Custom Fighting Style Submission - II

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Lord of Kaos

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New Cycle: 10/05/2018 - 17/05/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Onii Chan

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ばらしいで, Subarashīken Style
Type: 剣術忍術, Kenninjutsu
Background: Before the time of ninja rests a world before us, a world of arch trees and ever lasting dragons, where the humans took up arms against them and slayed each one into extinction using large weapons and magic. The style at which they used is a ancient style called ''Subarashīken'' of the ''Kenninjutsu'' style, Subarashī meaning ''Great'', Ken meaning ''Sword'', Kenninjutsu is the combination of Kenjutsu and Ninjutsu. This mixture of styles creates such a increase in physical prowess that even Elder Dragons flew away in fear, the mere presence of might whom wielded the Subarashīken Style was known to have such strength that it even reviled the gods, known to have been able to cut a dragon's tail with one swing of their blade with ease. Although they were known to wield the power of magic they're more known by their pure strength, their will to fight alone couldn't be matched and a overseer or leader was hard for them to comprehend back in their time. The group at which this style originated was made by a band of criminals, mostly known for murder, because of this their ideology of a ''leader'' was already void thus creating a mutual pact and understanding of a individual congregational militia with the sole purpose of exerting their bloodlust on monsters instead of humans. Eventually the reality of dragons came to be and through the realization of the end times they took up arms against them, quickly recruiting others into their militia along the war that spanned years till it ended when a lone warrior was last standing against the last dragon named ''Seath the Scaleless'' who betrayed his own by being a informative spy for the humans in the war. In the end though Seath felt immediate regret as he watched everyone he cared about die in front of him, in blind rage he took up arms against the last human for the ending battle that would decide the fate of the world. In the end the human had won but due to the battle scars he died shortly after, this human's name is unknown, however myth states that he wielded a large glowing sword entitled ''Moonlight''.
Description on the Abilities and Inner Workings of the Style: The power of the Subarashīken style is surrounded by the concept of pure willpower and strength with a mixture of chakra capability, because of such a increase in strength and power the practitioner of this style will have their speed decreased by half with a equal increase in their strength. Practitioners will have a hard time finding a counter against pure speed combatants, however will easily overpower nearly the majority of those who focus towards strength or defense instead. Their strength with the trade mark (provided automatically upon learning) Greatsword weapon will be able to cut through most defensives without halting their momentum due to the gravity of the sword itself pulling it down forcefully towards the opponent(s) direction. The weight of the Greatsword alone could kill the wielder if they're not properly trained to handle the gravitational drag and lag of the thick material thus increasing its destructive prowess alone; being able to create large cracks into the ground or craters/deep holes with a mere thrust or swing of the weapon. Every movement of the sword is felt by not only the wielder but the combatant as every swing or thrust carries a small gust of wind with it that releases afterwards thus giving the idea that its extremely heavy and slow to use. Due to the weight and material used to forge each Greatsword they're naturally extremely heavy thus its usual that its very slow when the practitioner uses it which gives the combatant a slightly bigger timeframe to dodge in between or during offensive maneuvers of the wielder depending on the statistics of the opponent (whether or not they're faster). The immediate gravitational drop of the weighted weapon upon impact with the ground can immediately great a large crater or if combined with chakra can create a giant linear wave of chakra that'll create a long yet deep slash in the ground. The area effect of some techniques can send any opponent flying backwards into a more safer distance if the combatant seems to be too dangerous to fight from a too close of range, furthermore because of the length of the Greatsword they can nearly reach the edge of close range thus increasing their capability with ranged combat. The willpower and strength that each practitioner learns during the process of training in the Subarashīken style also increases their physical defense - being able to take up to A-ranked taijutsu and Kenjutsu without much effort, however they'll still bleed but they're able to withstand the pain alone. This style isn't merely the usage of a Greatsword, however the unlocked and full potential of its peak then a more heightened state of strength and power that enhances the limits of the weapon to even more greater heights. A mere Greatsword user would only give their weapon injustice by not learning this style, to learn this style is to learn the real strength the Greatsword has, a hidden potential rested dormant inside its thick corridors.
Example Techniques:
✦ A-ranked Techniques
(Subarashī Doragōon) - Great Dragon's Roar
Type: Offensive
Rank: A
Range: Short - Medium
Chakra: 30
Damage: N/A
Description: The swing of a skilled practitioner of the Subarashīken style utilizing their trade marked Greatsword is a massive display of strength and power, each movement gathers a large congregation of gust that upon halting or stopping the blade's momentum will release a gigantic amount of wind that'll burst outwards in all direction. This technique doesn't do damage and is used to forcefully push away opponent(s) that get too close. The shockwave of the wind is so strong that the combatant will physically fly backwards into the last range spot: (Short to Medium, or Medium to Long).

(Subarashī Dorakānēshon) - Great Dragon's Carnation
Type: Offensive
Rank: A
Range: Short - Medium
Chakra: 30
Damage: N/A
Description: The power of impact at which a skilled practitioner of the Subarashīken style does while wielding their Greatsword is enough to pierce the earth itself with ease, a mere stab, thrust, or swing near the ground will cause it to crack or break into pieces. Ideally a shockwave or a slight rumble of the ground will occur as the sword is swung, this alone will cause any combatant nearby to lose immediate balance and interrupt any motion the combatant was doing. The crater/slash/crack/etc, will be so big and deep it'll count as a tactical separation from the practitioner and the opponent, being nearly considered as a cliff.

(Subarashī Dorashirenai) - Great Dragon's Might
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The raw strength of the Greatsword wielded by Subarashīken practitioners are of the most powerful of any kenjutsu related technique or style, being able to easily cut through any steel like butter. A defensive method against this attack is mere pointless as this singular thrust or swing alone can carve right through it then into the body causing massive bleeding damage. However, if the practitioner lands a hit against a opponent who doesn't dodge or defend against the offensive and it lands the body and bones will be cut all the same as steel, being cut so easily that the body will be cut in two instantly thus causing immediate death to the combatant.

(Subarashī Doranami) - Great Dragon's Wave
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: A enhanced version of Slicing Crimson Wave due to the style of Subarashīken this will not only increase its size but will run across the ground and will form a skyscraper like sized flame made of chakra with a destructive impact force strong enough to damage a giant sized summoning equal to that of Gamabunta.
✦ S-ranked Techniques
(Subarashī Doraratisu) - Great Dragon's Wraith
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The practitioner will charge their chakra then release it into their Greatsword to cover it with a chakra aura which'll increase its length slightly. During this mode's active cycle the user gains 20+ DMG to their Subarashīken techniques as well as increasing its destructive impact capabilities, creating even larger craters and slashes into the ground this increases the range of each Subarashīken technique to the next range level (Short - Medium - Long).
Additional effects and Restrictions:
◆ Must have specialty in Kenjutsu to learn this style
◆ Must be at least S-Class to learn
◆ Every practitioner gets a free S-ranked Greatsword of their own cosmetic design that doesn't count as a CW
◆ Any material stronger than steel will jam the Greatsword half way thus requiring two swings to cut through instead of one

Declined, DNR: To quote LoK (with an addendum), "This is just kenjutsu with [more strength and] a big sword"
 
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From Archive: [ ]
Reworded.

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(Rīpā no gaitōtotanken) - Reaper's Cloak and Dagger (RcD)

"The motto of the cape is to be always prepared."

Type: Bukijutsu + Kenjutsu

Background:
The Reaper's Cloak and dagger fighting style (RcD), is the term given to this style referring to situations involving intriguing, secrecy, espionage, w/ of many mysterious experiences. Rīpā no gaitōtotanken literally meaning "of cloak and sword" for the imagery of these two items became associated with the archetypal spy or assassin: The cloak, worn to hide one's identity or remain hidden from view, and the dagger, a concealable and silent weapon.

The historical martial arts of term could been taken literally, and referred to wielding a dagger in one hand and a cloak in the other. The purpose of the cloak was to obscure the presence or movement of the dagger, to provide minor protection from slashes, to restrict the movement of the opponent's weapon, and to provide a distraction for openings to strike. Like a Fencing master, this method of combat is ill and such fighting of this way was not necessarily seen as a first choice of learning to use weapons, but it become a necessity in situations of self-defense if one were not carrying a sword, with the dark cloak being a common garment of the war shinobi times that could be pressed into use as a defensive aid.

In contemporary culture, that sword-fighting style in war times, bloody stabbing repeatedly in the back with a dagger, and having flung their cloak over the latter's head, lead to articles of such knowledge to be hidden/ shunned upon and even destroyed but, not lost. Findings of the style and thus learning of it in a deep library of knowledge collected from all over the world, soon begun mastering it and advancing the style to the modern times.

Description on the Abilities and Inner Workings of the Style:


The cloak or cape, worn by users is an integral part of the Reaper's Cloak and Dagger-fighting style. To start, the user takes a low stance as though they’d being fencing but with their other hand holding their cape. Three-quarters of the cloth held is charged with energy that are capable of absorbing chakra from their absorption arm that they stream chakra though which also allows them to manipulate their cloth’s length, height and even folds for greater durability.
Now as the user to holding their sparring katana out of sight, while at the ready. Through skillful manipulation they can could block an incoming attacks, screen their actions from view, or wrap around their opponent's arm or legs to trip them, or to even drain away chakra through various augmentations of Absorption Arm.

( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.

The more expensive/special the cloak the greater extent of effectiveness the RcD is used in the making effective unique offensive and defensive moves. Usually a basic move freeform move of the style can be done by peculiar swing of the arm, cleverly flinging the cape over the opposite shoulder in such a manner as to have a double covering into the middle of the back, thus their arms are totally enveloped, and at the same time their face is half-buried in its folds—to complete the suspicious garb, the true master would draws down their slouching hood/hat over their eyes.
It may be added for knowledge; previously intended to be invisible to the naked eye by the original, giving way to uncomfortable suspicions altogether that left unto their opponent groundless. It was indeed as the cloak of mischief, and a reaper's duties as the fighting style of death. This part of the style was known as the Advanced RcD. The user would cause mirages, fast optical phenomenas created by bending light rays via the special cloth (CW) they wore. Unlike hallucinations, these would actually be caught on camera, meaning it allowed the user to fool even machines.

(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: S
Range: Short
Chakra Cost: N/A (-5 Per Turn)
Damage Points: N/A (-5 to User per Elemental Ninjutsu Used)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is electric, flame, wind resistant (C-rank and below) as the whole attire is quite durable and extremely hard to rip apart. Even the skull is very difficult to break.


Coating — The scales of the coat passively scatter incoming/reflect light, allowing it to manipulate light from passing. This allows the user to conform irregular shaped objects and render them partially or fully invisible to the naked eye. This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages. This lowers various counter actions and when their opponent should decide on the countering their attacks (opponent's tracking lowered by -1.5). This can only be done within it's range. At closer ranges, the weapon makes whatever it's camouflaging under light appear darker than their surroundings, acting as a dead giveaway to the concealment.


Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength of a jutsu, but cannot differentiate between different chakra natures. These lenses, however, only see chakra as it radiates off of an object, which can be used to track (adding .5 to user’s tracking speed). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.


