Custom Fighting Style Submission - II

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♪ As of this post, I'm going to start leaving the thread permanently open. Instead of waiting 14 days for a resubmission, you'll only have to wait 7 days. ♪
 
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Ganmaken|Gamma Fist

Type: NinTaijutsu

Background: "Internal damage with no external wounds." The history of the Gamma Fist fighting style is closely related to this concept, thought up by a certain shinobi. This shinobi was one within the unique population of Sound Release users, employing the Advanced Ninjutsu alongside his impeccable Taijutsu skills to win many a battle. The shinobi, growing bored of his time in his village, became a warrior nomad, seeking out strong opponents all around the world to further sharpen his skills. His journey led to him coming across another warrior who also specialized in Taijutsu. Naturally, the two engaged in battle, with the nomad finding himself incapable of defeating his adversary due to him enhancing his body with a special Ninjutsu, making his skin incredibly durable and dense. Finding himself unable to match his NinTaijutsu, but also unable to sacrifice his honor and using his prowess in Sound release, the nomad was defeated after a long fight. After licking his wound, he began to rigorously train his Taijutsu skills, challenging the man many times, but still finding himself unable to penetrate his armor-like skin. After countless training sessions failing to yield the results he was looking for, the nomad began to curse his inability to get over his honor and use his Sound Release prowess. Whilst mulling over what he could do, a new idea dawned on him, the creation of a new means of combat. Remembering the legend of the Hyuga clan, a group that focused on internal injuries, the nomad created a means of replicating such an effect through combining specialized Sound waves with his Taijutsu strikes. He engaged the man again, using this style to bypass his durable skin to attack him from within.

Description on the Abilities and Inner Workings of the Style: The Gamma Fist fighting style works in a similar method to the Gentle Fist, being inspired by the style of the clan. However, in comparison to the aforementioned clan's fluid and precise methods, the Gamma Fist fighting style is far more crude and violent. The style is executed by the user by flowing low energy, high frequency waves of concentrated Sound through their bodies. Due to being waves of Sound, the acoustic energy is faintly audible as it resonates through the user's body until released upon striking a target. Upon striking a target with their body through Taijutsu, the user will release the Sound waves into the opponent's body, using the contact between their bodies as a medium for the transfer of the waves. The waves, just like when they resonate through the user's body, remain high frequency and low energy, similar to that of a Hindering Sound wave, allowing it pass through the user's body and into the opponent's as though intangible, bypassing their flesh and entering the bodies of the targets. However, while initially harmless as it flows through the user's body and during the moment of contact, the waves change in form once successfully transferred into the opponent's body; once inside the waves change to become high energy and low frequency, taking the form of a Destructive Sound wave on the inside of the target's body, with the shape of the Sound wave changing in order to deal cutting and piercing damage to the target's internal body. This is where the mantra of the style, "Internal injuries with no external wounds," is given meaning: by bypassing the outer flesh and skin of the target, the Sound waves are capable of dealing severely higher damage to the opponent's internal body, making the damage harder to counteract should the user manage to land a blow.

Example Techniques:

Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.

Ganma Ken: Sai Dai Rin|Gamma Fist: Largest Ring
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Considered the strongest technique of the Gamma Fist fighting style, the Largest Ring technique can only be performed by those considered true masters of the fighting style. The technique is executed through the user placing their fists against the body of the opponent while focusing the low energy high frequency Sound waves through their body. Contrasting the rather mild form of contact, the Sound waves are incredibly destructive upon actual contact, bursting apart on the inside of the target's body in the form of a multitude of waves shaped like blades. The waves resonate all throughout the target's entire body, severely damaging their internal organs and muscles. Due to the sheer amount of damage, the technique carries fatal consequences to those struck, leaving them completely paralyzed before their imminent death.

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.

Additional effects and Restrictions:
-Must have mastered Taijutsu
-Must have mastered Sound
-Must have reached S-class by posts

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

Riker, our loyal member, gave on the of 2016, a request for a Patent on the Custom Fighting Style Ganmaken|Gamma Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, 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;


Ganmaken | Gamma Fist
Powered by Vex
Copyright 2016, Riker, NarutoBase.net

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21 Savage

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The Nunchucks Arts || "ヌンチャク Nunchaku Gigei


Type: NinTaiBukijutsu


Background:
A Shinobi of the Land of Lightning once had high hopes to rise up to the mantle of the "Lightning Shadow" in the near future. Upon having this dream of his, he became highly inquisitive about the ethics of the village and tried to learn more and more of the workings of his county. With this vision, he indulged in reading ancient scrolls, war records, past treaties of the previous village leaders. He could name the First to the present Lightning Shadow with their corresponding War General, Peace General, First Officer and their achievements during each lifetime.
During one of his very curious adventures, he stumbled across a scroll containing the profile of a crazy War General. This general was famed to had planned a coup against the Lightning Shadow of that time but had failed in his endeavours and decided to exile himself out of shame. In his profile, his fighting style and preferred weapon choice was documented. This looked enticing to this shinobi and he decided to reincarnate the art and carry on the legacies of the Exiled War General.


Description on the Abilities and Inner
Workings of the Style :


The nunchaku, commonly referred to as nunchucks, is basically two solid metal bars connected by chains. This medieval arts can be used to quickly disorient and damage an attacker. Each bar (sometimes labeled as a singular ("nunchuck" or
"chuck") can be made from a range of materials (traditionally wood; more recently extending to alloys, metals). In addition, the bars can vary in shape. In this branch the nunchaku stick shape may vary according to the user's preference. Bars may also feature a taper , or narrowing diameter.
The end of the bar that is connected to the link is called the "head" and the end furthest from the link is called the "tail". The middle is called the "body". While in a normal one-handed grip of the nunchaku, the bar held is called the "handle" and the freely swinging bar is called the "striker". The link is usually a chain and the length varies. The way in which the bar and link are connected is the
"join". With chain, the join is normally a series of holes through which the chain is repeatedly woven. With chain the join is
usually a ball-bearing swivel unit.
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There are different styles to these art; there are instances where the bars are used primarily to grip and lock, use the bars primarily for striking which packs immense power.
Although it may cause injury to an inexperienced user, the nunchaku is purported to be a very effective close range weapon by its proponents. When used in combat, the nunchaku provides the obvious advantage of an increase in the reach of one's strike. Somewhat difficult to control, the chain link of the nunchaku adds the benefit of striking from unexpected angles. Practitioners of the flashier styles contend that the motion of the nunchaku is often found distracting by opponents, who may have trouble keeping up with the nunchaku's rapid movement. In addition, the reach of the nunchaku is often underestimated, even by those experienced with its use. However, when swung, the
nunchaku loses between one to two inches in reach. Some of the techniques involve holding the weapon in a variety of Once an opponent has moved their weapon or body into close range, the nunchaku is used to strike vital spots, and apply joint locks, chokes and other control techniques. The chain link
version of the nunchaku has also been known to be able to fend off enemies with swords or staves. Gripping the nunchaku is usually a matter of preference. Gripping it close to the chain link increases control
but decreases both striking power and reach. A grip further down would have the opposite effect of increasing reach and
power while decreasing control and, with the link further out, would also render it susceptible to capture. Unless in expert
hands, it is unadvisable to use a nunchaku against a staff or a stick since disarming is often only a matter of striking at the link and jerking it hard out of the hands of the nunchaku practitioner. It is primarily because of this specific vulnerability of the nunchaku that most styles tend to minimize striking. Advanced practitioners of the nunchaku often point to the level of difficulty to control the weapon and question whether the extended reach and unpredictability provide sufficient offensive advantage to
offset this disadvantage.
None of the possible variations for assaults is the better of the two. Like all nunchaku techniques, both have their good points and
their bad points. For most practitioners, the forehand variation will deliver the stronger blow. This is a serious consideration. However, the backhand variation has the advantage in that, during the course of this nunchaku technique, the defender only presents his side to the attacker — while
in the forehand version, the defender pivots and, if only for a fraction of a second, gives the attacker a potential frontal target.
There are a set of techniques in which nunchaku assaults can be classified under.
Nunchaku spins, Nunchaku passes and catches, Nunchaku blocks and guards, Nunchaku strikes. The Nunchaku can be used in diverse ways ranging from attacks from the blunt force that can break bones, supplementary usages including counter attacks and if used by a pro : it could attain a defensive feat.
The Ninjutsu aspect of this art involves passively garnishing the weapon with a few elementals that either increases its attack prowess or increases its defense capabilities subsequently. By adding lightning chakra into the bars of the nunchaku, it delivers a rather shocking effect capable of paralysing a foe with a single point of contact. Also, the effect of earth chakra on the nunchaku involves a rather fluid change in the weight of the nunchaku, thus increasing the damage induced by multiple folds.



Example Techniques:
(Nunchaku Gigei: Bōei Sho) - Nunchucks Arts: Defense
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: In this nunchaku technique for defense or counter attack, the defender squares off against the knife-wielding or sword-wielding attacker and leads with his left side. The nunchaku is held in a ready position over the right shoulder. The
defender leaves a fairly short distance between himself and the attacker.
The defender then throws a low (about knee-high) front kick with the rear leg (his right leg). The feint-kick is not meant to connect with the attacker’s leg; it is meant to divert attention downward. (Glancing down at the attacker’s knee just before
throwing the kick can help draw his attention downward.) The kick should look forceful enough to put the attacker on the defensive, but it is not necessary to make contact but making contact counts too. This allows the defender to maintain a safer distance because the striking range of nunchaku is considerably greater than that of a kick. The real strike is a full-swinging nunchaku forehand to the attacker’s head. The strike should begin when the feint-kick has reached full extension. After the nunchaku strike, the defender is balanced and mobile, ready to skip back from the attacker, if needed. The nunchaku is in excellent position for an immediate follow-up backhand strike if the attacker has not been neutralized.

(Nunchaku Gigei: Uso) - Nunchucks Arts: Lies
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: In this nunchaku technique, the defender leads with his right side, the nunchaku bars are held 90 degrees apart, and the right hand grips the bar in a palm-up position. Again, the defender keeps a good distance between himself and the attacker. The defender then executes a low side kick — again a feint — to draw the
attacker’s guard down. (This kick can be preceded by a skip to help close the gap, if needed.) The nunchaku strike is delivered in a backhand type of motion to the right side of the attacker’s head. It is hard to generate as much power with the backhand swing as can be generated in the forehand strike described, but holding the sticks 90 degrees apart helps. This gives the striking bar a greater arc to swing through, increasing its speed and therefore producing a more forceful blow than would be the case if the sticks were held in a straight line with respect to each other.
After the strike, the defender is balanced and mobile, his footing remaining virtually unchanged during the technique. The nunchaku has been caught in an across-the-back position with the left hand, making it very easy to execute a powerful follow-up forehand strike. It is for this reason — to be able to swing the nunchaku all the way around and across the back —
that the stick is held palm-up in the right hand. Holding it palm-down would greatly restrict the arc of the swing.

Additional effects and Restrictions:
¶ Requires the Mastery of Kenjutsu, Up to B rank Taijutsu and Ninjutsu.
¶ Full mastery of Earth and Lightning is essentially required.
¶ Must be of Kage rank or higher to learn and master this art.
¶ The practitioner must have the Nunchucks aforementioned in his biography to use effectively. However, design and cosmetics depends solely on the practitioner.
¶ After mastering this art, Experts can wield double Nunchucks in both hands with ease matching with their movements and pace gracefully.

♪ Declined: Clashes with Yard's Nunchaku CW ♪
 
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Gobi Gobletsson

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(Hanjutsu) - Hammer Technique
Type:
Ninjutsu & Hanjutsu (Hammer Technique)
Background:
Hanjutsu includes the usage of a Maul to be exact, which can vary depending on the user, such as a post Maul, or a War Hammer, which is also known to be a maul. It was supposedly created contra the Shinobi's basic typical fighting style using light weight lethal weaponry such as Sai, Wakizakis and otherwise light wielded projectiles and weapons.
It was demonstrated and practised by a Shinobi named Alkador. Strong of body and mind, he decided to lay his focus upon strength, and overall brute force and raw chakra manipulated to a certain degree in order to create devastating attacks. With cement-like bulk of a block ontop of the stave the overall momentum and weight would be capable of bringing lethal strikes capable of breaking through bones and fracture internal structure.

Description on the Abilities and Inner Workings of the Style:
Basics
Hanjutsu includes the usage of a Maul to be exact, which can vary depending on the user, such as a post Maul, or a War Hammer, which is also known to be a maul. While as previously said, using smaller types of hammers such as a one-handed War Hammer, would prove less effective, thus resulting that all techniques would effectively loose one rank, making it overall impossible to create attacks equalling F-rank in strength let alone S-rank, whilst using the Sledgehammer, it proves much more devastating.
The basics are simple movements, thrusts and swings, but given the overall weight and leverage of the pole, it allows for extraordinary bone-breaking prowess. It can even be thrown, spun, he the wielder could turn it upside down using the pole for quicker jabs or grabbling methods such as a chokehold. Let alone the ability of the strikes themselves to be capable of breaking regular katanas, swords and alike if they're hit properly.
Moving onto the Chakra enhancement.
Chakra Enhancement
Hanjutsu also makes usage of Chakra enhancement. Which revolves around enhancing the basic movements of the Hanjutsu style, to empower techniques and proves capable of even manipulating the elements of nature itself, but merely through natural occurances granted through the enhancement of regular raw chakra taken to an advanced step. This overall gives the wielder a huge variations of options to ultilize.
Some of these variations are not limited to, but are things such as - Enhancing normal strikes to empower the basics movements of the style itself, the Raw Power ultilizes the strength in i.g. A thrust which carries such force that it creates a shockwave of compressed to push away opponents. Through the vibration of chakra around the Hammer's head to cause friction and set the head aflame in a shroud-like look, which can be dealt physically or even cast through swings or thrusts. Similiar to the aforementioned the use of chakra could even deliberately make delivery chakra to exude from the head and even break the air itself, in form of vibrations, this and it can be directed into the ground in order to create tremors and similiar. This can be used in a wide variety of ways and ultilize several methods of ultilization.

Example Techniques:

(Hanjutsu: N/A) Hammer Technique: Cloud Piercer
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: Cloud Piercer is a thrusting technique. It pertains the ability to push targets away, even should the wielder miss, or the attack be blocked. Through the delivery of a simple, yet powerful thrust of the Hammer the hammer is lunged at the opponent. The thrust carries an after-shockwave of air, meaning at first the hammer will hit by itself, and be followed by the forwarding pushing air current generated through the thrust and strike the opponent. Almost simualtaneously should the opponent block, or be hit, they're flung away afterwards with minor bruises here and hither.

(Hanjutsu: N/A) Cloud Hammer: Shattering Sky
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: Shattering Sky is not exactly right, since it actually is a technique aimed to the ground. Using the immense strength of the Hammer in use, and through overhead strike to the ground the user would convert the kinetic force into the ground causing the very earth to shatter in in a ripple-like effect around him in order to destroy any sort of foothold of opponents. This proved especially effective against users of high speed movement, slowing them down severely.

