: The background about this is broadening the Ototon Arsenal, as well as having a more subtle and streamlined usage of sound techniques, in combination with hand-to-hand combat. In the past we have seen several sound users, albeit through body modifications. As these are not allowed in our RP/not used (take your pick), we need to read just how we use them by using sound chakra and combining it with taijutsu.

The style was created by Wesobi. It was created when he was working on the essence of sound release and wanted to apply its usage in another, more beneficial and specific way. All of this while he was working for Akatsuki (RP wise).

Description on the Abilities and Inner Workings of the Style:

There are various way to use Oto no Kobushi. This because there are several factors that make up the sound element in the first place. There are sound waves, yes, but how do they come to pass? Using the core elements that are used to create sound both separately and together with taijutsu is what makes this very special. I will be explaining each asset that makes sound together with taijutsu.


Gōon ryū no michi | Way of the Roaring Dragon:
This part simply uses vibrations-enhanced taijutsu techniques. Vibrations can be used for a various amount of things while combined with Taijutsu. You can use them directly, bruntly. This, for example to send vibrations over the users body. These vibrations could have different effects, but hitting someone in the right spot with a certain amount of vibrations added to it could easily crush bones or muscles/tissue. The downside of this is that the brute force causes the attacks to be sloppier, or less accurate.

Omoi zō no michi | Way of the Heavy Elephant:
This part of the technique uses pressure combined with taijutsu techniques. This is the most difficult to control part of the technique, as it depends very much on the users knowledge of Ototon, as well as the anatomy of the human being. Applying pressure and attacking pressure points of another person’s body can have different effects all together. Some pressure based techniques will apply damage to organs (in a sense that the person will feel uneasy or will be restricted more in battle due to pressure, not actually killing the organs), or apply pressure to make body parts and what not feel heavier.

The fact that this is such an omnipotent part of the CFS in general, makes it somewhat limitless in its usages, albeit within the bounds of what the RP allows and what is possible.

Chissoku sai no michi | Way of the Smothering Rhino:
This last part makes use of the friction that can be caused by sound waves. Friction is somewhat of an abstract part in the usage, because friction isn’t a direct cause for sound waves, but rather a direct result of them. This means that we reverse-engineer sound in such a way that we can use the friction, rather than using a part of which sound waves are made up of. The usage of friction is done in such a fashion that the user uses a sound technique combined with a taijutsu technique (which is the base of this CFS) and then uses the friction caused by it to attack the opponent.

This means that we have very short/high speed techniques that cause this friction. Making use of friction thus could effectively burn the enemy (and more effects), despite not using any sort of fire-based technique. Next to burning people, it can also create pressure, as friction causes heat, which will lead to pressure if used correctly, though this isn’t the main reasoning for this CFS.




Example Techniques:

Nageki Genkotsu - Gōon ryū no michi: Hirogaru | Wailing Fist - Way of the Roaring Dragon Technique: Unfold
Type: Offensive
Rank: B
Range: Short
Chakra: 20 (+5 per turn active)
Damage: 40
Description: A very simple technique, but the core of The Roaring Dragon substyle. The user, while fighting in close combat will use a double layer of vibrations over his limbs. The first layer (on the skin) is to counteract the effects of the vibrations he uses as an offensive purpose. These vibrations are strong enough to withstand the other vibrations, as both are made up of the user’s chakra. The second layer (the “over-layer”) are vibrations that can be manipulated to use against the opponent. This jutsu counts as an activation jutsu, and other Roaring Dragon techniques can only be used if this one can be used, as it activates the vibration.

Stays active until the user deactivates it.
Costs 5 chakra per turn active.
The jutsu is used as an activation for following Roaring Dragon techniques
When using ototon techniques that require the limbs to create them (arms, feet, hands, etc) it increases the power of these techniques by 5 as the extra vibrations increase the speed and power.

Nageki Genkotsu - Omoi Zō No Michi: Zō no kiba | Sonic Fist - Way of the Heavy Elephant: The Tusks of the Elephant
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The Tusks of the Elephant is a powerful and dangerous technique, not for the user but for the opponent. The user will gather up their sound chakra and create a transparent aura around their hands. once they completed it the user will run up to their intended target (if the user is at long range. If the user it at short range, he obviously does not have to run towards the opponent) and apply a strong pressure to a pressure point of the opponents body. Every strike from the users sound infused hands will cause specified damage to the intended area. Each struck area will have a different effect on the targets body. The pressure that is put on the opponent will generally be used to restrain a body part from fully working. If applied to an area that has been damaged before, there will be way more pressure and the effect will increase (f.e. disabling the usage of a limb for x amount of time instead of just restraining it partly).

- The effects of this technique last for two turns unless countered.
The effects themselves are not lethal, but damaging. If, however, they are put on a region that is already damaged/hurt, the power of it will increase.


Nageki Genkotsu - Chissoku sai no michi : Sattō | Wailing fist - Way of the Smothering Rhino: Stampede
Type: Offensive
Rank: B
Range: short
Chakra: 20
Damage: 40
Description: Using a swift technique with condensed sound chakra in it (high pitched frequency, so it’s likely unhearable or an extremely annoying sound) the user perform a series of high speed punches on the opponent. The technique itself is not so much a technique made to damage, but to make small cuts in the opponents body due to the friction caused. These small cuts can then be used to open up extra pressure points, that in turn can be used for Way of the Heavy Elephant Techniques. This would set up an extended pressure on the opponent making them weary in battle. If using the vibration from Roaring Dragon, it would have a much more instant effect (for example deepening and enlarging the cuts).

The cuts are not enough to really harm the enemy, but will annoy them.
This technique is made as a follow up for other techniques, albeit in this CFS or cannon/elemental.

Additional effects and Restrictions:
Must know Taijutsu - Ototon
Can not be used in addition to EIG in any way, or with any other kind of chakra mantle (bijuu cloak and similar).
Can not be used by a swift bio.
Dependant on which substyle is used, various effects can be created.
Substyles can be used through one another. This means you are not limited to using one substyle.
While substyles can be blended, they can not be used at the same time. For example, you can not focus friction in one hand and vibrations in the other (to keep it from being too OP).


 Declined  Collides with existing CFS.
 
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