Skull — Finally, the M.O.C is powered with the user's cerebral chakra, and the user’s nervous system. Acting as a passive shell of protection against genjutsu its mechanism becomes in sync with its user's chakra flow, detecting the fluctuation in the user's chakra. This happens as once as the user places on the skeleton skull, it counter-clockwise their chakra flow to allow it, the access in any changes in the regulated chakra flow. Due to that, it gives the user painful headaches when the user forms elemental ninjutsu (-5 damage to User per Elemental Ninjutsu). Genjutsu — by altering the balance between physical and spiritual energies by disturbing physical energy it induces pain, however, through psychogenic pain (pain that's not with a physical cause) in form of migraines. This translates into the ability to consciously combat genjutsu up to A rank at the cost of 30 chakra through user input. The migraine can be induced twice per battle.


Note: Activating/Deactivating the mask takes 1 move slot.

Example Techniques:

(Kēpujutsu: Jōkyūshamuke) – Cape Technique: Advanced to Basic
Type: Supplementary/ Offensive/ Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40 (-15 per turn to sustain)
Damage Points: 80
Description: To fight, one puts the garment over the left arm, or so; one bends the body from the perpendicular - thus; one plants the feet just so, and draws back the right arm to the rear, with the knife/sword held level in this manner. The eye is fixed upon the adversary, the gathered-up cape serves as a shield upon the left, the feet ready to leap you to right or left, like a flea, to evade the coming message and to speed the return of post (Passive is user has mastered fighting style, becoming invisible at the same time).

Surging absorbing chakra-energy (able to absorb chakra from opponent or techniques that interact with the cape, up to A rank). into their garment they menace their victims face with the cape, and just as your opponent prepares to parry a neck blow, their cape passes before their eyes, and then they bury their katana below the belt into the guts of their victim. Quickly enough, the victim won't know when the blade left their body. Received back into the cape. Now, indeed, they’re undone, unless if your own cape flies hither and thither like Satanic serpent fusing the area.

Using the advanced style of RcD, to scatter incoming/reflect light, allows them to manipulate light from passing. To make far more complex mirages that appear to manipulate matter around them, visually appearing as though they can change the terrain (only in NW) in a sorts of reflections that appear far too real, even to be considered genjutsu. With light reflections; symmetry, perspective tuning, truncated and stellated polyhedra, hyperbolic image geometry, and tessellations. This hinders even gigantic summons from engaging combat due to the change in area and its details. However, this is solely sight based, for those who are blind, doujutsu users or use some other senses other than sight can simply navigate as normally without any problems. This leaves those who rely on sight unable to locate their enemy.
They'll be more accurate in control of and target's movements, for not a single movement of the cape will go at random, for every coil threatening to entrap their opponent’s hand, body, face, etc. Even letting them be best the knife, the user would still be better with the cape, than their other mass said. Knife having deflected, they must manipulate to recover. So saying, let themselves fall behind their knife which the user has drawn and opened to illustrate the pass and retreat, eyes fixed upon their aggressor, the cape now made ready and motionless, now suddenly flies to intercept a lunge or to threaten the enemy's wrist unitizing their motion to them as they switch positions landing them back to square one where both parties start over with the user having their weapon once more from the switch grabbing.

Notice: Though in a sense in extremist, the user will have two hands for their cape for when the victim presses hard. While the user cannot regain the knife/sword at this point, and so they do this; with sword/knife sent forth that they kick the knife/sword's back end a few paces to the left, skipped unexpectedly in the same direction as the user did so move, and swinging their cloak towards their enemy in such a manner that the latter could not possibly have intercepted their quick recovery of the knife/sword. The user's movements are rapid as those of a lizard, and the cloak hiding them so well, it makes it hard even those with the doijutsu to keep up with them.
Note: Must be posted once to initiate fighting style.


Additional effects and Restrictions:

[ Masters ] of style, have increased agility, reflexes and a keen prospective sight for ill-mannered intentions. (+4 to Base speed)

[ Users ] of this style will be able masters of stealth and trail tracking. (Debuff opponent by -2 Tracking in close range)

User's require Adv. RcD to master style after attaining, (Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage.

Declined: Okay this honestly isn't a bad style. However, as it is now, it is a set of Kenjutsu customs used underneath a cloak. They are still kenjutsu techniques, similar to hundreds of others in existence. What you need to do is add something unique to the sword strikes, maybe in combination with the cloak, besides just hiding the strikes beneath it. Good luck with the next resub, I'm excited to see it!
 
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(Itsutsu no doku no te) - Hand of Five Poisons
Type: Nintaijutsu
Background: The style is based upon the subtlety of poison release mixed with the direct nature of taijutsu or kenjutsu usage allowing the two polar opposites to coexist in natural harmony. This is because very few people will allow themselves to be poisoned through showy techniques thus a style could be created to act as both a delivery method and a way to augment both poison as well as taijutsu and kenjutsu usage.

It hinges upon the application of poison release to taijutsu or kenjutsu strikes instead of delivering the poison through large and showy poison techniques such as Poison Creation or Poison Hydra Barrage. This style would be used instead of or alongside those more showy applications negating the large tells on the use of poison such as a wave of poison or a torrent of poison instead creating small doses applied through contact or trough taijutsu or kenjutsu.

Description on the Abilities and Inner Workings of the Style:

The user will use their skill with poison ninjutsu to alter their very bodily structure at times. Meaning they use the subtle substances in their body to create the poisons they use for these techniques by altering things like their blood, their sweat, their saliva etc converting these types of bodily excretion into deadly poisons. This is similar to what is done with techniques like (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique where the blood is used as a template or (Dokuton: Soeki no Jutsu) - Poison Release: The Plague Technique where the normal toxins and by-products of the enemy's metabolism can be used as a source.

These poisons and others like it can be applied through taijutsu and kenjutsu, elemental or not to get even just the tiniest trace amounts of poison into the opponent. Similar to (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill for example or customs like and with the aim to augment the way the user attacks in short range. The style has a relatively short ranged focus with the potential for mid range applications where the user extends their own reach through the use of poison to hit a fleeing opponent or an avoiding opponent as they avoid. This is to always keep the person on the defensive and ultimately the final goal is to poison them indirectly thus allowing the battle to turn in favour of the Hand of Five Poisons user.

On top of this by administering poison to their own body numerous times they can gain a more natural resistance to the residual effects of being poisoned. Additionally medical ninjutsu users are able to pinpoint specific vulnerable body parts of their opponents and are naturally better at using the style as a whole. Examples of what this can do is if a technique from the style is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Users of custom poisons can supplement any Five Poison's technique with their custom poison.

Example Techniques:

(Itsutsu no doku no te: Chi to ase) - Hand of Five Poisons: Blood and Sweat of Mannaroth
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A ( -5 per turn )
Damage: N/A ( +10 to poison techniques or taijutsu / passive )
Description: The user passively imbues dokuton chakra into their blood and sweat causing these subtle substances to turn into a deadly poison when they leave the body. This has the added benefit of coating the user in poison laced sweat causing any poison or taijutsu technique that originates from the body to be slightly empowered due to the extra poison put into them. This sweat can be used as a poison source for techniques like Poison Creation which proliferates small sources and causes anyone the user touches to become poisoned while the technique is being maintained. The user is immune to the poison itself causing no ill effects for them and it can be halted when dealing with allies or opponents that the user doesn't want to poison. Additionally when damaged or cut when blood escapes the body it becomes deadly poison with the potential to cause cell necrosis that mimics burns upon any flesh touched. This can allow for the instant cauterisation of minor to moderate wounds B rank and below for the user as the flesh will seemingly "burn" closed. This doesn't mean the user won't take the damage the wounds inflict the wounds themselves will just close rapidly meaning they won't bleed out and their body will naturally close minor to moderate wounds. When in use any poison technique used gains ten damage as a passive buff and will be slightly larger and more deadly. The generic poison has the same effects as med toxin but the technique can be used with a custom poison.
Note: Can be placed in the bio or posted in the first turn of combat and can be activated and deactivated passively at will

(Itsutsu no doku no te: Kōdokuso) - Hand of Five Poisons: Antitoxin
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A (-20 damage to poison techniques or toxic CEJ that act on the body)
Description: The user by constantly applying a usually harmless toxin to their body can cause a bodily reaction wherein their own body begins to produce an abundance of antibodies. This process is similar to the one that affords poison users their poison immunity and the harmless toxin is harmless to the poison user because they have obtained an immunity to various poisons. To any one else not trained in poison ninjutsu this toxin would be rather deadly. These antibodies act to kill off the harmless toxin affording the user an eventual passive immunisation strengthening their own immune system and immune response towards various poisons, toxins, and chemicals. This has the ability to reduce the damage of poisonous elements or toxic custom elements by partially immunising the user against such techniques. It doesn't heal the user in anyway only making them more resistant to normally toxic substances. This doesn't mean the user will be able to breath these substances instead of oxygen just that when they do inhale them or when they're subjected to them they will take less damage.
Note: This is a passive ability and can be added to a bio or stated in the first turn


(Itsutsu no doku no te: Owari) - Hand of Five Poisons: The End
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user produces a sure kill poison based on dendrotoxins concentrating poison into the tip of their finger causing a small drop to form. The user will hold out their finger creating a pressurised drop of poison with the ability to snipe an opponent from a distance. The poison has enough force to enter the body puncturing flesh and bone before acting rapidly by blocking the exchange of positive and negative ions across the neuronal membrane. This leads to no nerve impulses, thereby paralysing the nerves. This causes the heart and lungs as well as other various organs to slowly shut down over the next three turns. As a fail safe if spotted and defended against the user is able to perform two hand seals to proliferate the poison into a fair amount allowing it to play on par with similar elemental releases having the normal strengths and weaknesses of liquid poison.
Additional effects and Restrictions:
Poison Release techniques, Taijutsu and Kenjutsu techniques gain ten additional passive damage
Practitioners are more resistant to poisons taking less damage from the residual effects of poison (-10 damage per turn)





¤ Declined, Poison Rules state that basic poisons cannot be applied to weapons and only Custom Poisons can be applied to weapons. Beyond that, this cannot be approved as it is the concept of applying poisons to weapons or Taijutsu itself, something all Medical Ninja can accomplish but will not be able to should this become approved. These can be accomplished via basic Custom submissions. ¤
 
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Couldn't quote the previous post. But here's the link to


Updating per the new rules regarding CFS.

Sentouryuu - Infinite Sword Style
Type: Ninkenjutsu
Background:

Killer B had always imagined a way he could use more than Seven Swords at a single time. Having developed the sword style by carefully observing other swordsman masters and their fighting style, later incorporating some aspects of their sword styles into the Infinite Sword Style. Many of his peers and clansmen find the Infinite Sword Style rather unorthodox, but due to Killer B’s unpredictable and odd nature, this type of fighting style rather suits him perfectly.

Description on the Abilities and Inner Workings of the Style:

This particular fighting style involves using as many blades as possible rather than relying on a single good quality blade. This gives the practitioner an advantage and allows them to overwhelm their opponents with a large number of swords. These swords are scattered across the battlefield, making it so there is always a sword within the user's grasp. While using this style, practitioners use a variety of moves that make use of either a single blade or multiple blades at the same time. Using refined chakra control, this allows practitioners to implement a variety of techniques.

Because the blades are scattered across the battlefield, the user always has a blade, or multiple blades on hand ready for use. Due to the flexibility of the sword style, users can use the blades for various purposes beyond the conventional melee attacking, including use as projectiles, defenses, paths to walk on, increasing speed, pins to hinder the opponent’s movements, and also to attack the enemy multiple times simultaneously. Using this type of sword style is not as easy as it sounds, as one much have a natural gift for the arts of swordsmanship, including a better understanding of the various swords styles that exist.