Additional effects and Restrictions:
- Hanjutsu practitioners are needily to have a immense amount of Strength allowing them to move their weaponry similiar to Kenjutsu or Bojutsu users, and as such Masters of the Style pertain a +5 Taijutsu bonus to their basic Strong Fist Taijutsu, while not falling to the penalty of this Style, which doesn't gain any bonus whatsoever, other than avoiding the penalty.
- Penalty of not having a biography, which pertain a minimum requirement of passively +5 to their Tai&overall strength, have their techniques in this style, to be much more predictable, and slower. Their overall base speed loose 2, simply for having the Hammer in their possession. Of course, this pertains only the users which are wielding the regular sized maul. Those who wear the smaller, such as the One-handed War Hammer, does not fall under this penalty, but loose 1 rank to all their offensive/Defensive Hanjutsus.

♪ Declined, passive boosts are a no-no. Also, other members (robot boy) have been making Hammer Techniques in the CJ thread. Also, a Hammer CW exists, made by Juha and parts of this clash with it. However, from my understanding, he'll be dropping it. Regardless, as it's still in his possession at the moment, you should ask him for permission. ♪
 
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Soul Reflection | Tamashi Hansha

Type
Tai | Ken | Ninjutsu

Background
On one of his spirit walks, Priest had the opportunity to live with some monk at the Land of Mountains. There, he learned one of their ancient teachings of meditation. Apparently he was able to manifest a bit of his soul in the form of chakra for a short time without it being a shadow clone. Priest furthered this knowledge and incorporated it with his beloved fighting arts.

Description and Inner Workings of the Style
This style revolves around enhancing body combat, sword combat, essentially close combat either weapon based or hand to hand combat in a special way. By molding one's chakra, one is able to create a phantom copy of a moving weapon or limb, using the chakra to manifest the limb or weapon as a separate entity albeit lagging behind the limb/weapon so that it looks like a delayed after-image but quite real. No, the phantom attack is not an extension of the user's body like sage kata but a separate entity but follows the same motion, force, momentum and mechanics of the attack it is following. For example, if the user is doing a round house kick, he creates a phantom makeshift leg that comes behind several inches to a meter max and does the same thing the limb does. This is useful so that should an attack be parried, the opponent is met with a copy of the same attack.

The phantom attack is temporary and only imitates the attacking limb/weapon and after it has done what it was created to do, it vanishes. The production of the phantom is simple while one incorporates this style. Having charged chakra into the said weapon or limbs, the procession of the limb/weapon is registered and used in the manifestation of a phantom which does the same, while the force, momentum and angle are all incorporated to mold a perfect copy.

For Supplementary and Defensive aspect, the phantom can still be made. Say, the user can flip backward to evade a taijutsu, while incorporating this style, A phantom of the whole body could be created, doing the same flip, albeit a little distance away from the user and one could successfully make the phantom flip and crash against an attacking opponent. A phantom could be made from any direction of the attacking limb/weapon. For example, the user can make the phantom come from behind(near or bit far) the attacking limb, or from an adjacent direction of the attacking limb. I could throw a punch and make the phantom punch come from the opposite direction of the thrown punch though the posture, strength and speed of the punch would still be the same. Would be explained further in CFSJs.

The Phantom manifestation can be formed with any of the basic five elemental chakra and if so, they take the respective properties of the element and so is the strength and weakness of the elements. The style would certainly follow a set of organisation which includes the offensive aspect, defensive, supplementary, diversion, defensive-offense, evasion and balance. The phantom can be seen as they take the appearance of the element the are formed from though they are delayed and can not be seen with the procession of the moving limb or weapon. In advanced form of this style, more than one phantom manifestation can be made and in some cases, a single phantom manifestation but loops its action for more than once.

Example Techniques
1. ?
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is the basic offensive movement of the style where the user either punches, kick etc, while manifesting a phantom attack. From someone view from afar, its looks as if the phantom are after images maybe as a result of influence from a genjutsu or perhaps they are seeing double, but they are quite real.

Punch/Palm Variations
The user focuses his chakra so that when he swings his arms for a punch, another phantom arm is formed some inches behind the swung arm. The distance between the user's arm and the phantom arm may vary depending on what the user wants. However, it would not exceed a meter. The movement of the phantom punch depends on the movement of the punch that leads it. An upper cut would mean the phantom hand would also be jabbing upwards, A forward punch would mean the phantom arm which is a bit below or above the hand would also jab forward albeit delayed. This application is also the same for palm attacks as they are quite similar to the dynamics of punch attacks.

Kick Variations
The user focuses his chakra so that wheb he swings his legs for a kick, another phantom leg is formed some inches behind the swung leg. The distance between the user's leg and the phantom leg may vary depending on what the user wants. However, it would not exceed a meter. The movement of the phantom kick depends on the movement of the kick that leads it, so is the force it carries. An upper kick would mean the phantom leg would also be swinging upwards, A straight kick would mean the phantom leg which is a bit below or above the leg would also be thrown straight forward albeit delayed. A drop kick or heel drop would mean a phantom leg would also come down upon a position after the previous attack.

This variation is only meant for limbs used for attack thus the manifestation of phantom entity for them is fixed for a purpose which is to assault. This is the basic form of offensive thus the phantom created can only follow behind the attacking limb and can not come from another direction.
The phantom attack would disperse as soon as they finish imitating the said limb once. Lastly, the user can choose a single element and manifest his phantom to take its properties thus the phantom is susceptible to its strengths and weaknesses.

2. ??
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is an aspect of this style that is incorporated with hand combats that is not offensive in nature. Even when one is not attacking, one can still do a plethora of movement based Taijutsu/Kenjutsu either to prepare one for a complex combination of the time interval between being at rest and actually attacking. This could range from a simple non aggressive spin, a roll, a flip, a dash, a half step or even a run. When timed perfectly, the user of this style would at the begining or half way of executing this movement, manifest their phantom to follow suit. For example, the user could spin backwards while in a close proximity to an observer and cause a phantom to manifest, doing the same spin. The phantom in this case could manifest as a full body that it could be mistaken for a clone which could temporarily distract the opponent and perhaps make him feel overwhelmed. The phantom however is not an illusion and quite real and during the course of its manifestion and reaction to the user's action, it could collide with an unaware target to disrupt their balance or even harm them depending on the element the phantom is made of.

Additional Effects and Restrictions
One must have mastered The Basic 5, Taijutsu and Kenjutsu.
If the user specializes in the style, he'll be able to use the style with half the chakra cost.

♪ Declined, I won't approve that last additional effect. Secondly, this clashes with Erzo's Mirage Arts, and some parts clash with LoK's CFs. ♪
 
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RuckenTM

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Gētsujutsu — Gate Techniques

Type: Ninjutsu

Background:

Throughout the entire development of chakra, people would be creating new categories of fighting. Within the standard three fighting approaches (Ninjutsu | Genjutsu | Taijutsu) exists sub categories that can be developed to a point that it becomes it’s own recognized field. For example, underneath basic Taijutsu, the Gentle Fist fighting style was developed that is a Taijutsu subcategory, but is recognized enough to be it’s own standalone style. Underneath Ninjutsu, there exists several subcategories such as Fūinjutsu, Kinjutsu, and Iryojutsu. Even some of those subcategories include subcategories like how Summoning Ninjutsu is a subcategory for Space-Time Ninjutsu.

These techniques differ from categories like Hiden Abilities or Kekkei Genkai, as those types of abilities can intertwine with those forms of Ninjutsu. Things like Ink Ninjutsu have been shown to include sealing techniques (Fūinjutsu) within their fields. Some water release techniques have been used under the Iryojutsu. The point is that these subcategories are considered fields of their own and can be utilized alongside other techniques.

Description on the Abilities and Inner Workings of the Style:

Gētsujutsu (論理術; Literally meaning “Gate Techniques" or “Gate Arts") is a type of Ninjutsu that focuses on the interaction of objects, living beings, chakra, and a wide variety of other things with gates. These gates have special properties imbued within them, and when something flows through them, the object takes on the effects of the gate. Each Gate created is unique and depended on the type of gate made. The appearance of these gates generally take circular forms, but that is not their limit. They may be created to be as large as an archway, and even be 3-Dimensional and take on a more intricate form, like a hallway. Gates could be one-sided or doubled, meaning different effects occur based on which side is flowed through. The Gates can also last a few moments or stay permanently present until they are destroyed.

When used in combat, the Gates can be used to increase or decrease the efficiency and potency of objects that do pass through. This include jutsu, so certain elemental jutsu can be empowered if they flow through a certain gate. While Gates can be stationary, it is also possible to control the movement of certain gates to allow the gate to flow passed the object, which would still fulfill the requirements of imbuing the object with said effect of the Gate.

Additional Effects and Restrictions:

– Must be Kage Rank or above to learn
– Needs to have mastered all fields of Ninjutsu (meaning, elemental and non elemental Ninjutsu) as well as Genjutsu to have acquired the necessary chakra control and skill.


✦ Declined, this is.....something but its not a CFS. DNR ✦
 
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Note: I had another CFS named central friction, but this is completely different. I liked the name so I'd very much like to keep it if that is possible. 0_0 If you want to view the submission here is the link.

(Chuuou Furikkushon)-Central Friction


Type: Nin-taijutsu

Background: This was originally developed long ago by a young shinobi who was lacking in natural strength. His combative skills were great, however, he could never overcome his physical limitations. No matter how hard he tried, larger opponents seemed almost immovable To overcome this, the user relied on chakra, misdirection, and his opponent's own aggression, so that even he could “move” his opponents with ease. These arts have been passed down through writings, and the few who practice it. Overtime the techniques have changed, and have become more advanced from student to student although the core concept of the style remains unchanged.

Description on the Abilities and Inner Workings of the Style: The concept of this fighting style is fairly simple in theory. It takes advantage of movement, and force by using chakra to overwhelm the enemy by changing the direction of an applied force. Chakra has been shown to produce extraordinary amounts of force while possessing various unique qualities. Qualities such as enhancing one’s strength, or providing balance. We’ve seen the ability to “move” chakra in techniques like the rasengan, where chakra is compressed and continuously rotated in a particular direction. If you were to imagine a solid sphere rotating in place while an object moving in a straight line collides with it, that would perfectly describe the basis/core of this style. The user merely takes advantage of “moving chakra” to augment his taijutsu. The basic method of utilizing Central Friction is to first generate chakra somewhere on the surface of the body. The chakra manifested must then be compressed to generate enough tangibility and power to effect the enemy, or the user. The user will then manipulate the gathered chakra in a desired direction across the surface of the body while releasing the built energy in the very same direction for offensive, or defensive purposes. (Chakra is not released as an explosion, but laterally in the desired direction.) For this style, chakra is generally generated on the palms of the user as they provide a great flat surface to augment their taijutsu. This unique style of fighting can be used in a plethora of ways to aid the user in combat.

Example Techniques:

( ) Transverse Fist
Rank: B
Type: Defense
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user gathers and compresses chakra into one of their palms when the enemy launches an attack. The user than focuses on quickly shifting the chakra in a particular direction (Ex. Up, down, left, right. Etc). When the user makes contact with the enemy’s attack, it will be deflected in that direction. Ex. If a straightforward punch clashes directly with a palm of upward moving chakra, the opponents arm will be deflected in that very direction leaving them open to attack.) This is mainly used to throw an attacking opponent off balance although it is capable of deflecting elemental jutsu.

( ) Null
Rank: A
Type: Attack/Defense
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user gathers and compresses chakra into one of their palms. The user begins to rotate the chakra on the surface of their palm so that when he attacks the enemy the area that was targeted will be twisted and burned by the friction of the spinning, as well as injured by the main force behind the attack. Of course, this can also be used to nullify the force of an opposing attack as the spinning chakra disperses the force on contact. The user can disperse elemental jutsu of the same rank.

( ) Shock Vortex
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user gathers and compresses chakra into the one of their feet. The user will then rapidly spin the chakra so that they themselves spin extremely fast in the same direction to perform an advanced version of a normal spinning kick albeit faster. This turns a practice oringally meant for defensive purposes, to an augmenting offensive technique.

Notes/Restrictions:
Can only be taught by Omega
Must be at least Kage rank
Must Master Taijutsu
Must Master Ninjutsu

♪ Declined: I like the idea but, essentially, it's a raw chakra variation of Pervy's "Power of the Dragon" CJ. Also, causing burns through physical contact would also clash with my CFS. ♪
 
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[Kapuseru bōjutsu] Capsule Bojutsu
Type: Ninjutsu/Bojutsu

Background:
Capsule Bojutsu was developed by baton wielding shinobi of Kirigakure alongside those of Otogakure as a way to incorporate there natural affinity to liquid elements and sound based techniques. It was firstly developed as a way to confuse/disorientate enemies who would enter close quarters combat with the users of this style, although when picked up by the shinobi of otogakure, it was given more offensive, advantage-giving abilities when accompanied with their sound techniques. Over the years, the style has become what it is today, a perfect infusion of the many different ninjutsu that went into it's creation as it travelled around the world and was added to in every place.

Description on the Abilities and Inner Workings of the Style: This style bases it's abilities around the use of hollowed out weaponry, such as batons, staffs, tonfa etc. Users of this style will manipulate liquids in order to fill or drain their chosen weapon at will. This is the base of everything else that this style has to offer and is the focal point of all its branching abilities. The two main benefits of doing so are,
1. Increasing and Decreasing the weight of your held weapon.
2. Changing the pitch of the sound the weapon makes upon contact.

A weapon with high volumes of water inside will be heavier and make lower pitched sounds upon connection with another object, lower volumes of water meaning the opposite, a lighter weapon with a higher pitched sound upon contact. Increasing and decreasing the weight of your weapon would keep your opponent on edge, every strike would feel different, every swing would have a different level of momentum behind it and would react differently to being blocked. The opponent could never feel comfortable with what they are about to defend against, unknowing of what they were being hit by.

Changing the sound that the weapon makes on contact is beneficial when paired with sound chakra as it allows the chakra to react in different ways. With a shot of sound chakra when your empty weapon connects with an object would produce a quick, high frequency sound wave which travels extremely quickly, causing whatever contacted the weapon to bounce off with great force.
A shot of sound chakra upon contact with a liquid filled weapon would cause a low frequency sound wave, a longer lasting, more spread wave that would cause the connecting object to vibrate profusely, possibly breaking its form apart or making an opponent lose his grip of a weapon. Huge impacts with this effect could conceivably break bones with the vibration, but this is only really achievable against those with enhanced strength and by shinobi capable of taking such a hit themselves. At no point does the user infuse their own weapon with sound chakra, in order to achieve these effects, the user will send sound chakra through the air and to the impact point of the weapon, the it will come into effect and gain the properties of the sound made.

Filling the weapons can be done passively with water just through the molding of suiton chakra, or with the active ability of a different liquid element. Weapons can also be made to have tiny holes in the sides or end that would allow the weapon to squirt or excrete whatever liquid is inside, this would again be done through the use of Capsule Bojutsu techniques.

Example Techniques:
Capsule Bojutsu: Excretion
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage:
Description: The user can cause whatever liquid is held inside their weapon to seap out through its walls and onto the outside of the weapon, making the weapon wet with whatever was inside.

Capsule Bojutsu: Squirt!
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Allows the user to squirt whatever liquid is inside their weapon in a target direction, emptying the weapons hollow middle of liquid quickly. Liquid is squirted to the borders of short range.

Capsule Bojutsu/Ototon: Sound Spike
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Upon impact with another object, the user will send a shot of sound chakra to the impact point, enhancing the impact and creating a soundwave with varying effects based on the pitch of the sound made.
- A weapon filled with liquid will make a low frequency sound on impact, this will cause the colliding objects to vibrate greatly, making it hard to hold onto and possibly breaking it apart should it be earthen in nature.
- A weapon emptied of liquid will make a high frequency sound on impact, this will cause a fast moving, high frequency sound wave to spark from the sound chakra and thus cause the colliding object to ricochet off of the users weapon with great speed and force.

Additional effects and Restrictions:
- Weapons used with this are not chakra based weapon, and at no point use chakra to enhance or give them their abilities. Chakra is thread through holes in the weapon and creates liquids within the weapons shell, this is the same process when getting the water out, chakra enters the weapon and pushes the liquid outwards. Sound chakra is only ever present outside the weapons, ready to create chaos at impact point but never sitting in the weapons themselves.


✦ Declined, I like this actually. I think it's pretty cool and vaguely reminds me of an idea I once had for a Sound Kenjutsu attack. A few things, the lines about a "shot of" Sound chakra should be edited; a shot seems weird to think about and suggests a small amount. It also is a little difficult to understand at first, though I get what the concept is: Releasing Sound chakra as the weapon makes contact to alter the effect landed. The filling of Water passively part is fine as long as noted that it can only be used for this CFS and it should be noted that if used with Water or Sound chakra, then mastery of both are needed for this CFS. Besides that, it looks fine. ✦

][Kapuseru bōjutsu] Capsule Bojutsu
Type: Ninjutsu/Bojutsu

Background:
Capsule Bojutsu was developed by baton wielding shinobi of Kirigakure alongside those of Otogakure as a way to incorporate there natural affinity to liquid elements and sound based techniques. It was firstly developed as a way to confuse/disorientate enemies who would enter close quarters combat with the users of this style, although when picked up by the shinobi of otogakure, it was given more offensive, advantage-giving abilities when accompanied with their sound techniques. Over the years, the style has become what it is today, a perfect infusion of the many different ninjutsu that went into it's creation as it travelled around the world and was added to in every place.

Description on the Abilities and Inner Workings of the Style: This style bases its abilities around the use of hollowed out weaponry, such as batons, staffs, tonfa etc. Users of this style will manipulate liquids in order to fill or drain their chosen weapon at will. This is the base of everything else that this style has to offer and is the focal point of all its branching abilities. The two main benefits of doing so are,
1. Increasing and Decreasing the weight of your held weapon.
2. Changing the pitch of the sound the weapon makes upon contact.

A weapon with high volumes of water inside will be heavier in weight and make lower pitched sounds upon connection with another object. A weapon with a lower volume of water would be a lighter weapon that would make a higher pitched sound upon contact. Increasing and decreasing the weight of your weapon would keep your opponent on edge, every strike would feel different, every swing would have a different level of momentum behind it and would react differently to being blocked. The opponent could never feel comfortable with what they are about to defend against, unknowing of what they were being hit by.

Changing the sound that the weapon makes on contact is beneficial when paired with sound chakra as it allows the chakra to react in different ways. By channelling a small amount of sound chakra to the point of impact when your empty weapon connects with an object the user would be able to produce a quick, high frequency sound wave which travels extremely quickly, causing whatever contacted the weapon to bounce off with great force.
A similar amount of sound chakra released upon impact whilst wielding a liquid filled weapon the user would cause a low frequency sound wave, a longer lasting, more spread wave that would cause the connecting object to vibrate profusely, possibly breaking its form apart or making an opponent lose his grip of a weapon. Huge impacts with this effect could conceivably break bones with the vibration, but this is only really achievable against those with enhanced strength and by shinobi capable of taking such a hit themselves. At no point does the user infuse their own weapon with sound chakra, in order to achieve these effects, the user will send sound chakra through the air and to the impact point of the weapon, the it will come into effect and gain the properties of the sound made. This ability of this CFS could be summarised easily as the user releasing sound chakra as they make contact with their held weapon in order to produce one of many different effects. These effects being dictated by the amount of liquid within the weapon at time of contact.

Filling the weapons can be done passively with water just through the moulding of suiton chakra, or with the active ability of a different liquid element. Weapons can also be made to have tiny holes in the sides or end that would allow the weapon to squirt or excrete whatever liquid is inside, this would again be done through the use of Capsule Bojutsu techniques.

Example Techniques:
Capsule Bojutsu: Excretion
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage:
Description: The user can cause whatever liquid is held inside their weapon to seap out through its walls and onto the outside of the weapon, making the weapon wet with whatever was inside.

Capsule Bojutsu: Squirt!
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Allows the user to squirt whatever liquid is inside their weapon in a target direction, emptying the weapons hollow middle of liquid quickly. Liquid is squirted to the borders of short range.

Capsule Bojutsu/Ototon: Sound Spike
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Upon impact with another object, the user will send a shot of sound chakra to the impact point, enhancing the impact and creating a soundwave with varying effects based on the pitch of the sound made.
- A weapon filled with liquid will make a low frequency sound on impact, this will cause the colliding objects to vibrate greatly, making it hard to hold onto and possibly breaking it apart should it be earthen in nature.
- A weapon emptied of liquid will make a high frequency sound on impact, this will cause a fast moving, high frequency sound wave to spark from the sound chakra and thus cause the colliding object to ricochet off of the users weapon with great speed and force.

Additional effects and Restrictions:
- Weapons used with this CFS are not chakra based weapon, and at no point use chakra to enhance or give them their abilities. Chakra is thread through holes in the weapon and creates liquids within the weapons shell, this is the same process when getting the water out, chakra enters the weapon and pushes the liquid outwards. Sound chakra is only ever present outside the weapons, ready to create chaos at impact point but never sitting in the weapons themselves.
- Using this styles base 'filling and draining' ability requires mastery of the Suiton element.
- Any use of sound alongside this fighting style would require full mastery of the Ototon element.
- The filling and draining of water from the weapons can only be used in conjunction with this CFS, it grants the user no ability to freely manipulate any water outside of their own weapons.


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

Heda, our loyal member, gave on the of 2016, a request for a Patent on the Custom Fighting Style [Kapuseru bōjutsu] Capsule Bojutsu. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving her rightfully earned patent on this style by the following;


[Kapuseru bōjutsu] Capsule Bojutsu
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Copyright 2016, Heda, NarutoBase.net

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(Tenrenraku) Heavenly Contact
Type: Taijutsu & Bukijutsu
Background:

Many years ago, hidden away within the rank and file of Kirigakure, there existed an abrasive old man by the name of Ju Sang-Sik. Known to his comrades in the Kirigakure Hunter-Nin as the Heavenly Handed Ghostly Healer, he was a master of many fields, including Taijutsu & Bukijutsu, but he excelled in the art of locating and utilizing Pressure Points to his advantage, even during combat, or whilst fighting on an active battlefield. With these skills he was not only able to assassinate his designated targets with minimal effort, he also gained a reputation for sparing his comrades from painful deaths, either by putting them out of their misery, or reducing the severity long enough for proper treatment to be administered. This came as no surprise to the Mizukage, as he had been trained in the methods of the Hunter-Nin since infancy, so it was only natural for him to excel in these fields. But the Mizukage could never dare to imagine that Ju Sang-Sik would betray him... Sadly for the Mizukage though, the Doctor had grown tired of his life as Kirigakure, and more specifically being the Mizukage's personal hit man. He had seen, and brought, enough death into the world as it was. He didn't wish to be personally responsible for bringing in any more. With this in mind, he packed his stuff, and sent a direct warning to the Hunter-Nin Corps, and the Mizukage himself. If they dared to send even a single Shinobi after him, they would find out in the worst possible ways that his title was not as kind-hearted as it seemed...

With his life in Kirigakure behind him, Ju Sang-Sik decided on a whim that he wanted to help people, using his unique skills to better others lives, save them if he could. With this in mind he moved to a small, isolated town somewhere in the Land of Fire, and opened his own Chiropractic Clinic and Hospital. He garnered a reputation of treating any patient, no matter how far gone, and when commissioned, he would even travel to other Lands to provide his services. However, the seemingly innocent practice the Doctor had set up also had its own dark secrets. Despite wishing to help the innocent and needy, he still retained his abrasive and abusive personality, a lingering effect from his time in a Village soaked in blood to its very core. Ju Sang-Sik was also more than aware that the Mizukage wouldn't just leave him be, as he was one of his most accomplished and decorated assassins. If left to his own devices he could very well destroy the foundation upon which Kirigakure was built, if he so desired. And although that wasn't exactly his intention, he had set events in motion that could ensure just that. Beneath the Heavenly Handed Ghost Healer's Medical practice was a secret training dojo. On his trips to the neighbouring lands, the good Doctor would look for potential future prospects, and ask him if they wished to be like him. If they said yes, they were brought back to the practice, and trained in the same methods as he. If they refused, or were in no position to say yes, he would use his skills to simply abduct them. And so began many years of training and perfection in the Doctor's methods. Many promising students eventually splintered from the Doctor's grasp and control, and would either do great good, or great harm to the world. One example of the former was was a Doctor by the name of Na Bong-Chim, who used the art of Acupuncture to help anyone he could, much like Ju Sang-Sik did in his recent years. One other example, a case of the latter, became a famous hitman known only as "Hit", as it took precisely one hit from his Acupressure to kill his targets, emulating the Heavenly Hands in his younger days. This is precisely what Ju Sang-Sik wanted. Disciples of his own, who possessed his skills, but were not bound by the borders of the world, the ideals or influence of Villages, the weight of bonds, emotions or friends. They could do whatever they wished, reap chaos, or try and fix it, Ju Sang-Sik did not care. He merely wanted to show that he could be responsible for true change. Or perhaps he simply wished to give the Mizukage the middle finger, but no one but the Doctor himself knew for sure.

Of course the Mizukage had the Ninja of Kirigakure watch him for his motives, movements, and eventually discovered the Doctors plans to release a personal army of trained disciples upon the Ninja World. They made many attempts to stop him, all of which intending to take the Doctors life, however, every single one only ended with a fresh cadaver for the Doctor to dissect and study. In the name of science of course... And as the years passed, and more and more assassins sent after him, and with many prospective youths trained and loosed upon the world, and just as many lives of regular people improved or saved, Ju Sang-Sik was beginning to feel like he had made a change in the world. It was either that, or his senility getting the better of him... But despite his age, he wished to continue his vision of helping people but with his hands not what they used to be, he had no other choice but to choose a successor. Someone who would take up the mantle of "Heavenly Hands". Eventually he found one as driven as he, so he taught him the ins and outs of his methods. Over the course of many months the Doctor gave this whipper snapper a long and educational training session that eventually came to be known as the training required to utilize a Style of combat that transcended the boundaries of close quarters combat, in more ways than one... This was the birth of "Tenrenraku", the Heavenly Contact fighting style.​

Description on the Abilities and Inner Workings of the Style:

This Fighting Style is based on the concept of locating, targeting and attacking specific locations on the target’s body, generally referred to as “Pressure Points”, which are points in the body where, if enough of a certain pressure were applied, the user achieves specific effects on that part of the body. What separates this from existing Fighting Styles of a similar nature, such as the Hyūga Clan’s “(Jūken) Gentle Fist”, is that by attacking these points the user is attempting to harm or affect the targets physical body, unlike the aforementioned Gentle Fist, which attacks and disrupts the targets Chakra Flow. Users of this Fighting Style are taught, not only how to locate and attack nerve clusters, joints, blood vessels, etc, but also identify unique weak points on any part of any individual’s body. This emphasis on attacking the physical body, instead of the Flow of the targets Chakra, essentially makes this Fighting Style and Gentle Fist night and day when compared to one another, as although they both utilize similar stances and physical forms of attacks, they achieve polar opposite effects.

Heavenly Contact is broken into several parts, the first of which is the identification and targeting of an opponent’s Pressure Points. To the practitioners of this Fighting Style, this training, and the subsequent ability gained from it, is commonly referred to as “(Attengan 圧点眼) Pressure Point Eye”, however this is not a Dōjutsu. It's merely a part of their training in which they are trained to identify points on the body that are susceptible to this Fighting Style’s techniques, and is more of an inside joke than an actual Dōjutsu. All users of this Fighting Style are trained to locate Pressure Points on the body, including the aforementioned examples such as blood vessels, joints, nerve clusters, and more specific locations that are susceptible to direct strikes and pressure, like the wind pipe, eyes, jaw, etc. However, there are other parts of the body the user can target, parts which one cannot read about in a book, or be taught to identify otherwise. This is because every Shinobi’s body is different. Every single one of us have our own strong and weak points, both throughout our bodies, and in a more general sense. We all have our failings, places we do not excel as much as others, and places we try hard to excel in, but cannot no matter how hard we try. As a result of each Shinobi’s uniqueness, one doesn’t have to rely on being trained in one single method to pinpoint the same locations on the body, and thus training and knowledge that would seem beneficial to this, like the advanced familiarity with the inner workings of the body one gains with Medical Ninjutsu training, are, at best, supplemental and, at worst, superfluous when it comes to this Fighting Style. This identification of an opponent’s Pressure Points is a passive action performed by the user, but must be done before any techniques from this Fighting Style may be employed, regardless of their nature. Due to this, it is best to perform this action at the start of a fight, when the user will, most likely, be facing their opponent, and will have a clear view of the majority of their body, meaning it is far easier to locate the majority of their Pressure Points. Additionally, Shinobi who possess a means of assisting their targeting of their target’s weak points, such as a Dōjutsu, also have far more ease when doing so. For example, the Byakugan would allow it’s user to more easily spot points in the body that are weaker or generally more susceptible to a Jutsu from this Fighting Style, for example, places on the body where bones have been broken in the past, and could be more easily exploited than other points, while the Sharingan’s enhanced perception could potentially tell, from reading muscle movements and other telling motions, where damage has been sustained in the past, and leaves a lingering effect on that part of body, whether that effect is physical, psychological, or both. These are just basic examples, but any valid method of assisting in the detection of weak points is applicable in the assistance of this Fighting Style. Additionally, this insight into the location of Pressure Points also allows the user to locate their own Pressure Points, and subsequently perform the techniques of this Fighting Style on themselves, should it’s application be beneficial or at least applicable in some manner. Upon learning how to locate their target’s Pressure Points, the user can move on to the next part of their training: The physical methods the user employs to attack Pressure Points.

The physical aspect of this Fighting Style is broken down into two parts, both of them possessing radically different styles and processes, but still intent on achieving the same goal of attacking and applying pressure to Pressure Points. The offensive styles for this Fighting Style are as follows;

(Atsuryokujutsu) Pressure Arts: Pressure Arts are made up of many different styles of Taijutsu actions, stances motions and attacks, and focus on the hand-to-hand aspect of Heavenly Contact. Atsuryoku is made up of a mash up of various styles and stances from a great number of martial arts, with a heavy emphasis on fast, strong “poking” attacks, mainly performed with the index and/or middle finger, which target the opponent’s Pressure Points with direct, focussed strikes. However these are not the only kinds of attack employed by practitioners of this Fighting Style, as Atsuryoku also employs grab attacks, grapples, holds, pinches, and many other similar forms of physical actions, all of which have a emphasis on restricting or restraining their opponent’s actions in some way, even allowing the user influence over the positioning of the targets body, allowing them to strike at harder to target Pressure Points far more easily than without such attacks and actions. To increase the physical strength and durability of their finger(s), the user channels Chakra into the desired digits, increasing not only their physical capabilities, but their potential damage output as well.