Before or during a battle, the user will perform a technique that summons these numerous swords onto the battlefield. The swords are scattered across the battlefield in nearly every spot one can see. The sheer quantity of the blades will make movement much harder for those unaware of the style decreasing the base speed of opponent's by 2. Secondly, these blades are only able to be wielded by the user and are directly connected to him via chakra giving them an awareness of the location of each blade at all times. Since there are swords everywhere the user will always have access to a sword as this kenjutsu style allows for use of many kenjutsu styles in conjunction with the techniques only possible with this style.

Example Techniques:

Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.
Note:
Usable three times per battle.

Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: +20 to Addition
Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter-attack.
Note:
Usable two times per battle.

Additional effects and Restrictions:

For those looking to learn this fighting style, they must have mastered both Ninjutsu and Kenjutsu. They must have also acquired S-class in ranking in order to fully have the level of chakra control to begin learning the style. For those who go on to become specialist, their training has given them a higher level of chakra control over the standard ninja. This is due to the user training to control the multiple swords in a single moment with their chakra and doing so in a way the ordinary blades don't break under normal conditions. The results of this training passively translate to -5 to the chakra cost of any jutsu the user performs. This however only applies to the initial cost of the technique, any subsequent cost to maintain the jutsu will still drain the full amount of chakra.


¤ Declined, okay first issue is the first set of additions; to start the battle with swords everywhere or to do it beforehand will require a technique to accomplish this as it says, though this cannot be done before Battle Arena fights. The second bold doesn't make sense as swords on the ground alone won't make anyone slower and the -5 chakra to all techs is also a no as it does not relate to this technique as this is the usage of many swords at one time. It could be argued it would require more chakra to use these techs for proper control over all of them, but either side can be seen as a reach imo. ¤
 
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Shinapusu Furiko - Synapse Pendulum
Type: Nintaijutsu
Background: Synapse pendulum is the works of understanding how the nervous cells moves and communicates within a body. The theory of controlling this behaviour was thought as a madmans fable and was nothing more than a myth until Zora Akiyama developed the way of intercepting the concept using her typhoon ninjutsu as a combination of taijutsu. She is so far the only practitioner of the art but she might train it to other people who she deems are worthy of knowing it.
Description on the Abilities and Inner Workings of the Style:
Typhoon release is one of the most powerful elements ever to have been discovered and shares no elemental weakness. The synapse between neurons or nerve cells are transferring data or communicate through electrical activity. Typhoon is probably the biggest contender as a force to deal with electrical currents in the ninja world and so that's how this fighting style works. The user will coat their limb of choice with a very delicately amount of typhoon chakra and upon impact the typhoon chakra will course through the targets nervous system and temporarily disable nerve cell communication to an afflicted area. This means that temporal paralysation or other "nerve wracking" symptoms could be given to a hostile of the user of the fighting style. However, the style is more than just that as it can also cut off most electronically equipment using the same sort of power and in a world where ninjas are starting to depend more and more on technology the fighting style is used to counter it as well. The masters of the Synapse Pendulum are not limited to coat just their own limbs but also summons and objects so that they can apply the same properties. The typhoon chakra will also help making the limbs lighter and thus faster. This will not impact any running speed however but is just cosmetically. Through practice, the users of the style will also be able to create strings, weapons and even armour that gains synapse pendulum properties. Depending on the rank of the technique and the actual application of the technique the damage value and or miscellaneous affects are altered between different jutsus.
Example Techniques:
(Shinapusu Furiko: Kusatta panchi) - Synapse Pendulum: Rotten punch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A pretty basic usage of the synapse pendulum technique as the user coats one of their hands with the typhoon chakra and delivers a punch that cuts off the nerve cells functions to reproduce on the affected area which would mean that decay would start. Although the nerves only temporarily stops functioning normally, the pain will cause the opponent to tremble and the affected area will fall apart.

(Shinapusu Furiko: Sutoringu no mahi) - Synapse Pendulum: Paralysing strings
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will create strings of typhoon chakra which will upon touch with a target, cause temporarily paralysing behaviour as the synapse pendulum will freeze the nerve cells communication and shut down the affected areas motor functions. The same thing will happen to technology that depends on electricity.



Additional effects and Restrictions:
An exceptional talent in Typhoon release is required and the user must have atleast 5 approved custom jutsus in the field that they have created themselves. The ability does not provide the user with any beneficial taijutsu traits passively but if the user specializes in the Synapse Pendulum they can achieve a passive boost to the typhoon release by +20. If a jutsu has no said limit on how long it stays active, the default period is 4 turns across the board. The most efficient way of releasing oneself from the synapse pendulum is to use an equal ranked chakra surge to "cleanse" ones nerve cells from the affects. However, the chakra surge needs to be one rank higher than the jutsu of the Synapse Pendulum.


¤ Declined, Typhoon Release is not capable of performing or achieving these effects. DNR as a Typhoon based ability ¤
 
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New Cycle: 19/06/2018 - 26/06/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

ZandaT

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(Tai Tan no kakuchō) - Titan Expansion
Type: Nintaijutsu
Background: A product of one of the previous family heads of the Akimichi clan, Tai Tan no kakuchō, formerly known as Titan Expansion, is a unique custom fighting style based off of their clan's secret expansion techniques passed down to a select few members for generations. Using their elite knowledge of the Akimichi clan, abilities, as well as nature in terms of fighting, the clan head had successfully created a new, destructive way to fight in cqc battles coupled with sound to make a form of nintaijutsu in order to maximize the area of effect. No one really knows the purpose of its creation, or sought to question it, but one thing was for sure, members taught this fighting style were considered prodigies within the clan as well as looked up to with high regard and respect.

Description on the Abilities and Inner Workings of the Style
Based off of the Akimichi's expansion techniques, Attack of Titans also utilizes the conversion of calories into chakra in order to work, and thus, has the same qualities of body expansion. Although, there is a big difference between regular expansion techniques and the techniques utilized in this fighting style, the main one being that this fighting style focuses more on the expansion of muscles, over the general size and weight of the user. This allows the user to expand their overall muscle mass in order to become a superhuman capable of mass destruction for a limited time, and since this fighting style does not focus on the user's relative size compared to a normal shinobi, a majority of the techniques are based off of the multi and partial size expansions. Although, certain specialists of this art have been seen using super-partial size variations based off of this cfs.


Titan Expansion
A direct alteration of the Multi Size technique, the core jutsu used for this fighting style acts just like it in terms of activation, but unlike its parent technique, it also gives the user access to the partial titan expansion variations. Upon activation the user can alter the size of their muscle mass along with bone structure at will, creating large muscular limbs, or an overall large muscular body physique giving the user superhuman strength in battle. Due to its complex nature of body manipulation, Titan Expansion comes with some drawbacks compared to its parent techniques which doesn't hamper the user in power, but rather in range. The user's maximum size can only grow to a fraction of the multi and partial size techniques limit, so about 3.1m(10ft) when applied to the entire body, or 6m(20ft) in length and 3.1(10ft) width for limbs. Although specialists of this fighting style has access to the super-partial size variation of Titan Expansion which allows them to increase the muscular size of a single limb beyond imagine, still only being a fraction size of the parent technique, and thus a limit of 10m(33ft) in length and 6m(19ft) in width. The purpose of Titan Expansion is to deliver very powerful strikes to a target that are so destructive that when coupled with sound the strikes affect the entire surface area of a physical target when contact is made, even sometimes creating shockwaves of high frequency sound as an aftershock resulting from the attack.
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Nintaijutsu Aspects (Sound)
After the unique muscle expansion of the body has taken place, the user then aids their cqc with high frequency sound waves created and manipulated from the body, remaining within 2 inches of it, as the sound waves continuously bounce back and forth within that realm. This adds to the concussive force of each blow as the high frequency destructive waves of sound bounce off of the surface in contact repeatedly at high speeds before the target in question is sent off with a greater momentum, or if used on a definite surface, launches the user with that same force in the opposite direction. This form of manipulation from the body allows the user to deliver massive blows as well as move with a little more versatility if used to launch off of definite surfaces. Alternatively the user can focus this method of sound manipulation into an individual limb to be released outwards on contact creating an aftershock of sound after the initial strike giving it more of a destructive force over a wider area.


(Tai Tan no kakuchō) - Titan Expansion
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a (+20 to Taijutsu)
Description: Only passed down to the prodigies seen with high regards within the clan, titan expansion is an alternate form of the multi size technique and thus uses utilizes the conversion of calories into chakra in order to increase the size of the user's muscle mass along with bone structure in order to create a superhuman body. The user can freely alter their overall body size or limbs size at will when using this technique for a limited period of time, but their maximum size must abide by that listed within this cfs's submission. Specialists of this fighting style has access to the super-partial size variation of Titan Expansion which allows them to increase their muscular size of a single limb beyond imagine yet still only being a fraction size of the parent technique.
-Lasts for 3 turns
-No regular akimichi techs can be used while active
-Has a 2 turn cooldown
-User is restricted from taijutsu/akimichi/sound above A rank 2 turns afterwards due to drain

(Tai Tan no kakuchō: Dai kiatsu) - Titan Expansion: Atmospheric Pressure
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Within punching range of the target the user dodges an attack before enlarging the muscles in one hand all while channeling sound chakra from their body utilizing this fighting styles application. This allows the user to set up for a powerful uppercut that launches the target up to 7m in the air while the user then transforms their legs and launches off of the ground's surface in order to pass them. Now above the target the user will enlarge the muscle mass throughout their entire body increasing to their maximum size before stomping down on the target with both legs sending them plummeting back to the ground creating a small crater in the earth on impact.




Additional effects and Restrictions

~Requires completion of Akimichi, Taijutsu, and Sound bio ability~

~User cannot use regular expansion moves while active due to the different natures of expansions~

~Specialists of this fighting style has more control and thus can expand their muscle mass beyond that of a normal practitioner as well as maintain increased control of that form, allowing him more fluid movements~

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

ZK, our loyal member, gave on the 26th of December 2016, a request for a Patent on the Custom Fighting Style (Tai Tan no kakuchō) - Titan Expansion. 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;


(Tai Tan no kakuchō) - Titan Expansion
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(Tai Tan no kakuchō) - Titan Expansion
Type: Nintaijutsu
Background: A product of one of the previous family heads of the Akimichi clan, Tai Tan no kakuchō, formerly known as Titan Expansion, is a unique custom fighting style based off of their clan's secret expansion techniques passed down to a select few members for generations. Using their elite knowledge of the Akimichi clan, abilities, as well as nature in terms of fighting, the clan head had successfully created a new, destructive way to fight in cqc battles coupled with sound to make a form of nintaijutsu in order to maximize the area of effect. No one really knows the purpose of its creation, or sought to question it, but one thing was for sure, members taught this fighting style were considered prodigies within the clan as well as looked up to with high regard and respect.

Description on the Abilities and Inner Workings of the Style
Based off of the Akimichi's expansion techniques, Attack of Titans also utilizes the conversion of calories into chakra in order to work, and thus, has the same qualities of body expansion. Although, there is a big difference between regular expansion techniques and the techniques utilized in this fighting style, the main one being that this fighting style focuses more on the expansion of muscles, over the general size and weight of the user. This allows the user to expand their overall muscle mass in order to become a superhuman capable of mass destruction for a limited time, and since this fighting style does not focus on the user's relative size compared to a normal shinobi, a majority of the techniques are based off of the multi and partial size expansions. Although, certain specialists of this art have been seen using super-partial size variations based off of this cfs.