(Senshijutsu) Puncture Arts: Puncture Arts are the second, ranged equivalent Pressure Point Combat style within the Fighting Style, and utilizes Bukijutsu through Ninja Tools, specifically Senbon, to penetrate the skin and apply both direct damage and pressure to the opponent’s Pressure Points. This ranged usage of the Fighting Style means that the user can perform this Fighting Style’s techniques at a distance, lessening the probability of receiving a counter-attack from one of their strikes, and usually giving the user a clearer view of their opponent, making it easier to target Pressure Points. Of course, this broadcasts the users intent, as it is far easier to notice a Senbon being thrown from several feet away than it is to notice a stealthy jab with a finger in the heat of a direct confrontation. However, Senshi can also be utilized within Close Quarters, driving a needle into the target's Pressure Point while using other, preferably flashier movements to conceal their true intent, leaving the Senbon embedded in the target. Just like with the Pressure Arts, the user channels Chakra into their Senbon, not only to increase the tools physical capabilities, but to help increase their flight speed, focusing the Chakra on the Senbon's point to reduce resistance while they fly through the air.​

Now that the identification of, and the methods the user employs to attack Pressure Points have been explained, the final part of this Fighting Style is the effects the user can inflict upon the opponent by attacking their Pressure Points. These effects are determined by several factors, such as the location of the Pressure Points, the kind of attack the user employs in order to attack the Pressure Point, the angle and force of the attack, etc. The effects of Heavenly Contact techniques are split down into the types of Pressure points the user can target, and areas follows;

Pain Points: The simplest to learn, and easiest to perform of all Heavenly Contact applications, by striking, placing pressure upon, penetrating, or generally attacking most Pressure Points on the targeted body, the user creates pressure in the surrounding area, causing differing levels of pain, depending on the technique used, which range from mild discomfort to unbearable levels of pain. User's of Heavenly Contact can also utilize these kinds of Pressure Points in order to help others, such as an ally that has suffered severe wounds in combat. They can utilize this form of Heavenly Contact to generate pain in a different part of the body, drawing their attention away from the real injury. This can also be used to help one relieve themselves of their own injuries for a short time, granting the user anywhere from a brief respite from their wounds, to complete neutralization of any pain they may feel, so long as they continue to strike at, or keep a Senbon lodged in one of their "Pain" Pressure Points. Though anyone who uses this application on themselves must be careful, as their wounds are not "treated", not even in the slightest. Ignorance of wounds and pain are bound to only make them worsen as time goes on, and as such, this application should be used sparingly, especially during active combat. Pain Points are amongst the most abundant of Pressure Points, and are mostly found in or around tendons, ligaments, and muscles, making them both easy to locate, and target, as they are found in almost all regions of the body.

Restriction Points: Usually paired with the effects of Pain Points, Restriction Points are stuck to generate pressure in order to restrict or completely immobilize the area surrounding the struck Restriction Point. This is very effective should the user manage to immobilize an opponent's arm(s) or leg(s), as it makes their job far easier because their opponent will have less options with which to counter with. Similar to Pain Points, Restriction Points also have beneficial applications, such as preventing someone who is seriously injured from flailing about, potentially worsening their injury. Regardless of the way it's used, Restriction Points are a vital part of the Heavenly Contact Fighting Style, as the ability to immobilize anyone with a couple of finger strokes, or tactically placed Senbon is crucial, especially in combat. Restriction Points are found mostly in the same regions as Pain Points, and as such, when one is utilized, the other is usually applied.

Blood Points: A more advanced form of Heavenly Contact, Blood Points allow the user to regulate the pressure of blood flow in and around the area where the pressure is applied. Due to the nature of Blood Points, it is advised to never try and use Puncture Arts on a Blood Point, as it is very likely to do more harm than good. Blood Points are best targeted with Pressure Art actions, especially pinches, grapples and other such "gentler" usages. Blood Points can be used to slow blood flow in the area around an injury, thus making it easier to treat, cause dizziness in an opponent due to reduced blood flow in critical areas, thus throwing them off balance, or even lowering the user's own blood pressure for usages as simple as calming themselves. An example of a Blood Point includes the baroreceptors in the carotid artery, which are pressure-sensitive, and supply the brain with information to control systemic blood pressure. Placing pressure on this point will send signals that indicate that blood pressure is too high, leading to a lowering of blood pressure.

Joint Points: These are, as one might expect, Pressure Points that are only found in or around joints. Their primary application is to allow the user to weaken these parts of the body, allowing the user to easily dislocate and break joints. These parts include a targets elbows, wrists, fingers, knees, hips, ankles, jaw, etc. Even dislocating or breaking something as small as a finger joint can be incredibly useful to a practitioner of Heavenly Contact, as it can mess up the performance of seals, throw off an opponents offence, and generally gives the user a major advantage in combat.

Reflex Points: Reflex Points grant the user some control over the involuntary actions of their target. These include causing the targets hand to release its grip, the knees to buckle, or even forcing the target to gag. One specific attack that employs a Reflex Point is the "Golgi Organ Strike". By applying even a relatively gentle strike to the Golgi tendon at the back of the elbow triggers a reflex that immediately relaxes the tendon, allowing the elbow to bend more easily in the wrong direction. If this is directly followed by a solid strike to the elbow joint, the elbow can be broken with significantly less effort than it could through brute force. Reflex Points are usually paired with Joint Points to completely immobilize the opponent with minimal effort, and pain inflicted on the opponent.

Concussive Points: The final, and most deadly form of all Pressure Points are Concussive Points. They are so named for their power to cause disorientation in a target, and can render a target unconscious when struck hard enough. These are almost exclusively found on the skull, and along the spinal column, making them incredibly difficult targets, even for a Master of this Fighting Style.​

Each of these effects will be thouroughly explained in all of the Fighting Style Jutsu they appear in, and as mentioned before, some of these effects can be performed on the Practitioners themselves, should their applications be beneficial or supplementary in nature, however, all of these give the user an unprecedented level of depth in their approach to hand-to-hand combat. Additionally, the techniques of this Fighting Style, when applicable, can be used to assist in the counter other forms of physical attacks, such as physical forms of Ninjutsu, that are performed against the user. For example, if a large boulder made from Earth Release is fired at the user, the user can apply their training from this Fighting Style to analyze the surface of that boulder, locate a structurally weak point on the surface of the boulder, and use Taijutsu to apply pressure to that point, and break it apart before it can do actual harm to the user. Of course, the Rank of the enemy Jutsu, and the guidelines and interactions between Elements, Raw Chakra and Taijutsu are also taken into account with such interactions. Finally, the duration of effects of this Fighting Style can vary wildly, depending on how they are applied. If they are applied via “(Atsuryoku) Pressure” the effects are temporary but cannot be undone, and usually last a set period of time, usually a couple of turns at most. This is due to more force and pressure being exerted on the targeted Pressure Point, leading to lingering effects from this. If the effects are applied via “(Senshi) Puncture”, the effects can either persist for as long as the senbon remains lodged within the opponent’s body, constantly applying pressure to the targeted Pressure Point, or, depending on the technique, will some times only trigger its effect after the Senbon has/ have been removed. Once again, these will be described, in detail, in every Fighting Style Jutsu. The wildly varying styles, usages and effects of Heavenly Contact make it a very versatile and useful Fighting Style for any practitioner taught in it.​

Example Techniques:

(Tenrenraku: Hikari no Hōyō) Heavenly Contact: Light Embrace
Type: Offensive/ Supplementary
Rank: D-Rank - B-Rank
Range: Short (Short - Long w/ Senbon)
Chakra: 10 - 20
Damage: 20 - 40
Description: One of the most basic techniques of Heavenly Contact, Light Embrace incorporates the usage of both Pressure Arts and Puncture Arts in order to target Pain and Restriction Points. This results in two separate unique variations of the same technique, one specifically for Pressure Arts, and another for Puncture Arts, but both focusing on achieving the same end goal, which is the restriction, or total paralyzation of, the opponent’s limbs or body parts.

In regards to Pressure Arts, the user applies pressure to either a single, or multiple Pain and Restriction Points via direct jabbing strikes with their index and/or middle finger. Upon striking the chosen points, which are usually located around limbs, they will almost instantaneously succumb to paralysis, and inflict a small or decent amount of pain, depending on the amount of pressure the user applies. These effects last a maximum of 2 turns, and can only be reversed by a practitioner of Heavenly Contact.

As for Puncture Arts, the user targets the chosen Pressure Points, and attacks them with their Senbon, aiming for the tools to become lodged in several key points around the chosen area, which can be a limb, or multiple limbs. As the Senbon plunge through the skin and embed themselves within the Pressure Points, unlike the effects of the Pressure variation of this technique, which are immediate, these Senbon slowly apply pressure and induce total paralysis in the opponent the longer they remain within the Pressure Point(s). Additionally, the more the target attempts to move the affected part(s), the more restricted their moves become, until they are unable to feel anything but searing pain from the Senbons presence.

Note: Can be used once per turn.
Note: Removal of the Senbon by an inexperienced user, for example, someone without knowledge of Pressure Points or the inner workings of the Fighting Style, will receive an extra 20 damage, on top of the damage from the base usage of the technique.



(Tenrenraku: Ten no Chi) Heavenly Contact: Empyreal Blood
Type: Offensive/ Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Only applicable through the use of Pressure Arts, due to the potential risks when involving Puncture Arts with this particular technique, the user targets one of their opponent’s Blood Points, and proceeds to strike, or apply constant pressure to that point, using either a simple poke, or a pinch, grab, etc of the targeted area. This disrupts and lowers the target’s blood flow in and around the Pressure Point and, depending on where the Blood Point is located, can induce effects from numbness and disorientation, to lessening aggression levels, and slowing blood flow from an open wound.

Note: Can only be used once every 2 turns.
Note: Can be used a max of 5 times per battle/ event.



(Tenrenraku: Tenshi no Hone) Heavenly Contact: Angel’s Bone
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Using their innate knowledge of the placement and effects of Pressure Points surrounding their targets Joints, or Joint Points, the user applies a fair amount of pressure to one, then performs a swift poke, punch, grab, flick, kick or twist to either end of the targeted Joint Point, applying just the right amount of pressure, completely dislocating the joint. Not only is this incredibly effective during combat, completely rendering the chosen joint/ limb useless, it is also very effective during interrogations, allowing the user to dislocate their targets limbs, causing an intense amount of pain, without breaking the bone, making it very easy to relocate, and dislocate it again. This method of torture is both humane, and inhumane, as no permanent damage is done to the target, but the option for never-ending torture easily outweighs the non-lethal aspect of the technique.

Note: Can only be used once per turn.
Note: Can be used a max of 3 times per battle.


(Tenrenraku: Shinriki no Kainyū) Heavenly Contact: Divine Intervention
Type: Supplemental
Rank: Forbidden
Range: Short (Self Applicable)
Chakra: 50
Damage: N/A (-20 to user)
Description: A purely supplemental Pressure Art, Divine Intervention combines both Pain and Blood Points to enter the user into a state of heightened physical capabilities, with the added benefit of completely neutralizing any pain for the duration of this mode. Due to the unique state it puts the user in, and the subsequent benefits of such a technique, the practitioners of Heavenly Contact dubbed this state “Jeahbonchim”, aka Limiter Removal, as for as long as the user can maintain it, they feel as though the limits placed upon them by their own bodies have been lifted. By striking key Pressure Points surrounding the heart, which contain both Blood and Pain Points, the Pain Point diverts any and all pain they feel throughout their body to their heart, while the Blood Point increases the user’s blood flow to the point their body’s natural processes and functions, such as the blood flow throughout their body, their blood cells’ ability to absorb oxygen, etc, are all increased exponentially, invigorating the entire body, and giving the user a red glossy-like colouration to their skin.

For the next 4 turns the user is almost entirely immune to the effects of any damage they take. Although still receive the damage from any Jutsu they are successfully hit with, reflexes or instinctive actions such as recoiling from a wound, or being unable to move due to a wound are completely ignored by the user, as any and all pain they may feel is overshadowed by the simulated pain from striking the Pressure Points surrounding their heart. In addition to this, the user’s base speed is increased by 2 levels, and and they gain a +20 to all of their Taijutsu, as their body is invigorated by the increase in blood flow.

After 4 turns have passed, the user suffers from severe recoil, the unfortunate after effects of pushing their body further than it can naturally handle. Not only does the user receive 20 damage from self-inflicted recoil, any damage they take for the next 4 turns is doubled, and causes the user twice as much pain, discomfort, etc. The user’s base speed is also lowered by 1 Rank, and they cannot perform Taijutsu above B-Rank for 3 turns.

Note: Can be used once per battle/ event.
Note: No other Heavenly Contact CFSJ can be used in the same turn as this one.

Restrictions of the Fighting Style:

Must have completed, and specialize in, Basic Taijutsu.
Must have completed Basic Ninjutsu, for Bukijutsu proficiency & accuracy.​

Benefits of the Fighting Style:

Although all Practitioners of Heavenly Contact can utilize both Atsuryoku and Senshi Arts, if they wish to further their efficiency and power in these fields, Practitioners can specialize in this Fighting Style and choose one of two Paths, improving their overall capabilities in the Fighting Style. The first, the Way of the Pressurist, will increase the user's proficiency in Atsuryokujutsu, while the second, the Way of the Puncturist, will enhance their Senshijutsu. The creator of this Fighting Style is considered a specialist in both of these fields, as he is required to pass either one of these specializations on to the Practitioners, should they wish to travel that path. Additionally, all practitioners have access to the Attengan, as it is a core ability of this Fighting Style, requiring all Practitioners to know it, and use it in battle, before they can perform or utilize the Fighting Styles techniques. The Attengan comes with it's own benefits, even if the practitioners do not choose to specialize in Heavenly Contact.