Titan Expansion
A direct alteration of the Multi Size technique, the core jutsu used for this fighting style acts just like it in terms of activation, but unlike its parent technique, it also gives the user access to the partial titan expansion variations. Upon activation the user can alter the size of their muscle mass along with bone structure at will, creating large muscular limbs, or an overall large muscular body physique giving the user superhuman strength in battle. Due to its complex nature of body manipulation, Titan Expansion comes with some drawbacks compared to its parent techniques which doesn't hamper the user in power, but rather in range. The user's maximum size can only grow to a fraction of the multi and partial size techniques limit, so about 3.1m(10ft) when applied to the entire body, or 6m(20ft) in length and 3.1(10ft) width for limbs. Although specialists of this fighting style has access to the super-partial size variation, as well as the super expansion variation of Titan Expansion which allows them to increase the muscular size of a single limb or entire body beyond imagine, still only being a fraction size of the parent techniques, and thus a limit of 12m(39ft) in length and 6m(19ft) in width for super-partial variation, and a limit of 7.1m(30ft.) for super expansion. The purpose of Titan Expansion is to deliver very powerful strikes to a target that are so destructive that when coupled with sound the strikes affect the entire surface area of a physical target when contact is made, even sometimes creating shockwaves of high frequency sound as an aftershock resulting from the attack.
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Nintaijutsu Aspects (Sound)
After the unique muscle expansion of the body has taken place, the user then aids their cqc with high frequency sound waves created and manipulated from the body, remaining within 2 inches of it, as the sound waves continuously bounce back and forth within that realm. This adds to the concussive force of each blow as the high frequency destructive waves of sound bounce off of the surface in contact repeatedly at high speeds before the target in question is sent off with a greater momentum, or if used on a definite surface, launches the user with that same force in the opposite direction. This form of manipulation from the body allows the user to deliver massive blows as well as move with a little more versatility if used to traverse off of tangible surfaces. Likewise, the user can also focus this method of sound manipulation into the limbs in order to be released outwards on contact with tangible surfaces as an aftershock of sound in the form of a propagating blast after the initial strike has taken place, giving the arts more of a destructive force over a wider area in certain jutsu.


(Tai Tan no kakuchō) - Titan Expansion
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a (+20 to Taijutsu)
Description: Only passed down to the prodigies seen with high regards within the clan, titan expansion is an alternate form of the multi size technique and thus uses utilizes the conversion of calories into chakra in order to increase the size of the user's muscle mass along with bone structure in order to create a superhuman body. The user can freely alter their overall body size or limbs size at will when using this technique for a limited period of time, but their maximum size must abide by that listed within this cfs's submission. Specialists of this fighting style has access to the super-partial size variation of Titan Expansion which allows them to increase their muscular size of a single limb beyond imagine yet still only being a fraction size of the parent technique.
-Lasts for 3 turns
-No regular akimichi techs can be used while active
-Has a 2 turn cooldown
-User is restricted from taijutsu/akimichi/sound above A rank 2 turns afterwards due to drain

(Tai Tan no kakuchō: Dai kiatsu) - Titan Expansion: Atmospheric Pressure
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Within punching range of the target the user dodges an attack before enlarging the muscles in one hand all while channeling sound chakra from their body utilizing this fighting styles application. This allows the user to set up for a powerful uppercut that launches the target up to 7m in the air while the user then transforms their legs and launches off of the ground's surface in order to pass them. Now above the target the user will enlarge the muscle mass throughout their entire body increasing to their maximum size before stomping down on the target with both legs sending them plummeting back to the ground creating a small crater in the earth on impact.




Additional effects and Restrictions

~Requires completion of Akimichi, Taijutsu, and Sound bio ability~

~User's cannot combine other forms of expansion with this cfs due to the different, conflicting natures of the various forms. In doing so immediately ends the previously used expansion form.~

~Specialists of this fighting style has more control of their body's mass and thus are extremely fit despite their physical appearance which in some cases may be unusual of a regular Akimichi, appearing more round and muscular, and thus are able to control their muscle mass beyond that of a normal practitioner as well as maintain an increased control of this unique expansion. ~​

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

ZandaT, our loyal member, gave on the 19th of June 2018, a request for an update on the Patent on the Custom Fighting Style (Tai Tan no kakuchō) - Titan Expansion. 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;


(Tai Tan no kakuchō) - Titan Expansion
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[/CENTER]
 
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Ebb and Flow (Kanman)
Type: FuinTaijutsu
Background: Ebb and Flow was developed during the warring states period in current day Earth Country by a clan known as the Earth Empire. High ranking members of the clan designed this fighting style to be the ultimate defensive style, where its strength depends on the strength of the opponent. With this style in hand, the Earth Empire colonized much of current day Earth Country territory as they stood unmatched. This style was lost to history before the scrolls containing the inner workings of the style were recovered on the outskirts of Earth Country.

Description on the Abilities and Inner Workings of the Style: Unlike most fighting styles, Ebb and Flow is a fighting style where defense is the cornerstone and very little direct offense is practiced. In fact, the defensive applications of this fighting style serve as the stepping stone to the offensive portion of the style. Ebb and Flow, as it's name suggests, is based on the movement of tides and waves, highs and lows and declines and climaxes. Therefore the movements of this fighting style are extremely fluid and are directly derived from the movements of Tai chi. In essence, Ebb and Flow's purpose as a fighting style is to use the opponent's strength against them and overwhelm them with their own power using fuinjutsu seals created by the user when intercepting a technique and "attacking" and opponent simulataneously.

This is done by creating a generic sealing and unsealing seals on the user's body at will. The first seal also known as the "Entry" or "Decline" Seal is the seal created by the user that allows them to seal incoming attack from the opponents using graceful movements such as swiping of the hands, legs or rotation of the body. Once sealed away, the user continues their fluid movement and finishes the combo with the expulsion of the sealed technique back at the opponent. The secondary seal created is also known as the "Exit" or "Climax" seal. As the name suggests the Exit seal is the seal the opponent's technique exits from.

Like most modern fighting style Ebb and Flow has a ranged variant which is solely dependent on what techniques the user uses in conjunction with the fighting style. When using physical techinques that are directly generated from the user's body, the user can passively spread a Decline or Climax seals on that physical substance. This extends to solid matter that the user is in direct contact with. Obviously within reason, to prevent abuse, these seals cannot be created on the ground the user is in contact with simply because they are in contact with it. However, the ranged variant is meant to be used as spreading a Climax Seal to a sword in the user's hand for example. A separate techinque will be made for the spreading of the seals

When using Ebb and Flow, a technique is normally released after an explosive movement follows the flowing movement of the body. For example, after sealing an opposing technique through an entry seal the user can then go from the flowing movement to an aggressive movement, delivering a palm strike to the opponent while releasing the sealed technique through the exit seal created on the user's palm.

Due to the nature of Ebb and Flow, despite it being a taijutsu style, the amount of damage done by the technique is solely dependent on the opponents techniques and therefore the style cannot be "boosted" using things such as Eight Inner Gates or any other taijutsu boosting techniques/styles since these boost will have no effect on the damage of the technique sealed by the user of Ebb and Flow.

Example Techniques:

( Kanman) – Ebb And Flow: Summer
Rank: A
Type: Defensive/Offensive
Range: Short
Chakra Cost: 30
Damage Points: Depends
Description: In response to an opponent's incoming attack, the user will generate an Entry or Decline seal on the palm of their hand. Using their fluid movement the user quickly closes the distance between himself and the opponent and jabs his elbow into the side of the opponent's body. As the user jabs their elbow into the user's body, they form an Exit or Climax seal on their elbow. Once contact is initated, the seal activates and releases the sealed technique into the side of the opponents body blasting them away. The damage of this technique is dependent on the damage of the technique released

( Kanman) – Ebb And Flow: Spring
Rank: N/A
Type: Supplementary
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Spring is the ranged application of Ebb and Flow. When generating techniques from the body or in contact with objects such as swords, the user can create either a Climax or Decline seal on that physical technique/weapon allowing the user to use Ebb and Flow in conjunction with that fighting style. For example, A technique that would require the user to create a Decline seal on their leg to initate an Ebb and Flow technique, the sword can be used to intercept the technique due to the Decline seal being on the weapon. Naturally, the user will only be able to put either a Decline or Climax seal on another object or physical technique, never both. These seals also cannot be arbitrarily placed such as putting a seal on the ground just because the user is in contact with the ground. This technique must be stated on the user's bio and before matches.

( Kanman) – Ebb And Flow: Winter
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra Cost: 40
Damage Points: Depends
Description: The user creates a Decline or Entry Seal on their forearm as they intercept an opponent's technique. Using their movements, the user closes the distance between them and the opponent by stepping inward towards the opponent's body. The user simultaneously extends their arm toward the opponent and causes their palm to strike the opponent or thrust their palm in the opponent's general direction. The full technique sealed within the Decline seal is then released through the Climax or Exit Seal, slamming into the opponents body. The damage done by this technique is dependent on the technique intercepted by Ebb and Flow: Winter.



Additional effects and Restrictions:
Must have mastered Fuuinjutsu and Taijutsu

Pending: will come back to this later.
Resubmitting because not checked


Ebb and Flow (Kanman)
Type: FuinTaijutsu
Background: Ebb and Flow was developed during the warring states period in current day Earth Country by a clan known as the Earth Empire. High ranking members of the clan designed this fighting style to be the ultimate defensive style, where its strength depends on the strength of the opponent. With this style in hand, the Earth Empire colonized much of current day Earth Country territory as they stood unmatched. This style was lost to history before the scrolls containing the inner workings of the style were recovered on the outskirts of Earth Country.

Description on the Abilities and Inner Workings of the Style: Unlike most fighting styles, Ebb and Flow is a fighting style where defense is the cornerstone and very little direct offense is practiced. In fact, the defensive applications of this fighting style serve as the stepping stone to the offensive portion of the style. Ebb and Flow, as it's name suggests, is based on the movement of tides and waves, highs and lows and declines and climaxes. Therefore the movements of this fighting style are extremely fluid and are directly derived from the movements of Tai chi. In essence, Ebb and Flow's purpose as a fighting style is to use the opponent's strength against them and overwhelm them with their own power using fuinjutsu seals created by the user when intercepting a technique and "attacking" and opponent simulataneously.

This is done by creating a generic sealing and unsealing seals on the user's clothing and armor at will. The first seal also known as the "Entry" or "Decline" Seal is the seal created by the user that allows them to seal incoming attack from the opponents using graceful movements such as swiping of the hands, legs or rotation of the body. Once sealed away, the user continues their fluid movement and finishes the combo with the expulsion of the sealed technique back at the opponent. The secondary seal created is also known as the "Exit" or "Climax" seal. As the name suggests the Exit seal is the seal the opponent's technique exits from.

Like most modern fighting style Ebb and Flow has a ranged variant which is solely dependent on what techniques the user uses in conjunction with the fighting style. When using physical techinques that are directly generated from the user's body, the user can passively spread a Decline or Climax seals on that physical substance. This extends to solid matter that the user is in direct contact with. Obviously within reason, to prevent abuse, these seals cannot be created on the ground the user is in contact with simply because they are in contact with it. However, the ranged variant is meant to be used as spreading a Climax Seal to a sword in the user's hand for example. A separate techinque will be made for the spreading of the seals.

When using Ebb and Flow, a technique is normally released after an explosive movement follows the flowing movement of the body. For example, after sealing an opposing technique through an entry seal the user can then go from the flowing movement to an aggressive movement, delivering a palm strike to the opponent while releasing the sealed technique through the exit seal created on the user's palm.