(Attengan) Pressure Point Eye
A core ability of the Fighting Style, the Attengan allows all Practitioners of this Fighting Style to passively locate Pressure Points on their target's body, be it an enemy, an ally, themselves, or anyone else. This is what allows every Practitioner to employ Heavenly Contact techniques, and thus, is something that all Practitioners have access to, regardless whether or not they choose to follow one of the Specialization Paths for this Fighting Style. The Attengan also gives the user increased visual perception, allowing them to pick up on even the subtlest of details or changes, as they are accustomed to diverting their attention between and focusing on specific Pressure Points, even in the midst of active combat.​
(Atsuryokuhito Hōhō) Pressurist's Way(Senshihito Hōhō) Puncturist's Way
The Pressurist's Way is for Practitioners who prefer the Taijutsu Style of the Fighting Style, granting them several beneficial increases to their Atsuryoku Arts. These include increased strength & durability for their fingers, primarily the middle and index, as they are the ones they will most often strike their targets with, as well as increased striking speed for their Atsuryoku Arts, making the user’s usage of the Fighting Style's techniques, as well as techniques of a similar nature, 1 Rank faster than a Taijutsu attack of their current Rank. These so-called Pressurist's have an intimate knowledge of the Atsuryoku Arts, and are far more capable than Puncturist's when it comes to performing them.​
The Puncturist's Way is for the Senbon centric Bukijutsu Style of Heavenly Contact, what the Pressurist's Way is for the Taijutsu Style of the Fighting Style, granting Puncturist's similar beneficial increases to their Senshi Arts. These include increased accuracy & throwing speed with all of their Ninja Tools, not just Senbon, making their Ninja Tools easily fast enough to disrupt long or slow sequences of Hand Seals. Additionally, Puncturist's also gain the ability to pinpoint and attack Pressure Points on a fast moving targets, up to and including any speed the user can track.​

♪ Declined, DNR. Not only would this require medical ninjutsu knowledge, it's also very similar to Gentle Fist and a rip of Graceful Fist. I don't approve passive boosts in the additional effects sections. Your submission is ridiculously long, 1000 words for a history :|? Boyyyyyy if you don't...
I'm not even going to get started on that Pseudo byakugan, or the fact that you have a mode in your example techniques, the fact that you're trying controlling blood flow...wew lad. ♪
 
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-Haku Yuki-

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(Toukan Ousama Yaiba)-Frost Kings Sword
Type: Ninkenjutsu
Background: Frost kings sword is a fighting style created to go along with -Haku Yuki-'s Through the frost ring members of the Yuki clan are able to create any weapon out of Wind, Water, or Ice and because of this power the ring was incredible hard to get a hold of, and after the destruction of the Yuki clan it was thought to be gone forever. However once the prejudice against the Yuki had calmed down one man returned to his old home and found the ring, he mastered the weapon and became quite adept at using it. Through his training with the ring he had created a new fighting style revolving around the three elements the ring could create.


Description on the Abilities and Inner Workings of the Style: Frost kings sword revolves around the manipulation of the weapon the user holds, from changing its shape to changing the element of the weapon mid swing. The wielder of the weapon will attack and preform several slashes as he does so he changes the shape of the weapon to become another weapon creating a combination where one hit could be a water sword slash and the final one could be a ice club to the temple. The user will focus his chakra into the weapon using shape manipulation to form the weapon into another weapon and then another, and when changing elements the user will start with a water weapon and then freeze the water, defreeze the water, or remove the weapon entirely to be replaced with a wind weapon which can also be frozen to become ice.


Example Techniques:

(San Buki Raishuu)- Three weapon attack
Type: Offensive.
Rank: S
Range: Short
Chakra: 40 (-10 per weapon change -10 per element change)
Damage: 80
Description: After the user has created a water style brace knuckle through Toukan No wa, they will charge the enemy and begin with a punch to the left rib cage, however before the hit the rib cage they will focus chakra into the weapon reforming it into knife and will slash the ribs, from there the user will preform a 360 spin while reforming the knife into a club and slams it directly into the enemies sliced open ribs. At anypoint the user can change the water into wind or ice.

Koori, Mizu, kaze Buki Raishuu)- Ice, Water, Wind weapon attack
Type: Offensive.
Rank: S
Range: Short
Chakra: 40 (-10 per weapon change -10 per element change)
Damage: 80
Description: The user will create a staff made of water from the Toukan No Wa and spin it above his head, he will then spin and aim the staff at the enemies neck, the user will then stop the water staff before it hits and reform the weapon into a wind glove and slam it into the jaw, from there the user will reform the wind glove into an ice spear and the user will lunge at the enemy stabbing them in the stomach

Additional effects and Restrictions: Only Yuki clan members can know
Must have mastered taijutsu
Must have mastered Kenjutsu
Users reaction speed and tracking speed is 1 rank higher due to how fast he has to move to change the shape and element of his weapon.

♪ Declined, not allowing passive boosts to tracking or movement speed. Also, you should realize that your CFS is going to abide by the same restrictions present on your CW. The reason, of course, being that it's required to be used when you use your style. The style actually isn't bad, but I'm not a huge fan of you changing the state of the weapons from Ice to water in such a small time frame, as it would make elemental S/W weird. Keep it as ice. ♪
Resubmitting

Toukan Ousama Yaiba)-Frost Kings Sword
Type: Ninkenjutsu
Background: Frost kings sword is a fighting style created to go along with -Haku Yuki-'s Frost ring. Through the frost ring members of the Yuki clan are able to create any weapon out of Wind, Water, or Ice and because of this power the ring was incredible hard to get a hold of, and after the destruction of the Yuki clan it was thought to be gone forever. However once the prejudice against the Yuki had calmed down one man returned to his old home and found the ring, he mastered the weapon and became quite adept at using it. Through his training with the ring he had created a new fighting style revolving around the three elements the ring could create.


Description on the Abilities and Inner Workings of the Style: Frost kings sword revolves around the manipulation of the weapon the user holds, from changing its shape to changing the element of the weapon mid swing. The wielder of the weapon will attack and preform several slashes as he does so he changes the shape of the weapon to become another weapon creating a combination where one hit could be a sword slash and the final one could be a ice club to the temple. The user will focus his chakra into the weapon using shape manipulation to form the weapon into another weapon and then another. The weapon can only be one element at a time, if you start with a wind sword you finish with a wind weapon, same with ice and water.


Example Techniques:

(San Buki Raishuu)- Three weapon attack
Type: Offensive.
Rank: S
Range: Short
Chakra: 40 (-10 per weapon change -10 per element change)
Damage: 80
Description: After the user has created a brace knuckle through Toukan No wa, they will charge the enemy and begin with a punch to the left rib cage, however before the hit the rib cage they will focus chakra into the weapon reforming it into knife and will slash the ribs, from there the user will preform a 360 spin while reforming the knife into a club and slams it directly into the enemies sliced open ribs.

Koori, Mizu, kaze Buki Raishuu)- Ice, Water, Wind weapon attack
Type: Offensive.
Rank: S
Range: Short
Chakra: 40 (-10 per weapon change -10 per element change)
Damage: 80
Description: The user will create a staff from the Toukan No Wa and spin it above his head, he will then spin and aim the staff at the enemies neck, the user will then stop the staff before it hits and reform the weapon into a glove and slam it into the jaw, from there the user will reform the glove into an spear and the user will lunge at the enemy stabbing them in the stomach

Additional effects and Restrictions: Only Yuki clan members can know

Removed changing elements mid attack

♪ Declined: Ok, I thought about it, and I feel like making weapons out of elements is an ability that's been done to death. You have to find some way to make this more unique than that which already exists. ♪
 
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Drackos

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(Peakuryō) Twin Hellions
Type: Ninjutsu & Bukijutsu
Background:

Most likely forged during a forgotten era of brutality and savagery the Twin Evils are shrouded in obscurity. Over the years the weapons passed from user to user in bloodshed and war. A man would obtain them and soon lose them in battle. They would quickly be snatched up from the chaos and the cycle would repeat. Legend even holds that these were simply forged from black metals while the crimson adorned to it had developed over time as it seeped into the blades from the long periods of time that they would sit in blood.

The cycle seemed to break though when the blades were rediscovered by Angra Mainyu, Avenger. Upon discovering them on his journey of madness throughout the world he designed a fighting style which he named Twin Hellions. Avenger sought a natural method of fighting with the shape and functionality of the blades. It was clear they made natural swordbreakers and throwing weapons to him. Yet it wasn’t until he experimented further with them did he discover their natural affinity toward his kekkei genkai. With Explosion Release he developed a potent Bukijutsu/Bakuton combination. With the completion of the Twin Hellions Avenger would scour the world with the blades bringing those who hid within the false illusion of light to bear witness to his fury.

Description on the Abilities and Inner Workings of the Style:

Peakuryō revolves around the usage of the Twin Evils, Zarich and Tawrich, in combat. The Twin Evils are built from ancient crimson and black metals forged and shaped as a mix between a beast’s fangs and calws; reflecting their very savage essence. Peakuryō, in its purest essence, takes advantage of the nature and abilities of the Twin Evils to create this style of Bakuton Bukijutsu.

At its most basic level Zarich, the Right Fang Grinder, and Tawrich, the Left Fang Grinder, are a pair of reverse grip weapons which are traditionally used as swordbreakers or throwing daggers. Their dual applications form the basis of the Twin Hellions fighting style. The first application is the Twin Evil’s use as a swordbreaker. A swordbreaker is a type of parrying dagger with deep divisions lengthwise which are designed to entrap an opponent’s blade allowing for a variety of follow-up techniques. The second application is their usage as a form of throwing dagger applied to strike targets from a distance in order to rend flesh. The pinnacle of the Twin Hellions style is to apply the Explosion Release nature of the Twin Evils to both styles to create a unique form of Bakuton Bukijutsu. This forms a dualistic and savage nature between the two applications reflecting the era of chaos and destruction from which they were forged.

Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
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Twin Hellions is divided into two distinct forms following the applications of the Twin Evils. The first is aptly named Seven Hands. It is the swordbreaker technique of Twin Hellions. Using either Zarich or Tawrich’s wide divisions on the lengths of the blades the user is able to perform a potent style of Bukijutsu. The divisions along the blades, as previously mentioned, are applied to entrap the opponent’s blade enabling for a variety of follow-up techniques. The follow-up techniques enable the user to produce a variety of counter responses which include, but are not limited to: disarming the target, shattering their blade, or trapping the blade(s). The techniques of the Ten Hands form can be performed with either or both of the Twin Evils. When performed with both the user will generally be able to respond to the opponent by entrapping their blade with either Zarich or Tawrich and counterattacking by rending flesh with the Twin Evil that is not used to entrap the blade. This makes for a potent style of fast and responsive maneuvers to guard the user’s body from opposing kenjutsu and to quickly counterattack with savage flesh rending strikes.

Seven Hands is named as such because it applies a series of stances to execute its maneuvers with the Twin Evils. These stances are very much akin to fencing stances which are used to guard various regions on one’s body. The stances are as follows: Prime, Seconde, Tierce, Quarte, Quinte, Sixte, and Septime. These stances are all used in the same way within the Nine Hands style acting to entrap an opponent’s blade and provide the basis for a counteroffensive.

Prime; Prime acts to face the Twin Evils away from the user’s chest. It protects low-line cuts and strikes to the user’s chest.
Seconde; Seconde acts to stop low-line cuts and strikes to the user’s flank and legs by pointing the Twin Evils forward with a downward incline.
Tierce; Tierce acts to stop high-line cuts and strikes to the user’s flank by pointing the Twin Evils at an upward incline. Essentially is the opposite of Seconde.
Quarte; Quarte acts to stop high-line cuts and strikes to the user’s chest. Quarte is nearly identical to Tierce.
Quinte; Quinte acts to stop cuts and strikes to the user’s head. The Twin Evils will be held horizontally at a slight tilt upward.
Sixte; Sixte, like Quinte, also acts to stop cuts and strikes to the user’s head. Twin Evils are directed diagonally across the user’s body towards the opponent and are angled slightly upwards.
Septime; Similar to Seconde and Tierce. Used to stop cuts and strikes at the flank and back. The blades are held in reverse (normal grip because the Twin Evils are naturally reverse grip weapons) and are held at level with the temple.​

At its pinnacle Twin Hellions applies Bakuton chakra to the Seven Hands and Wild Hands forms. The Twin Evils inherently carry an affinity for Explosion Release and through their natural abilities will enhance their wielder by imparting their abilities to him or her. With this the Seven Hands and Wild Hands form become a potent Bakuton/Bukijutsu combination allowing for varying levels of pure destruction created through explosions.

When used in conjunction with the swordbreaker form Twin Hellions produces far more potent and damaging combinations. It essentially creates an Explosive style anti-kenjutsu. The most basic application of this is by infusing either or both Twin Evil with Explosive chakra and entrapping an opponent’s blade. Once entrapped the user can cause a variety of effects with their explosive chakra which range in their destructive capabilities. These include, but are not simply limited to, easily disarming their opponent with a localized explosion, shattering the blade, or shattering their blade and causing it to become effectively shrapnel blown back upon the opponent along with the force, heat, and energy of the explosion. When used in conjunction with the Wild Hands form Twin Hellions produces ranged bombs. These ranged bombs can produce an explosion as they are launched from the user increasing their speed significantly in the air compared to simply being thrown with the user’s own physical strength. While simple it offers a potent way to execute Bakuton at a distance. Because the Twin Evils are Bakuton natured and infused with the user’s chakra they will not sustain damage from the explosions that they produce and will simply act as a vessel for the explosion.

Because the Twin Evils is simply two weapons it holds the inherent risk of suffering damage at the hand of the opponent. Taking advantage of the nature of Explosion Release the user is able to use a separate technique in order to merge the Twin Evils with their form in order to protect them and enable the user to produce replicates of the weapon. The aforementioned technique is Vestments of Divine Imperials and it enables the user to take on the properties of Explosion Release. Through this the user is able to merge the Twin Evils with their form and enable themselves to produce replicates formed from the very same chakra the user becomes through Vestments. It enables a sort of limitlessness with the Twin Hellions allowing the user to produce Explosive replicates of the Twin Evils allowing them to be used in the Bukijutsu/Explosion combination. Replicates produced can be made in two ways. The first is through freeform creation allowing the user to apply them in this regard or to use the freeform creations for other techniques of the style. When used in this method the replicates will possess explosive power equivalent to that of an explosive tag used in freeform. The other method is to simply produce them with a much larger amount of chakra (submitted as a technique).

Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to mold Explosive chakra, their primary elemental affinity, any KG/CE based on upon these elements, and non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn.
Example Techniques:
(Peakuryō: ???) – Twin Hellions: ???
Type: Offensive, Defensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: The basic Seven Hands technique. This technique allows the user to assume one of the seven stances of the Twin Hellions style in order to entrap the opponent’s blade(s) with the Twin Evils. The user can quickly follow up with numerous varying strikes at the opponent’s body designed to rend their flesh and inflict damage.

(Peakuryō: ???) – Twin Hellions: ???
Type: Offensive, Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A basic disarming technique with the goal of shattering an opponent’s sword with a localized explosion. With the Twin Evils the user will assume a stance of the style and catch the opponent’s blade with either Zarich or Tawrich. Immediately as the blade makes contact with either Twin Evil it will be responded to with an explosion designed to shatter the opponent’s weapon and produce blowback onto the opponent inflicting debris damage from the sword as well as carrying the heat, energy, and force of the original explosion.

(Peakuryō: ???) – Twin Hellions: ???
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique can only be used when Vestments of Divine Imperials is active. The user will, in their explosive state, effectively merge the Twin Evils into their body similar to various Ninjutsu techniques allowing this. When done the user will assume the abilities of the Twin Evils allowing them to utilize them (with the same restrictions) independently. Additionally, the user will be able to once per turn produce replicates of the Twin Evils equivalent to the current strength of Vestments of Divine Imperials. These replicates can be used for techniques of the Twin Hellions style or can be used in close quarters freeform combat. Alternatively, the user can produce replicates in freeform possessing the strength of a freeform explosive tag at will. This technique will remain active until Vestments of Divine Imperials expires upon which the user and Twin Evils will be separated and returned to normal.

Restrictions of the Fighting Style:

Must have completed basic Taijutsu and Kenjutsu.
Must have completed Explosion Release training.
Must wield the Twin Evils to utilize the Fighting Style.
Must have learned Vestments of Divine Imperials in order to utilize the pinnacle of the style in order to produce replicates of Zarich and Tawrich.