Due to the nature of Ebb and Flow, despite it being a taijutsu style, the amount of damage done by the technique is solely dependent on the opponents techniques and therefore the style cannot be "boosted" using things such as Eight Inner Gates or any other taijutsu boosting techniques/styles since these boost will have no effect on the damage of the technique sealed by the user of Ebb and Flow.

Example Techniques:

( Kanman) – Ebb And Flow: Summer
Rank: A
Type: Defensive/Offensive
Range: Short
Chakra Cost: 30
Damage Points: Depends
Description: In response to an opponent's incoming attack, the user will generate an Entry or Decline seal on the palm of their hand. Using their fluid movement the user quickly closes the distance between himself and the opponent and jabs his elbow into the side of the opponent's body. As the user jabs their elbow into the user's body, they form an Exit or Climax seal on their elbow. Once contact is initated, the seal activates and releases the sealed technique into the side of the opponents body blasting them away. The damage of this technique is dependent on the damage of the technique released

( Kanman) – Ebb And Flow: Spring
Rank: N/A
Type: Supplementary
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Spring is the ranged application of Ebb and Flow. When generating techniques from the body or in contact with objects such as swords, the user can create either a Climax or Decline seal on that physical technique/weapon allowing the user to use Ebb and Flow in conjunction with that fighting style. For example, A technique that would require the user to create a Decline seal on their leg to initate an Ebb and Flow technique, the sword can be used to intercept the technique due to the Decline seal being on the weapon. Naturally, the user will only be able to put either a Decline or Climax seal on another object or physical technique, never both. These seals also cannot be arbitrarily placed such as putting a seal on the ground just because the user is in contact with the ground. This technique must be stated on the user's bio and before matches.

( Kanman) – Ebb And Flow: Winter
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra Cost: 40
Damage Points: Depends
Description: The user creates a Decline or Entry Seal on their forearm as they intercept an opponent's technique. Using their movements, the user closes the distance between them and the opponent by stepping inward towards the opponent's body. The user simultaneously extends their arm toward the opponent and causes their palm to strike the opponent or thrust their palm in the opponent's general direction. The full technique sealed within the Decline seal is then released through the Climax or Exit Seal, slamming into the opponents body. The damage done by this technique is dependent on the technique intercepted by Ebb and Flow: Winter.



Additional effects and Restrictions:
Must have mastered Fuuinjutsu and Taijutsu

Pending: Hmu on Discord about this, I have a couple of questions.
 
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Priest

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Psychic Fist

Type:
Fuin/Tai/Ken

Background:

The ability to ease a possessed victim of pain and struggle. Exorcism has been seen to take time but before relieving a victim, a trick was devised in calming the possessed. Using this premise, Priest developed a fighting style, replicating the basic concept of the pre-exorcism using fuinjutsu seals and close quarter combats.

Description on the Abilities and Inner Workings of the Style:

Psychic Fist requires one to have the full knowledge of inner workings of the body. Through the use of fists/kicks and swords, one is able to mark the victim with a special seal. This special seals can also be applied through ranged chakra projectiles, particularly thrown by jabbing the fist forward or swinging/thrusting one's sword. All in all, contact with the target's body must be made, either through direct physical contact or through chakra projected from the user or weapon of this style. The projected chakra can be seen as a subtle translucent shockwave in the shape of a fist, kick or a crescent blade. The seal is instantly and automatically applied once contact is made with the parameters of this style and immediately, the effect of the seal is experienced. The seal would release chakra, similar to Tsunade's "Chaotic
Mental Collision" technique. The chakra is perhaps not harmful but immediately communicates through the nerves and changes the brainwaves to either of the types of brainwave, albeit a bit of modifications. The types of brainwaves are Gamma, Beta, Alpha, Theta and Delta.

Gamma Waves(Frequency range: 40 Hz to 100 Hz)
The seal immediately releases chakra to change the brainwaves to Gamma waves. On a normal day, Gamma brainwaves are involved in higher processing tasks as well as cognitive functioning. important for learning, memory and information processing. Mid point between 40 and 100 Hz, then the brain functions normally. However, the seal can also be used to bring it either too low or too high which causes different effects depending on the type. Too high (between 90 and 100Hz), then the brainwave would stimulate the nerves, instantly inducing anxiety and stress. The result is the target would require more focus to mold chakra albeit getting a weaker result. This means the target would require 20 more chakra to mold techniques while their techniques also suffer -20 damage reduction. Too little(between 40-50Hz), then the brainwave would stimulate the nerves, instantly inducing ADHD(Attention Deficit Hyperactivity Disorder), depression and learning disabilities. They would become slow physically and mentally with their speed and reaction/tracking reducing 2folds.
Mid point and the seal would stimulate the nerves, inducing a normal state of gamma brainwaves. Duration and extent of effects would be elaborated in techniques.

Beta Waves(Frequency range: 12 Hz to 40 Hz )
The seal immediately releases chakra to change the brainwaves to Beta waves. On a normal day, Beta brainwaves are involved in conscious thought, logical thinking, and tend to have a stimulating affect. Having the right amount of beta wave allows one to focus on tasks easily. Too high(30-40Hz), then one would be pumped with too much adrenaline and unable to relax. This results in shakiness, abnormal heart rhythm, though the victim's physical power is temporarily increased, his focus drastically lowers. The victim gains +20 to his taijutsu but in the process, unable to mold above A-rank chakra. Also he would be unable to sustain techniques that needs sustenance, loosing access to active modes, even active sensory that needs chakra sustenance. Too low(12-20Hz) and the target would suffer poor cognition, depression and daydreaming. This results in short term detachment from reality, hallucinations of grandeur. This can be mistaken for genjutsu but they can't be broken by traditional chakra means of genjutsu breaking, except through pain to restructure the brainwaves from their current state.

Alpha Waves(Frequency range: 8Hz to 12 Hz )
The seal immediately releases chakra to change the brainwaves to Alpha waves. Alpha waves bridges the gap between conscious thinking and subconscious mind. Moderate level of alpha waves helps the body to relax, removing fear, anger, anxiety and stress. However, too much(11-12Hz) and the target would be too relaxed, leaving them in a state of somnolence. This would make the target loose physical and mental sense of direction, slow and nearly inactive. They would be unable to perform any taijutsu, run or make complex movements without them falling, tripping or missing their aim. They would be unable to weave handseals correctly nor would they be able to conjure a technique past short range without mis-aiming. Lastly they'll be unable to mold above B-rank chakra. Too low(8-9Hz) and the target would suffer from OCD(Obsessive-Compulsive Disorder), which leads to fear of everything. This could lead to a state reminiscent to feeling the pressure of killing intent. Total paralysis and sometimes, the target may pass out if the phenomenon persists and not dealt with.

Theta Waves(Frequency range: 4Hz to 8Hz)
The seal immediately releases chakra to change the brainwaves to Theta waves. Due to the low level of Theta in general, it has no range. The effect is the same for every frequency range. Theta waves are experienced when one is fully asleep though this type of sleep is one that the target can be woken from. Its like normal dream sleep. The sleep kicks in at the end of the turn the seal changes the target's wave to Theta waves, if not countered.

Delta Waves(Frequency range: 0Hz to 4Hz)
The seal immediately releases chakra to change the brainwaves to Delta waves. Due to the low level of Delta in general, it has no range. The effect is the same for every frequency range. Delta waves are released when one in a state of deep dreamless sleep, akin to a coma. Deep dreamless sleep kicks in at the end of the turn the seal changes the target's wave to Delta waves, if not countered.

As previously mentioned, the effects, apart from Theta and Delta which would need an outside source to break from(Theta; someone to wake him up like normal), others are temporary(would elaborate in techs) and can be avoided, broken from, or defended from, using technique of equivalent rank before they touch the body. The style has less strong fist aspect thus is focused on its supplementary effect than its offensive, though the contact made from cqc either through chakra enhanced weapons and fists/kicks are still able to do damage.

Example Techniques:
Name: Primary Form: Gamma
Description:
The user coats his hands, feet or sword with chakra and either perform a punch, kick or a slash. The sole purpose of this form is to make direct contact with the target. Once contact is made, the user marks the targets with a seal via the medium of contact. The seal marked is Gamma(insert color) and once the seal is placed, it activates, pouring chakra into the nerves and via the nerves, restructure the target's brainwaves to that of Gamma. A bright (color) seal signifies high gamma waves while a dim (color) seal signifies low gamma waves.
Effects last for 3 turns and the brainwaves return to normal. However, it can be countered early through physical pain or healing.

Name: Secondary Form: Gamma
Description:
The user coats his hands, feet or sword with chakra and by performing a punch, kick or a slash, he'll release a wave of translucent chakra fist, punch or blade towards a target. The sole purpose of this form is for the projectile to make contact with the target. Once contact is made, the user marks the targets with a seal via the chakra wave. The seal marked is Gamma(insert color) and once the seal is placed, it activates, pouring chakra into the nerves and via the nerves, restructure the target's brainwaves to that of Gamma. A bright (color) seal signifies high gamma waves while a dim (color) seal signifies low gamma waves.
Effects last for 3 turns and the brainwaves return to normal. However, it can be countered early through physical pain or healing.
Additional effects and Restrictions:
Chakra used for this style plays on the same level as elemental chakra, thus is neutral to it.
Requires Fuinjutsu, Iryo Ninjutsu, Kenjutsu and Taijutsu Mastery.


Pending: Leaving for LoK
Unchecked submission.


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Psychic Fist

Type:
Fuin/Tai/Ken

Background:

The ability to ease a possessed victim of pain and struggle. Exorcism has been seen to take time but before relieving a victim, a trick was devised in calming the possessed. Using this premise, Priest developed a fighting style, replicating the basic concept of the pre-exorcism using fuinjutsu seals and close quarter combats.

Description on the Abilities and Inner Workings of the Style:

Psychic Fist requires one to have the full knowledge of inner workings of the body. Through the use of fists/kicks and swords, one is able to mark the victim with a special seal. This special seals can also be applied through ranged chakra projectiles, particularly thrown by jabbing the fist forward or swinging/thrusting one's sword. All in all, contact with the target's body must be made, either through direct physical contact or through chakra projected from the user or weapon of this style. The projected chakra can be seen as a subtle translucent shockwave in the shape of a fist, kick or a crescent blade. The seal is instantly and automatically applied once contact is made with the parameters of this style and immediately, the effect of the seal is experienced. The seal would release chakra, similar to Tsunade's "Chaotic
Mental Collision" technique. The chakra is perhaps not harmful but immediately communicates through the nerves and changes the brainwaves to either of the types of brainwave, albeit a bit of modifications. The types of brainwaves are Gamma, Beta, Alpha, Theta and Delta.

Gamma Waves(Frequency range: 40 Hz to 100 Hz)
The seal immediately releases chakra to change the brainwaves to Gamma waves. On a normal day, Gamma brainwaves are involved in higher processing tasks as well as cognitive functioning. important for learning, memory and information processing. Mid point between 40 and 100 Hz, then the brain functions normally. However, the seal can also be used to bring it either too low or too high which causes different effects depending on the type. Too high (between 90 and 100Hz), then the brainwave would stimulate the nerves, instantly inducing anxiety and stress. The result is the target would require more focus to mold chakra albeit getting a weaker result. This means the target would require 20 more chakra to mold techniques while their techniques also suffer -20 damage reduction. Too little(between 40-50Hz), then the brainwave would stimulate the nerves, instantly inducing ADHD(Attention Deficit Hyperactivity Disorder), depression and learning disabilities. They would become slow physically and mentally with their speed and reaction/tracking reducing 2folds.
Mid point and the seal would stimulate the nerves, inducing a normal state of gamma brainwaves. Duration and extent of effects would be elaborated in techniques.

Beta Waves(Frequency range: 12 Hz to 40 Hz )
The seal immediately releases chakra to change the brainwaves to Beta waves. On a normal day, Beta brainwaves are involved in conscious thought, logical thinking, and tend to have a stimulating affect. Having the right amount of beta wave allows one to focus on tasks easily. Too high(30-40Hz), then one would be pumped with too much adrenaline and unable to relax. This results in shakiness, abnormal heart rhythm, though the victim's physical power is temporarily increased, his focus drastically lowers. The victim gains +20 to his taijutsu but in the process, unable to mold above A-rank chakra. Also he would be unable to sustain techniques that needs sustenance, loosing access to active modes, even active sensory that needs chakra sustenance. Too low(12-20Hz) and the target would suffer poor cognition, depression and daydreaming. This results in short term detachment from reality, hallucinations of grandeur. This can be mistaken for genjutsu but they can't be broken by traditional chakra means of genjutsu breaking, except through pain to restructure the brainwaves from their current state.

Alpha Waves(Frequency range: 8Hz to 12 Hz )
The seal immediately releases chakra to change the brainwaves to Alpha waves. Alpha waves bridges the gap between conscious thinking and subconscious mind. Moderate level of alpha waves helps the body to relax, removing fear, anger, anxiety and stress. However, too much(11-12Hz) and the target would be too relaxed, leaving them in a state of somnolence. This would make the target loose physical and mental sense of direction, slow and nearly inactive. They would be unable to perform any taijutsu, run or make complex movements without them falling, tripping or missing their aim. They would be unable to weave handseals correctly nor would they be able to conjure a technique past short range without mis-aiming. Lastly they'll be unable to mold above B-rank chakra. Too low(8-9Hz) and the target would suffer from OCD(Obsessive-Compulsive Disorder), which leads to fear of everything. This could lead to a state reminiscent to feeling the pressure of killing intent. Total paralysis and sometimes, the target may pass out if the phenomenon persists and not dealt with.

Theta Waves(Frequency range: 4Hz to 8Hz)
The seal immediately releases chakra to change the brainwaves to Theta waves. Due to the low level of Theta in general, it has no range. The effect is the same for every frequency range. Theta waves are experienced when one is fully asleep though this type of sleep is one that the target can be woken from. Its like normal dream sleep. The sleep kicks in at the end of the turn the seal changes the target's wave to Theta waves, if not countered.

Delta Waves(Frequency range: 0Hz to 4Hz)
The seal immediately releases chakra to change the brainwaves to Delta waves. Due to the low level of Delta in general, it has no range. The effect is the same for every frequency range. Delta waves are released when one in a state of deep dreamless sleep, akin to a coma. Deep dreamless sleep kicks in at the end of the turn the seal changes the target's wave to Delta waves, if not countered.

As previously mentioned, the effects, apart from Theta and Delta which would need an outside source to break from(Theta; someone to wake him up like normal), others are temporary(would elaborate in techs) and can be avoided, broken from, or defended from, using technique of equivalent rank before they touch the body. The style has less strong fist aspect thus is focused on its supplementary effect than its offensive, though the contact made from cqc either through chakra enhanced weapons and fists/kicks are still able to do damage.

Example Techniques:
Name: Primary Form: Gamma
Description:
The user coats his hands, feet or sword with chakra and either perform a punch, kick or a slash. The sole purpose of this form is to make direct contact with the target. Once contact is made, the user marks the targets with a seal via the medium of contact. The seal marked is Gamma(insert color) and once the seal is placed, it activates, pouring chakra into the nerves and via the nerves, restructure the target's brainwaves to that of Gamma. A bright (color) seal signifies high gamma waves while a dim (color) seal signifies low gamma waves.
Effects last for 3 turns and the brainwaves return to normal. However, it can be countered early through physical pain or healing.

Name: Secondary Form: Gamma
Description:
The user coats his hands, feet or sword with chakra and by performing a punch, kick or a slash, he'll release a wave of translucent chakra fist, punch or blade towards a target. The sole purpose of this form is for the projectile to make contact with the target. Once contact is made, the user marks the targets with a seal via the chakra wave. The seal marked is Gamma(insert color) and once the seal is placed, it activates, pouring chakra into the nerves and via the nerves, restructure the target's brainwaves to that of Gamma. A bright (color) seal signifies high gamma waves while a dim (color) seal signifies low gamma waves.
Effects last for 3 turns and the brainwaves return to normal. However, it can be countered early through physical pain or healing.
Additional effects and Restrictions:
Chakra used for this style plays on the same level as elemental chakra, thus is neutral to it.
Those who specializes in this style are mentally resilient to damage thus suffer less mental damage of any kind (-20).
Requires Fuinjutsu, Iryo Ninjutsu, Kenjutsu and Taijutsu Mastery.



⛧Declined. This is a bit overblown in terms of description; when you over-describe a CFS, you not only run the risk of limiting yourself with too much specifity in the description, but you also run the risk of end up just typing a really long CJ. I recommend dividing them into three separate forms and give them general descriptions. One form affects the physical body, one form affects the mind, and the third form affects the target's ability to mold chakra. Don't say things like you inflict ADHD or make the targets retarded or give any hard limits or effects in the CFS, save that for techniques.⛧
 
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Never

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Rensa Dēmon no Ikari | Chained Daemon Fury

Type:
Kuchiyose TaiBukiJutsu

Background:
Inspired with the creation of the Barnacle Contract's D.E.V.A suits that were created by Hana Song an the Thoracica Moyashi, this was taken Further with the help of one of the previous Arbiters; Ripa 'Moramee who was proficient in Close Quarters fighting. Using the Mechas as a Vanguard as sorts to get straight into the action using their fluidity and flexibility to adapt in a situation; it was just a matter of summoning the correct ones and using the right tools to overcome an obstacle.

(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas cannot be summoned by Barnacle Summons, but they can still ride within it adopting the abilities of the mech they are inside whilst sacrificing their own. The user can summon D.E.V.A directly around their summon so that it protects them from an attack. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time. The shield is one rank below the Mech's actual rank, can defend against techniques up to that rank and is activated at the cost of a turn; however, if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all - however if it is hit by something of the same rank it will break, something of higher rank than the shield will go through and hurt the mech. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 2 turns. If the shield is broken or deactivated it has a five turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast like most ordinary lightning techniques but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank with a one-turn cooldown (at this rank). This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed referenced for the offensive beam, but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the rank (which is one below the Mech's actual rank) - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, with reasonable force it can be destroyed. If a sword is destroyed the Mech can summon another after one whole turn and at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks during the window of time it is propelled.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in ONLY if he is riding within it, ordinarily they do not gain the specialist boosts and can infuse the wearer's elemental chakra if they need to for fighting style techniques but only through the use of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or for B-Ranks just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank : B-Rank are 3 meters min and max, A-Rank 6 Meters, S-Rank 9 Meters
- B-Ranks have a 2 turn cooldown, and a 4 turn coouldown if two are summoned simultaneously.

- A-Rank can only be created 4 times and has a 4 turn cooldown
- S-Ranks can only be created 2 times and has a 6 turn cooldown, no barnacle arts on the same turn or next.
- Total number of Mechas permitted on the field cannot collectively exceed S-rank.
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques up to and including their own rank.

It combines the use of the Contract Signer and the Mecha, seeing as these are two entities and how the user can use this in an advantage using the Barnacles' abilities and putting them together in one Style of Fighting. There was many trial an error to put the Mechs through such strain and straight into the heat of the battle, but it finally panned out with the right mixture of Barnacles to get the trick done, and even moreso when further barnacles could be added to harness even stronger abilities.

Description on the Abilities and Inner Workings of the Style:
Utilisation of Mechs to create combination Taijutsu or Weapon Attacks to give the edge and upper hand in close combat. Because of the Mechs bigger size and natural better strength they can perform a numerous more capabilities than the user. They can through these techniques be summoned temporarily without it effecting the original D.E.V.A. Technique's restrictions as they'll be used for the combination or technique and then disperse unless stated. Of course Mechs already summoned on the field can also utilise these techniques and will remain on the field if not summoned temporarily for the jutsu at hand.

The user and mechs have to be very co-ordinated with one another very well to be able to perform techniques in perfect unison and at the right timing to be able to pull of what they're about to achieve. For example even though a Mech is restricted in what abilities or elements they can use, the user can make up for it; As the mech does a downwards horizontal slash with their blade the user can time it so that they imbue the blade with an element at the correct moment of impact whilst also making their assault from another direction. Multiple Mechs may also be needed to pull off certain combination attacks.

Creating and adding new weapons to the Mechs bring new possibilities and actions to the table, allowing certain combinations to be pulled off that couldn't be before. Certain options for mechs like the "Defence Matrix, King Katana, Propelled Body, Versatility, Beam Rifle" may also be needed before hand to perform said technique, meaning specific D.E.V.A. have to be created in order to pull some combos off.

Example Techniques:

(Rensa Dēmon no Ikari : Miryoku-tekina Dai Shijūshi) - Chained Daemon Fury : Fortieth Charming August
Type: Offense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The User Temporarily Summons or Utilizes a D.E.V.A. with a 'King Katana' on it's person - the blade will be a large blade (Similar to a Buster sword but proportionate to the mechs size making it huge. If the mech's sword was already stated to not be this size before this jutsu use then more calcite shell will be manipulated to form this size for the jutsu) that will appear on any side of the user and essentially "scoop" up the user with the flat of the blade off the ground. The Mech will then swing the blade up and shoot the user into the air whilst bring the blade over their head and horizontally slicing it down to smash into the Target all in one motion.

Dawnhammer
The user as this happens will have built up Chakra of any Element, Adv. Element, Custom Element adopting a trait within reason (for example Lightning could gain paralysis, Wind becomes super sharp, Water could create a sheet of mist on impact), as they're scooped up the user imbues half of it into the huge blade of the Mech and once thrown into the air will manipulate the chakra into the shape of a Spear and expel said chakra so that it fire them downwards at high speed, crushing into the target a moment after the mech has struck.

- Can only be used 3 times
- Cooldown of 3 turns

(Rensa Dēmon no Ikari : Rantan Shōmei 11 Tsuki) - Chained Daemon Fury : Lantern Lighting November
Type: Offensive / Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-15 for re-vitality)
Damage: 60
Description:
The User will use this whilst the Mech is attacking, whether it be with it's fists or any weapon of any kind in close quarters. The user will imbue the mech's weapon, body or limbs with an element of their choosing as they are attacking to break through a defence that had been put up or to strengthen it upon creation - it can also be used to tank an opposing attack leaving them still able to strike. The Mech can if the enemy tries to escape using range either; throw their weapon, punch or stomp the ground and release the element across the ground in a linear fashion, release as a chest beam if it was created as an armour.

The Mech can if the Element is damaged after contact re-vitalise the coating passively, the chakra is leeched from the user since it's his own - however this can only be done after the initial damage has be deducted. If the coating is completely dispersed then it cannot be re-vitalised unless this jutsu is used again.

- Effect of 'King Katana' if equipped by the mech will increase this by one rank if sword is infused with it.
- Can only be used four times with three turn cooldown
- No S-Rank of the chosen element in the same turn

(Rensa Dēmon no Ikari : 10Gatsu o Saisoku suru Pisutoru) - Chained Daemon Fury : Pistol Prompting October
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The Mech summons a Weapon from it's homeland, it's summoned attached to one of the Mech's forearm, looking like a big barrel with a huge tube that sticks out of it - similar to a cannon make completely out of Calcite Shell. It can also be used as a hard durable baton and it comes equipped with a sharp edge on the tube; the shell is weak against Lightning and strong against Water. The Cannon comes equipped with a number of abilities.