Additional Benefits of the Fighting Style:

Due to the nature of Explosion Release all explosions produced by this style can be naturally angled away from the user in order to prevent damage, negate recoil, and reduce potential debris allowing for the user to experience a high level of safety and comfort while utilizing this style in heated combat.

♪ Declined: (Member's Request) ♪
 
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Vayne

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(Kage Bokushingu) - Shadow Boxing
Type: Nin/Tai
Background: “This is my right of conquest, non shall oppose me!” Boasted the proclaimed tai God. “My body is a temple, worshipped by those of this word! Within me lies the eight gates of heaven! No one can stop me!” He continued. And then, with a bemused tone came a reply from the darkness. “Six. One. Nine. You are not your own. You live and thrive on borrowed power, but today, today you experience true power... You will bow, mongrel!”
And so goes the tale of the first appearance of the fighting style. It entails a battle of pure raw unadulterated power on the highest level on one side and controlled tactics on the other. Rumour has it that it was more of disgusting dominance than a battle. It is believed that the style was developed to vanquish those of extreme physical strength.
Description on the Abilities and Inner Workings of the Style: Shadow Boxing otherwise known as Kage Bokushingu, is a style unique to those who can manipulate their shadows. It allows the user’s to be able to fight on an additional front that is not normally accounted for; the shadows. The style allows the user’s to manipulate their shadows to attack the shadows of their targets and deliver damage to them through their shadow. “If the shadow follows the average man, then the average man will follow the shadow.” It is a rather simple concept that builds on a basic ability of the Naras; Shadow Imitation, but separates into a completly different field of shadow manipulation. The two well established field’s of shadow manipulation are:
-Using your own shadow to target the opponent’s shadow and control their movement, usually used for supplementary usages.
-Giving your own shadow physical form to attack the opponent himself.

Shadow boxing comes in between, building then diverging from both fields. The user’s shadow would be used to attack the shadow of the target itself, causing damage to the shadow and inversely the targets. For example, if a Shadow Boxer was engaging in a fist fight with someone and invoked shadow boxing to cause his shadow to imitate his movements and attack the target, said target would feel as if they are receiving double the damage from a single punch, thus placing the idea that the shadow boxer is exceptionally physically gifted. The style is however not based on simple imitations. Expert users have a more diverse usage of the style, being able to control the shadow to attack through different methods than the one the user is physically using. Like punching with the left and manipulating the shadow to kick the opponent in the stomach. This ability is the most used in the style as it adds room for more tactics and ploys. Also, as the Shadow Boxer is a Nara they can implement their ability to extend the range of their shadows into the style, resulting in ranged combat that physically affects the target with just the usage of their shadow. Shadow Boxers also implement basic shape manipulation into their style resulting in more diverse results. Like a punch that has buckle knuckles.

Shadow Boxers train for extensive periods of time in order to be able to discern where they want their strikes to land as the shadow are only 2 dimensional. This is what allows them to dictate wether a shadow punch hits the stomach or the spine for example. Precision is key. Furthermore, since the style attacks the shadow physical prowess are rendered basically useless. This means that Shadow Boxing is the best tool to defeat those immune/resistant to pain such as Kaguyas. The reason for this is that for a non-Nara empowering/training your shadow is impossible.
Example Techniques:
The Affection of a Bumblebee
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user would deliver a powerful roundhouse kick to the opponent’s face while manipulating his shadow to deliver a similar kick but to the back of the opponent’s shadow’s head. The end result is a powerful strike to the head that would be enough to knock even the most powerful men out.

The Thunder of Zolo
Rank: A
Type: Offensive
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user, after extending their shadow, if necessary, would control the shadow to perform a leg sweep on the opponent causing the opponent to lose balance and fall. The user would then jump to deliver a thunderous elbow to the target’s body.

Strike of Men
Rank: A
Type: Defensive/Supplementary
Range: Short
Chakra: 30
Damage: 60
Description: When defending from a target the user would manipulate his shadow to attack the target's shadow's spine. This would be accomplished through manipulating the user's shadow to have multiple small needles on it, directly in line with the spinal cord. The user would then grab the target into a bear hug, the shadow would then take effect, resulting in the target feeling as if many needles have been inserted into his spinal cord. The sensation of needles entering the spinal cord would result in the opponent not being able to properly move. This would leave the opponent vulnerable to the user's next attack; a belly to belly suplex.


Additional efffects and Restrictions:
-Mastery over Nara clan techniques, Ninjutsu, and basic taijutsu.
-Due to the improved ability to manipulate and control shadows, shadow boxers have an edge over fellow Nara's in shadow manipulation. The user would be able to easily pin and control those of 2 ranks above them. Non shadow boxing Naras would have to be 2 ranks above the user in order to manipulate their shadows with ease.

♪ Declined: First of all, a long quote isn't a real background. It's really shallow, and ill defined - write a real history detailing how the style was developed, by who, and why. The idea is pretty cool, but how would damage to a shadow translate to physical damage? ♪
 
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Troi

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(Sabaku Asashinsutairu) - Desert Assassin Style

Type: NinPuppetry

Background: In the olden ninja days in the deepest parts of Sunagakure deserts, the Tarrassu family developed a swift and devastating fighting style that involved puppetry and sand. The majority of sand and puppetry users hail from Sunagakure. Since the Tarrassu family were known for their sand prowess, to make this style work, they needed to learn the ways of the best puppetry shinobi the deserts had to offer. The Tarrassu family had contacted some of the best puppetry shinobi known to the ninja world. The two sides had a summit and on that same day, Desert Assassin Style was born.

Description on the Abilities and Inner Workings of the Style: Desert Assassin Style focuses on controlling pure sand constructs the way you would a regular puppet. However, being that the puppet is made up of purely sand, it gives itself a more unique property being that these puppets are made of purely sand and thus are intangible. A group of sand grains can break up into their original singular sand grain form and go to places unimaginable and come back together as if nothing happened whereas raw fashioned metal or wooden materials/constructs cannot. This is the difference in sand puppets and regular puppets. This also makes them more versatile and more mobile than regular puppets. So, as it can also make regular physical contact and offensive moves as the sand element has the potential to, it can also make itself immune to all incoming physical/brute strength attacks, rendering taijutsu or kenjutsu useless, as it is unable to break. Physical form, intangible form, back to physical form can be done extremely quickly with these puppets.

However, they adhere to almost all sand release strengths and weaknesses. They cannot fight against water at all as they become wet and uncontrollable. The strings are also made of sand rather than chakra. During intangibility, the strings can remain in place or be controlled to where the puppet is sent to next (though this has to be an action from the user of the style, not by outside means as once the connection is interrupted by outside means, the puppet vanishes). Like any puppeteer, the more advanced you become the more puppets the user can wield (up to ten, one per finger). Also, like regular puppeteers, users of this style are able to weave handseals while controlling the puppet(s) and can control both sand puppets and regular puppets at the same time.

Example Techniques:

(Sabaku Asashinsutairu: Samon) - Desert Assassin Style: Summon
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will perform this jutsu to summon a puppet of sand wherever need be. This sand construct is able to provide a source for sand techniques by being able to be used by the user and still maintaining its shape and form.

(Sabaku Asashinsutairu: Majikku: Kāpettogurabu) - Desert Assassin Style: Magic Trick: Carpet Grab
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Immediately after activating Desert Assassin Style: Summon, the user will raise their hand and control their sand strings, creating and pulling a puppet of sand from underneath the victim. While rising from underneath, the sand construct wraps around the opponent from the legs up to their head, encasing them completely in sand. The user will clench their fist and the sand construct will have needles of sand poke out from its body in the victims direction, piercing them all over their body inches deep. The user will then swipe their hand backwards, calling their puppet back to them and having the needles exit the body for maximum bleeding out while leaving specs of sand to roam inside the body.

- Must activate (Sabaku Asashinsutairu: Samon) - Desert Assassin Style: Summon before utilizing this technique
- May only be used three times per battles

(Sabaku Asashinsutairu: Toppū) - Desert Assassin Style: Flurry
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-5 per turn)
Damage: 60
Description: With two sand puppets active, the user will control them to make continuous circles around the opponent, creating a giant sand and dust funnel. This completely cuts off their 360 field of vision as the funnel is very thick and also allows sand and dust to enter their eyes, rendering them unable to see for two turns, however, the funnel itself may remain active for however long the user desires.

- Can only be used three times per battle

(Sabaku Asashinsutairu: Shi no Domein) - Desert Assassin Style: Death's Domain
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: The user will gather a minimum of five large sand puppets and have them hover over the opponent from their location up to mid range if the user so chooses, covering sunlight and clouds to create a horrific dark scene among them. These puppets drip sand down from themselves and on contact after piling up among each other, the built up grains of sand pop up as sharp, pointy pyramids of sand, piercing whatever is in their way. The user may control these puppets as they would normally and the sand droplets will remain to fall and form the pyramids.

- Can only be used twice per battle

Additional effects and Restrictions: There are four ranks to this style.

Beginner Desert Assassin: Can wield one sand puppet and the puppet has the base speed of the wielder.
Intermediate Desert Assassin: Can wield up to three sand puppets and the puppets have the base speed of the wielder.
Expert Desert Assassin: Can wield up to five sand puppets and the puppets have the users base speed + their speed with a passive speed boost and/or mode activated (excluding EIG).
Grand Master Desert Assassin: Sole inheritor of this style, can wield up to ten sand puppets that have the user's base speed + their speed with a passive speed boost and/or mode (excluding EIG).

- Sand puppets cannot be used against water techniques capable of covering them completely
- When destroyed (by either explosions or explosion based moves), it takes one turn to create another
- Does not share weaknesses to lightning as regular sand techniques do, but can be blown up or overpowered by certain lightning jutsu (ex. Kirin)
- If destroyed by water or water based techniques/CE, they cannot be created for another three full turns
- Completely immune to non-elemental taijutsu and kenjutsu techniques
- Adheres to sand weaknesses and strengths (negating above mentioned lightning strengths/weaknesses)
- Can be used alongside regular puppets
- Cannot hold items like regular puppets/cannot apply poison
- Must have a bio that has started in both sand and puppetry training
- Must be of at least Sannin rank to learn this style
- Specialists in this field can perform their techniques at blinding speeds and their puppets form instantly/can be created instantly
- Puppets can be created anywhere on the field as long as the strings of sand connect to the user. Ex: while the puppet is being created, the strings come out of the puppet to the user, and vice-versa. If interrupted, the puppet vanishes
- Practitioners of this style can submit one sand puppet/material puppet hybrid. The creator may make two. This hybrid is able to hold things like normal puppets (ex: ninja tools, scrolls, etc.) and poison can also be applied to them while still having their intangibility being that the inner connections, outer coat, and most of it is connected by sand
- Must use summon technique to create a sand puppet
- The sand puppets are able to provide a source for sand techniques by being able to be used by the user and still maintaining their shape and form. However, hybrid puppets cannot do this at all
- Like any sand related technique, the user must utilize the earth to conjure sand constructs or a sand container to initiate these techniques

♪ Declined: First thing's first, sand isn't intangible since it still interacts with matter and has mass. Secondly, this has no close quarters, taijutsu, or weapon based portion to it at all. Essentially, it's a CJ submitted as a CFS. Also, since they're pure sand constructs made of your chakra, what's the point of using strings at all? Another thing, you wouldn't be able to manipulate other elements while using this at all, as that would require Y/Y. Final note, your additional effects and restrictions section is kind of a mess...that section should never be longer than your description, and needs to be reduced...a lot. ♪
 
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Jᴀʏ

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(Juken Āto) | Beast Fist Art
Type: Nin-Taijutsu
Background: A young shinobi named Kenichi wanted to further augment his taijutsu ability. Despite his hours of training, and the lean and strong muscle that came with it he was missing something. After watching the Inuzuka in his village fight he had the small details that enhanced their fighting ability. Almost all martial arts is a way to defend one self, we have to hone our fighting capabilities whereas animals, and beasts are born with it. They're born with claws and instinct. Kenichi decided to find a way to close the gap.
Description on the Abilities and Inner Workings of the Style: After meditating for hours in the forest, and improving his chakra control Kenichi would use the transformation technique to transform his limbs may it be an arm a leg or even ones back to that of a specific animal. Kenichi can change the type of animal to suit his needs, absorbing the philosophy of Shaolin Kung Fu and the animals tied with it. For example, Kenichi can transform his arms to that of a tiger to increase the cutting capability, and the area effected. He can transform his bone structure as well, by tapping in to his Kaguya Blood Line to not only change the outward appearance but the inner physical structure. Now Kenichi is capable of performing the feats of most of the animals on earth.
Example Techniques:

(???) - Tiger Fist
Type: Offensive
Rank: B-Rank
Range: Self
Chakra: 20
Damage: 40
Description: The user will transform his arms to that of a tiger to increase the damage it can make..

(???) Fangs of a Lion
Type: Offensive
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user will transform his teeth to give himself fangs making himself more deadlier. And adding a new area to attack from.

(???) - Monkey Tail
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will transform his buttocks to that of a monkey, to give himself a prehensile tail capable of attacking the opponent, grappling etc.
Additional effects and Restrictions:
- Must have mastered Taijutsu.
- Must have at least A rank Ninjutsu.

♪ Declined: This is simply a CFS version of an existing CJ (Imp's Summoning Combat CJ). ♪
 
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Linking submission since i can't quote the old thread.

- Removed any bonus such as increased reflexes or agility.
- Removed anything about combining elements or elemental seals.
- Changed where the seals are located, no longer being on the user's body directly.
- Edited the history to a more custom variation.

Titanomachy || Wisdom of Solomon
Type: FuuinNinTaijutsu
Background: Not much is known about the creator of the style; however it is well known that he invented the style following Princess Kaguya's defeat and subsequent sealing. Following Princess Kaguya's defeat, her sons spread the teaching that became known as Ninjutsu. One of these teachings was based in the very art that helped them to seal their mother, Fuuinjutsu. As this skill was taught wolrd wide, three known figures on the world came together many years later to formulate this technique of combat. A man with wisdom and knowledge, another with the ability to develop it, and the one who created the basic foundations of the style. Together they hand-crafted this style to perfection, something that would set it apart from the rest, from basic Fuuinjutsu. They traveled through many countries and met diferent people that knew more about Fuuinjutsu, such as Kumogakure where they specialized in barriers that could even contain a bijuu, scrolls of Kirigakure, Kunoichi from Konohagakure, meeting and gaining more knowledge from these people led them to finish the style. All that was left, was to use it in combat.

Description: Through the usage of fuuinjutsu, the user utilizes the application of barrier fuuinjutsu to create seemingly invisible barriers and seals for supplementary, offensive or defensive purposes. This is achieved through the user utilizing pre-applied Fuuinjutsu seals along several plates, ornaments and metals (non-conductive) arranged throughout their body, which vary from gauntlets, necklaces, etc (these can be carried on the bio or summoned onto battle), forming a seemingly full body chain of seals, seen only when the style is in use. These seals react to the user’s usage of techniques from this style, activating the specific seal for the technique being used. These seals merely explode and/or expel chakra in a wide variety of ways, being the seals are invisible while inactive, onlookers may see it as if the user is casting fuuinjutsu out of thin air. Said seals vary in size. These can be casted directly on one's body (however said seals/barriers are located on the armory the user carries, not on his skin) or around/near them and cannot last any longer than the technique and premise allows them to.

When used offensively, the user channels chakra into these seals that are dormant on the body and cause them to allow intricate barriers to arise from the seals, their shape dependent on the situation at hand, as they attack. These barriers that form often form around the limb used for attacking, providing an extra defense around the arm capable of defending against equal ranked elemental jutsu. These barriers also enhance the power behind taijutsu attacks, as the barriers seemingly appear from thin air, materializing as the attacks are to land, in this case around the arm or the elbow to increase both speed and strength. Having a defensive aspect as well, should foreign chakra come in contact with a seal, these barriers are also triggered, allowing barriers to form should an attack from a blind angle be launched. This defensive mechanism is not free formed and will have a technique.

By combining elemental chakra into these seals, the user is able to create variations of the basic barriers, able to play on equal fields as elemental ninjutsu. This chakra can be manifested in one of 5 different ways, depending on the chakra manifested. Suiton chakra creates barriers that upon contact create a saturating effect that spreads through the target, creating a suffocating effect; Doton chakra creates refined barriers with extra damage that can break bones on impact, Fire chakra creates a burning effect on contact, causing 2nd and 3rd degree burns to the area of impact, Lightning chakra creates an electric barrier, surrounded by lightning as a shroud, that causes muscle and tissue paralysis on contact, preventing movement for varying times depending on the jutsu, and Fuuton chakra creates barriers that contain thin edges that cause dense and deep lacerations to the body that cause heavy blood loss.

Solomon (mastered the style)
^
Titan (someone who begins learning elemental Titanomachy techniques)
^
Zebub (is learning basic Titanomachy techniques)​

Example Techniques:
( Titaomachy: Cronus' δύναμη ) - Wisdom of Solomon: Cronus' Might
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Attack points: 60
Description: The user channels chakra to a series of seals located along his arm and extends his arm, in an attempt to strike the opponent with a strong backhand. As he moves the arm towards the opponent, he causes the seals to glow and a barrier to form with great force, creating a barrier that is can be shaped in a manner of ways, as long as they don't extend short range or longer than 3 meters and wider than 2. As the attack lands and these barriers grow, the user delivers a series of attacks, causing the barriers to grow with each blow.

(Titanomachy: Zeburu burasuto) - Wisdom of Solomon: Zebul's Might
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Attempting to punch, kick or virtually attack the target with any area of the limb, the user releases a seal and forms a barrier around the limb in question. Bursting into a surge of chakra that's greatly boosts the user's intial strength; strong enough to destroy stone structures, the attack sends the target struggling backwards. Its power is strong enough to shatter earth and similar elements of C rank and below, as such a clean blow to a person can cause internal ruptures or depending on the wishes of the user, it can be weak enough to simply toss the target backwards. It merely depends on the chakra infused to the seal.
Note: Cannot be used in consecutive turns.

(Titanomachy) - Spell Gate
Type: Offensive/Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: While moving his hands and fingers intricately, the user creates three barriers from the seals on his skin directly in front of him that create a straightforward pathway or an arranged order; forming a chain of barrier (up to 4). They then run through them, granting them a significant boost in speed as they move faster with each barrier that they pass through. When using this technique, it also grants additional effects on the user's fists; both of his fists become enveloped in bright barriers, which moreover destroy parts of the Magic emblems that they previously summoned. The user can move twice as fast as their base speed if using 4 barriers and their fists are enhanced to deal strong blows for a total of up to eight hit combos. A master of the style can give the barriers around his fists an elemental nature of their choosing as well, it must be the same element for both fist barriers.
Usable x3 per battle.
User cannot use speed enhancing barriers the next 2 turns.

Protection of Aladdin
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 90
Description: These seals react to foreign chakra, expanding and triggering the style's hidden barriers and over the user when they have been attacked by chakra; it otherwise requires direct activation if used to defend against non-chakra infused attacks. The user himself is also capable of triggering the barriers, allowing them to expand as he attacks and pushes back the target. The barrier creates any type of formation depending on the needed dynamic. To a simple large shield, dome, 3d triangle, etc. It can defend from attacks up to its rank as well. When chakra is approaching the user as an attack the seals activate by themselves, however the jutsu must still be posted for reference.
Can only be activated twice per battle.

Additional effects and Restrictions:
-Requires Fuuinjutsu Mastery & Mastery of the Basic 5 elements
-Requires Taijutsu mastery
-Must be of at least Sannin Rank

♪ Declined: You need to wait a week (7 days) from the point of the latest check before resubmitting. So you'll be able to resubmit this on the 17th of October. ♪
 
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(Ringusupin'ātsu) Spinning Ring Arts
Type: Ninjutsu
Background:
As a child zero a bored person was obbsessed with rings from the tingling of how they felt on your finger to the elegance in the way they spun.After observing a puppet user in action.It took many years to master it was hard but he had finnaly created a style of his own.it took him immense chakra control and concentration but in no time he was able to master this art and use it with ease.
Description on the Abilities and Inner Workings of the Style:
Well the title says it you are able to store a peice of your chakra (infusing it) and use it as a catalyst to fuel and ring to keep it spinning as for the controlling part its actualy got nothing to do with puppetry just based on it simply put with the chakra used to fuel it you are able to control (hard to explain) you kinda fuel it in a direction it takes immense chakra control and concentration to master as said above. now a normal person whould have to carry around a ring launcher which launches the ring before then taking control but a master of this technique can have such control over these rings that he can make them shoot out of his pocket like a bullet already spinning.(the masters have such control they can fuel it make it spin rather than having to have them already be spinning). this is useful becuase well they are extremley small and hard to notice make these rings with blades and well you got 50 mobile moving knifes at any point ready to strike.
Example Techniques:
(Ringusupin'ātsu: Furainguringusutoraiki) – Ring Arts: Spinning Ring Strike
Type: Offensive, Supplementary
Rank: C
Range: short - long
Chakra: 15
Damage: N/A
Description: The basic uses of ring arts the user will launch a ring from his luncher sending it flying a incredibly distance with pin point accuracy this could be used to strike vitals or to deflect / counter thrown weapons.
Additional effects and Restrictions:
This style requires very strong chakra control and concentration thus its users have either had great chakra control or learned it during the process.

a d rank user can weild upto 5 rings
a c rank user can weild upto 15 rings
a b rank user can weild upto 20 rings
a a rank user can weild upto 30 rings
a s rank user can use upto 50 rings
a f rank user can use upto 80 rings
and a specilist can weild upto 100



A normal user must carry around a Wrist mounted device that uses chakra to launch the rings.
A specialist can simply will the rings to spin out of their hand or pocket (at the cost of chakra of course (( its the chakra used for the move that does this )) )

♪ Declined: What makes this a CFS? You could submit this as a CJ or even CW. Simply throwing rings isn't much of a CFS. Also, remove the number of rings that each user can have, and the rankings of the CFS in general, they're purely cosmetic. ♪
 
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The Mockingjay

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Mazā Seishitsu no Merodī | Mother Nature's Melodies

Type: Ongaku Sosa/Ninjutsu

Background: After her mother was killed in battle before her eyes, a young Jakana Manto set out to perfect the obviously flawed fighting style that she saw her mother lose while practicing that day. Her mother was an acclaimed instrumentalist, using Doki to do her bidding, Doki which were controlled by the tunes of her mother's Saxophone. The instrumentalists in her village all had one obvious flaw, an inability to use their hands whilst controlling their main form of offense, the Doki. Jakana set out to rectify this, not by creating an instrument that could be played without the use of the hands, but by changing the main method of offense used by instrumentalists all together. Travelling the world for answers, Jakana noted down all her options, watched countless battles and watched how the rest of the ninja world thought, aiming to take inspiration from the more well-rounded and commonly used styles the world had to offer... The one thing everything had in common? Handseals. Shinobi practiced their own trades using whichever elements or ninjutsu they found suited their own style, but the one thing they could not do without was handseals. Handseals dictated the technique that they performed, upon this realisation, she had it. She would fuse this use of handseals with her own instrumental style, eliminating the need for Doki and bringing forth an age where instruments produced elements.

Description: Users of this style use specifically designed melodies alongside the channelling of their chakra in order to use techniques with their instruments, substituting the performance of handseals with the performance of the musical notes that now represent those seals. Alongside the ability to replace handseal usage with advanced instrumental notation, the user will be able to use various techniques directly from their instrument, a feat which can result in very basic manipulation of a technique beyond what would ordinarily be the case. These abilities will be described in more detail below.

Musical Handseals: This ability is exactly as you would expect, the replacement of regular handseals with specific sequences of musical notes played on a users instrument. Different handseals would be represented with different chord sequences which would vary from user to user, this ability would be used in form of a technique of this fighting style.

Bird - A
Boar - B
Dog - C
Dragon - D
Hare - E
Horse - F
Monkey - G
Ox - A#
Ram - B#
Rat - C#
Serpent - D#
Tiger - E#

Jutsu through Instruments: This ability is the ability to use (both elemental and otherwise) techniques of a certain nature directly through the users instrument passively. Techniques used through this ability would ordinarily have to originate from the users body and if any handseals were needed, they would have to have been performed using this fighting styles primary ability. Techniques that do not use handseals will now require a note to be played, this would be the note representing the seal most often associated with the element being produced, or (for ninjutsu) any appropriate seal.

Musical Manipulation of Elemental Techniques: Techniques launched directly from the users instrument using this fighting styles secondary ability would be able to be manipulated by this, the tertiary ability of the fighting style. Performing elemental techniques through the instrument would grant a link between technique and instrument, using a technique to be posted alongside this fighting style the user would be able to take advantage of that link and gain limited control to a technique already in motion. As an example, take a basic fireball technique. The user shoots a fireball from their individual instrument, whilst in flight the user plays a short tune which causes the travelling fireball to move up a few feet, down a few feet or even splits the technique into two. Manipulation of a technique in motion would be of a very basic nature as listed above but would be possible even if the user uses a different technique between the original fireball and the manipulation. That is providing that the separating technique was not also used through the instrument, this is because unless a new chakra is released through the instrument, it would retain its link to the original technique used.

Example Techniques:

Mother Nature's Melodies: Conductor
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is the primary technique used by shinobi trained in 'Mother Natures Melodies' and grants users the ability to use Chord sequences in place of handseals to perform elemental jutsu.
-Technique does not count as one of the users three moves for this turn but must be posted alongside the technique it is needed to perform.

Mother Nature's Melodies: Vibrato
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After using their instrument as the source of an elemental technique, this technique can be used to alter the course of the technique in motion. This movement can only be something as simple as moving a few feet to the left or right, as well as up or down.
-Technique can move a maximum of 2 meters from it original pathing and this technique cannot stand to change the direction of the technique.
- Technique cannot manipulate the same technique more than once.
- Technique cannot manipulate a technique if another technique has been used through the instrument since.
- Cannot manipulate a technique that has already reached long-range from the users position.

Mother Nature's Melodies: Duet.
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After using their instrument as the source of an elemental technique, this technique can be used to split that technique in two.
- Technique cannot manipulate the same technique more than once.
- Technique cannot manipulate a technique if another technique has been used through the instrument since.
- Cannot manipulate a technique that has already reached long-range from the users position.

Mother Nature's Melodies: Riff
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After using their instrument as the source of an elemental technique, this technique can be used in order to change the travel direction of the prior-used technique.
- Technique cannot manipulate the same technique more than once.
- Technique cannot manipulate a technique if another technique has been used through the instrument since.
- Cannot manipulate a technique that has already reached long-range from the users position.

Additional effects and Restrictions:
- No elemental technique used through the users instrument as part of this fighting style can be manipulated by more than one of this styles manipulative techniques once it has been fired. This means that a technique that is split by the 'Duet' technique cannot then be turned around by 'Riff'.
- User must have an instrument capable of using 'Musical Manipulation' techniques in order to use this fighting style.
- Practitioners of this fighting style must have mastered Sound Release as well as the basic 5 Elements.
- This fighting style does not allow the use of genjutsu techniques through the users instrument.

♪ Declined, DNR: While the idea is nice, this isn't a CFS; rather, it's an alternative way of using ninjutsu. ♪
 
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Korra.

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Hebi Kumite | Snake Kata
Type: Nintai
Background: The Snake Kata is a fighting style, and one of the Five Form Fists, that can only be mastered by those who have trained with the snakes at Ryūchi Cave. Like with Frog Kata, the user must use senjutsu chakra to "activate" their body in various different ways.
Description on the Abilities and Inner Workings of the Style: Noticeably, when using this fighting style, the senjutsu chakra causes the body to begin to vibrate at high speeds, though these vibrations are so fast that it doesn't appear they are moving at all. At the same time, the user generates an aura of senjutsu chakra around their body. The user then mimics a snake in their motions, focusing the majority of their power within their fingertips. By keeping a grounded footing, the user lashes out with a whipping motion, much like how a snake strikes, releasing the senjutsu chakra at the moment of impact, causing tremendous damage to any hit by it. The user, much like a snake would, targets the eyes, groin, and joints of the target. When the chakra of the Snake Kata techniques are released, they are done so in the form of a snake, the chakra released is capable of carving through the toughest of things making something like human skin child's play.

Snake Kata has a level system that comes with it: the first level of course being novice with just a simple carving. The Second level is a passive user as the carving is a lot bigger and does more damage, both the novice and passive level users require physical contact to do the damage. The third level is mastery of Snake Hand and takes years to achieve; incorporated with hard training. The Master Level of the Snake Kata fighting style doesn't require physical contact like the previous two levels and can yet deliver much more damage on a larger scale. Snake Kata also has a lot of chakra absorption techniques, and also with Snake kata, if a person is it, it almost surely draws blood.

Example Techniques:

???????????????????
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Snake Kata Consuming Python is a technique created by Korra using the fighting style Snake Kata; this technique is a master level technique in the snake hand style and takes months if not years to learn and perfect. Korra first charges up chakra in his hand as usually for a snake hand technique, but because of how much chakra is used the chakra doesn't wrap around his hand and up his arm. Instead to someone who can see chakra it moves freely around his arm; not only that but when using this technique the user doesn't have to physically touch something for it to work. They can simply flick their hand or wrist and the chakra with go towards its target. This technique also has the ability to absorb chakra which makes it even more deadly; the carving is able to carve through the earth and has a long range reach.

??????????????????????????
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: In the fighting style Snake Kata, this technique is a novice level technique. This technique doesn't use a lot of energy to do as the passive and master level techniques, but can be as effective towards a target. Following the Snake Hand fighting style, the user charges up chakra in their hand and delivers a strike to the target while simultaneous releasing the chakra charged. The strike leaves a small carving of the user's hand and a small snake that comes from the ends of the users' hand. The technique rarely kills depending on the user's strength, but can do significant damage to the target.