Recoil
The cannon's standard ability is a stream ability which is the rapid firing of seemingly endless Lightning infused Thoracica shells at a target, it must be held in both hands when firing. These shells because they're being fired with great speed, about the speed of a lightning technique will tear through flesh and can cut them into pieces, removing limbs if aimed for them. (Weak to Wind, Strong to Earth)
- Costs a Move
- 3 Turn cooldown
- Is S-Rank in Power

Starshell
A Charged shot from the Cannon that fires a cluster of Barnacle shells into the air, they glow brightly emitting a continued "strobe" like effect which releases harmless pulses of blinding lightning chakra that will remove vision but anyone tied to the barnacle contract will be able to sense these pulses giving them an advantage from being blinded up to long range. The Cluster of Barnacle will float in the air, for the effect to cease one must destroy the cluster (A-Rank, weak to wind, strong to water)
- Can be followed up with Recoil
- Lasts for 3 turns

- Lasta until Mech is destroyed or dispersed
- Can only be created twice, no Chained Daemon Fury in the same turn or after (unless it's a move from this technique).
- User can create a hand held version of this, it's abilities are 1 rank lower and cannot be used by the mech (Vice Versa for other version). This version can be created 4 times.

Additional Effects and Restrictions:
- When Signers of the Contract drop the contract, they also Drop this Fighting Style since it cannot be used without it. Fighting Style must be taught all over again if that is the case.



- Must be Taught by LonelyAssassin

♪ Declined: This is literally just attacking the opponent at the same time that a summon does lol. It's cool and all, but it just doesn't seem unique enough for a CFS. Imbuing a mech will require physical contact, or that you be inside it. Additionally, the issue is that would clash with hundreds of existing customs/CFSs. ♪
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Rensa Dēmon no Ikari | Chained Daemon Fury

Type:
Kuchiyose TaiBukiJutsu

Background:
Inspired with the creation of the Barnacle Contract's D.E.V.A suits that were created by Hana Song an the Thoracica Moyashi, this was taken Further with the help of one of the previous Arbiters; Ripa 'Moramee who was proficient in Close Quarters fighting. Using the Mechas as a Vanguard as sorts to get straight into the action using their fluidity and flexibility to adapt in a situation; it was just a matter of summoning the correct configuration and using the right tools to overcome an obstacle.

(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas cannot be summoned by Barnacle Summons, but they can still ride within it adopting the abilities of the mech they are inside whilst sacrificing their own. The user can summon D.E.V.A directly around their summon so that it protects them from an attack. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time. The shield is one rank below the Mech's actual rank, can defend against techniques up to that rank and is activated at the cost of a turn; however, if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all - however if it is hit by something of the same rank it will break, something of higher rank than the shield will go through and hurt the mech. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 2 turns. If the shield is broken or deactivated it has a five turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast like most ordinary lightning techniques but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank with a one-turn cooldown (at this rank). This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed referenced for the offensive beam, but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the rank (which is one below the Mech's actual rank) - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, with reasonable force it can be destroyed. If a sword is destroyed the Mech can summon another after one whole turn and at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks during the window of time it is propelled.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in ONLY if he is riding within it, ordinarily they do not gain the specialist boosts and can infuse the wearer's elemental chakra if they need to for fighting style techniques but only through the use of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or for B-Ranks just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank : B-Rank are 3 meters min and max, A-Rank 6 Meters, S-Rank 9 Meters
- B-Ranks have a 2 turn cooldown, and a 4 turn coouldown if two are summoned simultaneously.

- A-Rank can only be created 4 times and has a 4 turn cooldown
- S-Ranks can only be created 2 times and has a 6 turn cooldown, no barnacle arts on the same turn or next.
- Total number of Mechas permitted on the field cannot collectively exceed S-rank.
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques up to and including their own rank.

It combines the use of the Contract's and the Mecha's Versatility in structure, seeing as these are two factors in the production of the jutsu and how the user can use this in an advantage using the Barnacles' Broad abilities and putting them together in one Style of Fighting. There was many trial an error to put the Mechs through such strain and straight into the heat of the battle, but it finally panned out with the right mixture of Barnacles to get the trick done, and even moreso when further barnacles could be added to harness even stronger abilities.

Description on the Abilities and Inner Workings of the Style:
Utilisation of Mechs to create unique combination Taijutsu or Weapon Attacks to give the edge and upper hand in close combat. Because of the Mechs bigger size and natural better strength they can perform a numerous more capabilities than the standard shinobi. They can through these techniques be summoned temporarily without it effecting the original D.E.V.A, they would then disperse after the description / duration of the technique has been performed. Of course Mechs already summoned on the field can also utilise these techniques and will remain on the field if not summoned temporarily for the jutsu at hand.

Every barnacle shell or parasite that makes up a Mech or a Barnacle Community summon have a specific job they need to do on its own or with it's kin around them to perform specific functions whether it's just to move or channel specific abilities. This also makes the summons extremely versatile in that using this style they can change their configuration to adapt to situations in battle, especially physically. The Mechs have been trained the adapt to the changes this Fighting Style will allow, for example some Anatomical differences in how their body is structured work much better than the normal Humanoid form (Legs built like an Ostrich's or amount of legs can effect movement speed in this configuration, Or build and size of an arm can effect strength). For example even though a Mech is restricted in what abilities or elements they can use, the new addition of Barnacles can make up for it; the weapon created in the mechs hands or on the body can expel a fire blast, but the mech itself cannot use Fire Release jutsu. Multiple Mechs may also be needed to pull off certain combination attacks.

Creating and adding new weapons to the Mechs bring new possibilities and actions to the table, allowing certain combinations to be pulled off that couldn't be before. This is done through the use of the mech creating/summoning more barnacles onto their person that have their own specific functions and can work independently to the mech but need it to be able to be aimed or manoeuvred as support. Certain options for mechs like the "Defence Matrix, King Katana, Propelled Body, Versatility, Beam Rifle" may also be needed before hand to perform said technique, meaning specific D.E.V.A. have to be created in order to pull some combos off. For example a technique in this Fighting style might utilise the Propelled Body ability to create more open CQC attacks

Example Techniques:

(Rensa Dēmon no Ikari : Miryoku-tekina Dai Shijūshi) - Chained Daemon Fury : Fortieth Charming August
Type: Offense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The User Temporarily Summons or Utilizes a D.E.V.A. with a 'King Katana' on it's person - the blade created with the mech will be a huge blade, similar to that in size of a Buster sword proportionate to the Mechs size making it quite hefty in size (1.5 - 2 meters wide and 5 - 7 meters in length). There are also extra barnacles created around the Mecha's Sword Forearm. The Mech will appear on either side of the user and will essentially scoop them up with the flat of the blade off the ground and then utilizing the new barnacles around the forearm they'll act as a piston mechanism and will shoot the arm forward whilst letting go of the sword, creating a powerful and speedy throw. This can be used to close the distance between the two parties or even just move out of the way. The user will surf on the edge of the blade which also has special properties, the barnacles on the other side of the blade manipulate it so that it surfs across the ground or through the air with chakra control and keeps it's high speed momentum, but allows it to arc around. Whilst riding the sword the user is free to do anything.

Dawnhammer
At any point during the battle the user can jump, allowing the sword to proceed forward the user will tap the pommel as it passes underneath and infuse the whole of the large blade with Wind Chakra which makes it spin rapidly on the spot and act like a drill capable of digging deep into the ground especially if used from above. The user will land soon after. This only counts as one of your three moves if used later.

- Can only be used 3 times
- Cooldown of 3 turns

(Rensa Dēmon no Ikari : Rantan Shōmei 11 Tsuki) - Chained Daemon Fury : Lantern Lighting November
Type: Offensive / Defensive
Rank: A
Range: Short - Mid (- Long if ejected)
Chakra: 30 (-15 for re-vitality)
Damage: 60
Description:
The User will use this whilst inside the Mech and it is attacking, whether it be with it's fists or any weapon of any kind in close quarters. The user will imbue the mech's weapon, body or limbs with an element of their choosing as they are attacking to break through a defence that had been put up or to strengthen it upon creation - it can also be used to tank an opposing attack leaving them still able to strike after. The Mech can if the enemy tries to escape by dodging can either; throw their weapon, punch or stomp the ground and release the element across the ground in a linear fashion, release as a chest beam if it was created as an armour. OR the Mech can Eject the user from it through the defence tanked or countered, and the left over Elemental chakra will transfer to them as they are propelled out of the mech in the direction of a target or someone else specified. The Ejection will force the user to close the gap between him and the escaping opponent. The user can be ejected with a freeform standard Calcite Weapon (Shell of the barnacles) and the elemental chakra will take the form of an aura around said weapon which can be thrown or used in close combat.

The Mech can if the Element is damaged after contact re-vitalise the coating passively, the chakra is leeched from the user since it's his own - however this can only be done after the initial damage has be deducted. If the coating is completely dispersed then it cannot be re-vitalised unless this jutsu is used again.

- Effect of 'King Katana' if equipped by the mech will increase this by one rank if sword is infused with it.
- Can only be used four times with three turn cooldown
- No S-Rank of the chosen element in the same turn

(Rensa Dēmon no Ikari : 10Gatsu o Saisoku suru Pisutoru) - Chained Daemon Fury : Pistol Prompting October
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The Mech summons a Weapon from it's homeland, it's summoned attached to one of the Mech's forearm, looking like a big barrel with a huge tube that sticks out of it - similar to a cannon make completely out of Calcite Shell. It can also be used as a hard durable baton and it comes equipped with a sharp edge on the tube; the shell is weak against Lightning and strong against Water. The Cannon comes equipped with a number of abilities.

Recoil
The cannon's standard ability is a stream ability which is the rapid firing of seemingly endless Lightning infused Thoracica shells at a target, it must be held in both hands when firing. These shells because they're being fired with great speed, about the speed of a lightning technique will tear through flesh and can cut them into pieces, removing limbs if aimed for them. (Weak to Wind, Strong to Earth)
- Costs a Move
- 3 Turn cooldown
- Is S-Rank in Power

Starshell
A Charged shot from the Cannon that fires a cluster of Barnacle shells into the air, they glow brightly emitting a continued "strobe" like effect which releases harmless pulses of blinding lightning chakra that will remove vision but anyone tied to the barnacle contract will be able to sense these pulses giving them an advantage from being blinded up to long range. The Cluster of Barnacle will float in the air, for the effect to cease one must destroy the cluster (A-Rank, weak to wind, strong to water)
- Can be followed up with Recoil
- Lasts for 3 turns

- Lasta until Mech is destroyed or dispersed
- Can only be created twice, no Chained Daemon Fury in the same turn or after (unless it's a move from this technique).
- User can create a hand held version of this, it's abilities are 1 rank lower and cannot be used by the mech (Vice Versa for other version). This version can be created 4 times.

Additional Effects and Restrictions:
- When Signers of the Contract drop the contract, they also Drop this Fighting Style since it cannot be used without it. Fighting Style must be taught all over again if that is the case.