Additional effects and Restrictions:
Note: Must be taught by Korra.
Note: Must know Snakes & Snakes Sage Mode

♪ Declined, DNR: This is pretty much a rip of existing canon concepts: strengthening yourself with Natural Energy and Toad Sage Modes Frog Kumite. ♪
 
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Sasori

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Started Fuin:

Name
: 突然変異拳 | Totsuzenhen'i ken| Mutation Fist

Type: FuinPuppetry

Background: This is a unique style of fighting that Sasori developed shortly after becoming a puppet himself. His inhuman body allowed for him to become an expert at close range battle as well long range with the help of his hidden mechanisms. Along with his inhuman body he was capable of surpassing normal human abilities. Sasori noticed how in certain aspects that he was able to do things with his body that he would inordinately do such as placing sealing tags on his body. Not having to worry about internal organs or anything of the sort it allowed for him to freely place seals on his puppet body without having to worry about them harming his body considering he was simply an inanimate weapon. All the seals were scattered throughout his body except for his Heart because it was his one weak spot. Sasori realized that with the help of seals on his body he could greatly increase his puppet and taijutsu prowess. Located inside of the tags along his body are puppet parts such as arms,legs, and heads as well other puppet entity that can appear in any location and number of the user's will. Along with his control over the limbs it enables him the ability to freely control the parts for puppetry attacks/techniques or even simply to wield them as additions to his body for that turn or longer. Sasori also made sure to add a dangerous side to tags by including a variety of weapon such as: swords, knives, and other creations . There is also another application of this style Sasori developed that involves replacing bodily limbs or adding them. It is possible for the user on one of their limbs such as their arms to replace it with an entity such as a sword or tentacle or other unique and creative puppet parts that are up to the user to decide. He included this in his style in order to overwhelm enemies with a variety of attacks while also creating unique strategies of attacks by using said puppet replacement which can be done in just the nick of time. With this version of Mutation Fist it enabled Sasori the ability to change up his style of fighting adding his own sort of uniqueness to it that can also give him lithe movements as well as unique abilities depending on what it was. It is also possible for the user to focus chakra or an elemental chakra through specific entities sort of how Sasori could use a scroll to generate fire and water streams or even to use basic puppetry if applicable . Sasori also is capable of using a variety of puppet entity up to his imagination such as snake like puppets for attacks.

Description and Inner Workings of the Style: Mutation Fist is a style of fighting that involves the usage of sealing and unsealing objects in order to hold or release puppet material. With the tags the user could control them in order to release attacks and weapons in a larger number and in places then where they would not normally come from. Mutation Fist allows for the user to overwhelm ordinary Humans with a barrage of attacks in places that would not be normally possible. Also, in a way it works by throwing feint attacks only to surprise the enemy with the strike in a different location. Not only is the puppet material capable emerging from the user's body it is also possible for the user Sasori with his mastery of puppetry to wield the limbs and if possible control them to use puppetry attacks. Since the protrusions are physically connected to the user's body it is possible for Sasori to control them as a sort of add on like a ordinary part of his body. With this style of fighting it is also possible for the user to control the quantity of weapons/parts that come from the scrolls depending what they want. With the part of this style that involves replacing bodily limbs in order to emerge just about any puppet based entity from their body it is possible for them to change multiple limbs and can also be sustained for longer periods of times while it can also be just for that instant in time. This style which was mainly created in order to give the user unique abilities that ordinary humans couldn't fathom to gain on their own opened up a new window of a new style of fighting. In most cases the user will reseal one of their said limbs such as their arms in order to summon an arm entity swiftly that has a sword already imbedded in its hand. Mutation Fist also gives the enemy a lack of time to react making it a style that serves the purpose of attacking the enemy in ways that would be difficult to avoid. The seals are usually activated by the use of chakra.

Example Techniques:

(Kakusareta himitsu) Hidden Secrets
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user starts off by throwing a punch directly at the enemy aimed at their face. As the punch is closing in the user will swiftly and fluidly raise their closed fist so that their arm has their forearm aimed at them inches from them. The punch turns out to be a feint attack while the user will then activate a sealing tag in their forearm causing for a wooden arm to protrude from it and punch the target in the face.

(Senju no bōei) Thousand Hand Defense
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This is a form of Mutation fist that involves controlling the quantity of puppet material to come forth as well as controlling it in order to perform basic puppetry functions. To start the user will activate a seal across their body causing for a variety of puppet arms to protrude all over the user's body and let it be noted they are all in even pairs. Due to all of the arms being connected to the user they will then control the puppet parts to have their arms open up into four different parts enabling the user of the basic puppetry move known as the chakra shield. With the arms all throughout their body it provides the user with a decent protection from all angles and due to the sheer quantity of them all it allows for the user to take up to the same amount of damage equal to the rank of the technique.

(Shivu~a no ikari) Shiva’s Wrath
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Here we have a mutation fist technique that involves overwhelming the enemy with sheer numbers as well as manipulating the puppet parts in larger number than normally. This technique is actually based off of one seen in the anime by the Third Kazekage puppet. The jutsu is based off of the Kazekage's ability to open a compartment on its body to release a wide array of arms. In the same way the user opens releases a tag somewhere on their body releasing a wide array of extendable puppet arms that can be directionally controlled in order to attack the enemy. With this it is used to crush the enemy with overwhelming force and it can also be used to release the basic puppetry move known as the Poison smoke screen in order to spread smoke through the area.

(Kenshi no himitsu) Swordsman’s Secrets
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user starts off by throwing a punch directly at the enemy aimed at their face. As the punch is closing in the user will swiftly and fluidly activate a seal on their arm that resummons their arm and instantly replacing it with a sword that already has a hand in it so if done correctly could give the enemy less time to react.

Note: Can only be taught by Sasori
Note: Can only be used by a Human Puppet
Note: Must have started Fuinjutsu and Puppetry training.

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

Sasori, our loyal member, gave on the 14th of October 2016, a request for a Patent on the Custom Fighting Style GTotsuzenhen'i ken| Mutation Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, 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;


Totsuzenhen'i ken| Mutation Fist
Powered by Vex
Copyright 2017, Sasori, NarutoBase.net

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Pervyy

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Yari no Michi | The way of the Bisento
Type: Ken/tai
Background:

The Bisento has been in use since before the shinobi world was created. It wasn’t a typical warrior -type halberd; Bisento was used as a longer-distance sword with an ability to cut and pierce. The original Bisento was used by infantry. The weapon was able to reach the legs of a horse carrying a samurai into battle. Before the sage of the six paths tought the world ninjutsu, there were constant wars and so with each passing year new weapons were being made for the soldiers in clan wars, they were trained to use it in a long-distance fight to protect their families and estates. The idea behind it was to pretty much have a sword on a stick, an extention to ones body.

There was one ninja that adapted the Bisento to flow with his entire body, not just seeing the Bisento as a weapon but as one with his body. He mastered it to such an extent that he was never hurt in battle even by attacks from a distance such as arrows. As the years went on, the ninja world was born as the sage of the six paths taught the way of chakra to try and bring peace but that was far from what happened. Kilik saw the fault in his style, how could as Bisento hold up against such deadly attacks while also seeing the samurai develope their own style. Kilik went on a mission to learn how to control chakra and then rather than using it to master ninjutsu, he focussed it into his bisento to create his own fighting style. The way of the bisento.


Description on the Abilities and Inner Workings of the Style:

The way of the bisento is a martial artist style with a Staff with a sword type blade on the end as its weapon. The length of his Staff allows a multitude of long range attacks and accordingly Kilik is most effective at this distance. However if an opponent does manage to get very close to Kilik he does have tools to employ; the most effective of these are his fast horizontal strikes. Many of Kilik's more powerful attack strings are vertical hits that can be sidestepped if anticipated. Although linear, these powerful attacks Kilik possesses are relatively fast and deal great damage. It is for this reason that Kilik excels to a great degree more than most ignorant power hungry ninja. Kilik has a diverse array of low attacks, some slow and heavily damaging, some fast and hard to react to.

The style revolves around the user using both hands on their Bisento releasing their chakra into in to enhance their reach and power with their attacks. From a forward thrust enhanced with chakra of the elements, to keep the opponent at a range, to spinning the bisento in front of them infused with chakra to create a rapid spin, forming a shield deflecting attacks. The blade of the bisento makes it so much more versatile in combat as it's not just blunt attacks. The entire style can be seen as a ranged version of Kenjutsu, adapting that of the samurai techniques with the enhancing it with the use of chakra. It's not a complex style but one that takes a long time to master without hurting yourself.


Example Techniques:

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(Way of the Bisento: Piercing strike)
Type: Attack/Defence
Rank: A
Range: Short mid
Chakra Cost:30
Damage Points: 50
Description: The user will focus their chakra into their bisento thrusting it forwards forwards focussing their chakra into the point of the blade reaching out 2 meters infront of them, upon contact with another justu, the chakra will be released through the point of the blade like a bullet hitting glass sending several cracks of chakra out through the jutsu hitting it head on shattering a jutsu of the same rank and below. If it were to hit a fire jutsu it would cause it to explode but thanks to the reach of the bisento it would keep the user safe.

(Bojutsu: ) - Elemental rotation wall
Type: Attack/Deffence
Rank: A
Range: Short
Chakra cost:
Damage points:
Description: The user will focus one of the 5 basic elements into their Bisento. The they will begin spinning their staff, like a helecopter blade in front of them at great speeds releasing their elemental chakra. Fire/water/wind element will create a fire/water/wind sheild or blast of the chosen element in the shape of a cylinder towards the opponent. If lightning or earth chakra they create a dense sheild infront of the user, the earth style rotation will defect all solid objects, where as the lighting will destroy all earth that is coming at the user.

(Bisento art: Cartwheel kick)
Type: Attack/Deffence
Rank: B
Range: Short
Chakra cost: 15
Damage points: 30
Description: This is a highly useful evasion or attack technique through using the way of the bisento. The user will rotate their body sideways as though they were going to do a cartwheel but with their bisento in hand they will stab that into the ground lifting themselves 3 times highter into the air going up and over and if can use the momentum and height to come down delivering two deadly kicks to their target. This can be hightly useful using the extention of the Bisento to avoid an attack.


Additional effects and Restrictions:

Can only be used through a bisento that must be mentioned in your bio.
Must have mastered basic tai as so you're in control of your body and don't end up hitting yourself with your staff.

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✦ Declined, for starters, based on what the description says, this would be a Ninkenjutsu style. Next, the actual description itself is very simple, you could submit these in the CJ thread as their own CJ. What about this is unique enough to patent as an actual CFS? You also dont mention elemental ninjutsu usage in the description but you do it in the example jutsu.I suggest adding a portion that details elemental ninjutsu usage with the bisento to make it unique enough to warrant approval ✦
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Yari no Michi | The way of the Bisento
Type: Ninkenjutsu
Background:

The Bisento has been in use since before the shinobi world was created. It wasn’t a typical warrior -type halberd; Bisento was used as a longer-distance sword with an ability to cut and pierce. The original Bisento was used by infantry. The weapon was able to reach the legs of a horse carrying a samurai into battle. Before the sage of the six paths tought the world ninjutsu, there were constant wars and so with each passing year new weapons were being made for the soldiers in clan wars, they were trained to use it in a long-distance fight to protect their families and estates. The idea behind it was to pretty much have a sword on a stick, an extention to ones body.

There was one ninja that adapted the Bisento to flow with his entire body, not just seeing the Bisento as a weapon but as one with his body. He mastered it to such an extent that he was never hurt in battle even by attacks from a distance such as arrows. As the years went on, the ninja world was born as the sage of the six paths taught the way of chakra to try and bring peace but that was far from what happened. Kilik saw the fault in his style, how could as Bisento hold up against such deadly attacks while also seeing the samurai develope their own style. Kilik went on a mission to learn how to control chakra and then rather than using it to master ninjutsu, he focussed it into his bisento to create his own fighting style. The way of the bisento.


Description on the Abilities and Inner Workings of the Style:

The way of the bisento is a martial artist style with a Staff with a sword type blade on the end as its weapon. The length of the staff allows a multitude of long range attacks, however if an opponent manages to get up close, the user is able to utilize fast horizontal strikes. Many of the more powerful attack strings are vertical hits that can be sidestepped if anticipated. Although linear, these powerful attacks are relatively fast and deal great damage.

The style revolves around the user using both hands on their Bisento releasing their chakra into it enhance their reach and power with their attacks. An example is a forward thrust enhanced with chakra of the elements to keep the opponent at a range. The blade of the bisento makes it so much more versatile in combat as it's not just blunt attacks. The entire style can be seen as a ranged version of Kenjutsu. While not a complex style, that takes a long time to master without hurting yourself.

What makes this unique compared to a basic style is similar to that of the Narutobase Taijutsu, where what would be simple attacks are enhanced with elements to give devastating effects. For example, the user could rapidly spin their biscento through a simple gesture in front of them but releasing one of the basic 5 elements they would create a rotating shield of said element for a simple yet effecting defense, such as a fire shield without having to relinquish their weapon to do so, all these would be explained in detail in the jutsu submissions in how earth could be released. Not only this but through elemental application the user could use the elements to extend the range of their bisento even further. A classic example of this would be the user stabbing the blade of their biscento into the ground to do a cartwheel kick enhanced with wind release to push them over for a stronger and faster kick, what makes this different is the height they gain from doing the cartwheel with the bisento.


Example Techniques:

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(Way of the Bisento: Piercing strike)
Type: Attack/Defence
Rank: A
Range: Short mid
Chakra Cost:30
Damage Points: 50
Description: The user will focus their chakra into their bisento thrusting it forwards forwards focussing their chakra into the point of the blade reaching out 2 meters infront of them, upon contact with another justu, the chakra will be released through the point of the blade like a bullet hitting glass sending several cracks of chakra out through the jutsu hitting it head on shattering a jutsu of the same rank and below. If it were to hit a fire jutsu it would cause it to explode but thanks to the reach of the bisento it would keep the user safe.

(Bojutsu: ) - Elemental rotation wall
Type: Attack/Deffence
Rank: A
Range: Short
Chakra cost:
Damage points:
Description: The user will focus one of the 5 basic elements into their Bisento. The they will begin spinning their staff, like a helecopter blade in front of them at great speeds releasing their elemental chakra. Fire/water/wind element will create a fire/water/wind sheild or blast of the chosen element in the shape of a cylinder towards the opponent. If lightning or earth chakra they create a dense sheild infront of the user, the earth style rotation will defect all solid objects, where as the lighting will destroy all earth that is coming at the user.

(Bisento art: Cartwheel kick)
Type: Attack/Deffence
Rank: B
Range: Short
Chakra cost: 15
Damage points: 30
Description: This is a highly useful evasion or attack technique through using the way of the bisento. The user will rotate their body sideways as though they were going to do a cartwheel but with their bisento in hand they will stab that into the ground lifting themselves 3 times highter into the air going up and over and if can use the momentum and height to come down delivering two deadly kicks to their target. This can be hightly useful using the extention of the Bisento to avoid an attack.


Additional effects and Restrictions:

Can only be used through a bisento that must be mentioned in your bio.
Must have mastered basic taijutsu and kenjutsu.
Cannot be used in conjunction with Samurai jutsu.

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

The Pervy Sage, our loyal member, gave on the 15th of October 2016, a request for a Patent on the Custom Fighting Style Yari no Michi | The way of the Bisento. I, Lord of Kaos 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;


Yari no Michi | The way of the Bisento
Powered by Lord of Kaos
Copyright 2016, The Pervy Sage, NarutoBase.net

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