- Must be Taught by LonelyAssassin

Approved: Cool style fam
 
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再生, Saisei Style | Reproducing Chakra Style
Type: Ninjutsu
Background: During the warring states period ninja found that some of their own would die from the lack of chakra, this made the others in a particular clan to study ways to not run out, the purpose was for immortality. Eventually they came to the conclusion of longevity meditation, a act where one stays within a constant state of meditation for a week straight. This would cause the body to eventually gather more chakra inside the body, however this practice ended up to be deadly as the effect of death happened anyways. The over encumbrance of chakra led to a overflow which tore their bodies from the inside, eventually killing off the majority of the clan. It was not till a few years later where they found that the constant state of meditation was the cause. This forced the clan members to rethink their strategy, because of this they created a specialized style called Saisei, or Reproducing Chakra style, which allows them to create more chakra within themselves without the need for constant meditation. However this also produced too much chakra, this forced the clan members to release their chakra in bursts to prevent death.
Description on the Abilities and Inner Workings of the Style:
The definition of the inner workings of chakra is as such:

Produced within the "chakra coils" that mainly surround and connect to each chakra-producing organ, the energy circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system. Certain groups, such as shinobi, have learned to generate more chakra and release it outside their bodies through pressure points called tenketsu in order to perform jutsu. Chakra is created when two other forms of energy, known collectively as one's "stamina", are moulded together. Physical energy (身体エネルギー, shintai enerugī) is collected from each and every one of the body's cells and can be increased through training, stimulants, and exercise. Spiritual energy (精神エネルギー, seishin enerugī, Mental Energy) is derived from the mind's consciousness and can be increased through studying, meditation, and experience. These two energies becoming more powerful will in turn make the created chakra more powerful. Therefore, practising a technique repeatedly will build up experience, increasing one's spiritual energy, and thus allowing more chakra to be created. As a result, the ninja is able to do that same technique with more power. This same cycle applies for physical energy, except the ninja needs to increase their endurance instead. Some unique individuals have substantial potential that enable them to exponentially increase their chakra reserves in a relatively short amount of time. At any given time, a ninja will have a "maximum" amount of chakra that they can form and use before it runs out and they need to rest to replenish it. With practice this maximum can be increased, but to a certain extent as they are limited to the quantity and strength of chakra that their genetics grants them. For instance, Kakashi Hatake has average chakra reserves, but no amount of training can grant him the same amount of chakra as Naruto Uzumaki whom he stated had more chakra than himself.

This means although the students of Saisei don't technically own more chakra, they can use more than the overage shinobi. They can infinitely regain their chakra reserves without the need to quit combat, as stated above '' Certain groups, such as shinobi, have learned to generate more chakra and release it outside their bodies through pressure points called tenketsu in order to perform jutsu. '' The students of Saisei utilize a heightened form of Tenketsu through multiple forms of practice, as stated above '' Chakra is created when two other forms of energy, known collectively as one's "stamina", are moulded together. Physical energy (身体エネルギー, shintai enerugī) is collected from each and every one of the body's cells and can be increased through training, stimulants, and exercise. '' Through this heightened form of Tenketsu, practitioners of Saisei can ideally release all of their excess chakra gained rapidly through all forms of practice. The practice of people of Saisei is endless, they constantly move even in battle which drains their stamina immensely. Because of this they regain stamina similar to health, waiting or sleeping for multiple weeks they regain stamina gradually after which 2 weeks they'll regain their full stamina, 1 week half, they can fight up to 5 battles till they require rest.

Example Techniques:
(Saisei Style: Mugen) - Practice
Type: Supplementary
Rank: A
Range: N/A
Chakra: + 100 per turn
Damage: N/A
Description: Through the act of Training, Exercise, or Meditation the user will gain chakra. Both training and meditation requires the user to be out of combat, exercise can be done in battle with constant movement or any physical action. If the user stops moving or is paralyzed this is automatically deactivated and requires a re-activation which costs 1 move slot.
Note: Passive upon first activation
(Saisei Style: Tsuihō) - Expel
Type: Offensive
Rank: A
Range: Short - Medium
Chakra: 1 - 30 (Short) 30+ (Medium)
Damage: -5 to user's own health if short, -10 if medium / 60 to combatants
Description: The user will expel forcefully a large amount of chakra from their body, creating a small aura from their body if short range and expel additional chakra orbs from that aura if medium range. This causes major pain to the user, and if not used within 2 turns of maxing out the user's chakra limit will auto activate thus causing immediate death due explosion. (unconsciousness if not in event)
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(Saisei Style: Ōbu) - Orb
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 or 30+ (30 = 1 to 10 orbs / 30+ 11 or more orbs / increases by 10 per 10th increase, 40CP = 20orbs)
Damage: 60
Description: The user will expel willingly and painlessly a orb of chakra from their hand via the act of regular Tenketsu, these orbs can range from 1 to 10 or even 50 in numbers and can reach long range or even combine for a greater attack.
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Additional effects and Restrictions:
● Must be taught by owner of the style
● S-class only members
● Practitioners have more muscle than the average individual
● When reaching maximum chakra reserves the user must return back to their limit within 2 turns or death

⛧Declined. This is not a fighting style, this is like the first part of a Custom Clan or a Custom Jutsu. The idea of releasing chakra in the form of an aura to attack isn't unique either, done by others customs as well as being done in canons. Do not resubmit.⛧
 
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Shūkyō Gētea – Goetic Theurgy
The Divine Workings of Goetia

Type: Ninbukijutsu

Background

Goetic Theurgy, also known as the Divine Workings of Goetia, is the first lesson of the Key of Solomon, a grimoire written by Solomon which teaches the art of conjuration and evocation. Solomon, in his earlier years, was captivated by the spiritual and ethereal, that which he believed to exist outside of the physical plane. Solomon’s studies into these practices would serve as the basis for the Key of Solomon – the practice of conjuring the Seventy-Two Demon God familiars.

Goetic Theurgy is the first of three lessons in the Key of Solomon. It is the study of conjuring minor parasitic spiritual entities and infusing them into others. In a dark sense, Solomon sought to not only conjure spirits, but to also bind them into a physical vessel – be it person, animal, or object. Carrying out these rituals invoked the use of ceremonial daggers known as Athame. The Athame became the vessel of choice for Solomon’s Yin chakra; Solomon would conjure spirits into the Athame and then infuse themselves with those who they came into contact with.

Solomon’s quest to understand the spirit, spiritual energy, and Yin would lead to a series of dark rituals and ceremonies, a black stain on his past. In order to understand the spiritual bond that was born from infusing spirits into his subjects required coming very close to human sacrifice. At times the results of his quest to knowledge caused irreparable damage on his subjects; summoning forth parasitic spiritual entities which would cause devastating damage, even causing permanent spiritual sealing. Yet in time Solomon would come to learn a series of truths that would serve as the basis for Goetic Theurgy.

By employing spirits through Athame, Solomon became able to impose his spiritual energy upon others. This would cause the balance between spiritual and physical energy to be disrupted as the conjured spirit would tether to the target. He learned that through this spiritual bond Solomon became able to impose his own experiences on others, such as illusory techniques. He could cause spiritually degenerative characteristics in the target, wounding their spirit and even sealing it. The reverse could also be applied, causing spiritually rejuvenating effects in infused targets. Solomon also learned that he could impose his spiritual energy and spirits on objects void of chakra, allowing him to apply imagination and creation to that which exists on the physical plane.​

Description of Abilities and the Inner Workings of the Style:

Goetic Theurgy’s core principle is the utilization of Solomon’s Athame and imbuing them with spiritual energy. The Athame is a ceremonial blade, ranging from the size of a dagger to that of a short sword. However, Goetic Theurgy discards the need for a physical blade. Rather, the Athame used in Goetic Theurgy are created from the user’s Yin chakra and formed from a black energy not unlike that which forms the Truth-Seeking Balls. This alleviates the need to carry a limited supply of Athame with them, and instead allows the practitioner to focus on the spiritual evocation of the style.

As a product of Yin Release, the physicality of the Athame can shift as determined by the user and technique used. The Athame exist in one of two states: tangible and intangible. When in a tangible state the Athame are used like any other bladed weapon; they can act as a blade for Kenjutsu, a throwing weapon, or even as a vehicle to attach sealing or explosive tags. Tangible Athame can even be used in technique clashes, acting neutral to all elemental natures. Athame in an intangible state become much more deceptive weapons. While in this state they remain visible under normal circumstances, retaining their black chakra appearance, but gain the ability to freely pass through obstacles. It is important to note that when in an intangible state they lose the ability to act as a vessel for sealing tags; in this case, they merely act as vehicles for the user’s spiritual energy and conjured spirits, passing through all opposing obstacles. Blades can only be made from the user's body or in short-range. From this point they are able to move out from the user up to long-range, depending on the technique used.

Core to the style is the spiritual energy imbued within the Athame, forming Hungry Ghost-like entities. This allows the Athame to manipulate spirituality and impose this energy upon others, or objects. The user’s spiritual energy manifests as parasitic spirits similar to that in the Hungry Ghost Technique. The spirit acts, through a set of methods, to tether itself to a target and impose the user’s spiritual energy upon that target. The first method is by having the daggers come into direct contact with the target, allowing the spirit to tether. This contact can occur when the daggers pass through targets or when they come into physical contact. The second method is through technique clashes; spirits can latch onto an opponent’s chakra and trace its way to the source, tethering to an opponent through this method.

Once tethered, the parasitic spirit imposes the user’s spiritual energy upon the target. The first possible result of this is the formation of a link between user and target which allows for a ‘bond’ to form between the two. The first result of this tether is the user becomes able to share pain and illusory experiences with their target. For example, once a target is tethered, the user can cast an illusion on themselves and cause the target to experience the same illusion. However, because the target is not directly having the illusion imposed on them, then escape requires expelling the spirit or the user dispelling the illusion from themselves. This also applies to pain; should one target feel pain, such as stabbing themselves, then both will experience that sensation.

The second result of spiritual tethers is the disruption of the targets physical and spiritual energies, resulting in either spiritually degenerative or regenerative characteristics. Like the Hands of Sloth or Hungry Ghost, the parasitic spirit which tethers to the target can cause similar symptoms, albeit to varying extents. This can cause memory manipulation, causing the target to forget something from their past or believe a suggestion inflicted by the user’s spiritual energy. This is not capable of causing a target to forget Ninja Skills, like molding chakra, or forgetting who they are. Memory manipulation can cause the target to feel their opponent is not their enemy, or even question why they are fighting. It can eventually lead to a state of comatose, or spiritual sealing, or emotion manipulation. This varies from technique to technique, and the extent and duration of contact. Likewise, the tether can also reverse the effects of spiritual degeneration. This allows the user’s spiritual energy, through the tethered spirit, to heal damage caused by other spiritual techniques like Yin Release, Genjutsu, and Yamanaka.

The last application of the parasitic spirit is its ability to interact with inanimate targets, void of chakra. When not interacting with clashing techniques or another living being, the parasitic spirit will infuse itself into an inanimate target. This imposes the user’s spiritual energy and Yin chakra upon it. For example, if the user was to stab or throw an Athame at a boulder then the boulder will be infused with the user’s spiritual energy. This causes it to undergo a transformation similar to that of Change into Heaven allowing the user to alter its characteristics. The user can alter a boulder to become water, or water to become fire. This is not without restrictions, however. This does not apply to objects laden with another’s chakra. The user cannot apply this application and create things which are not within their ability. For example, the user cannot change a rock into a custom element they do not possess. The result of this technique, when successful, is an altered object infused with the user’s chakra.

It is important to note that techniques which apply this effect upon objects are mutually exclusive with those that can spiritually tether. This means that the user is unable to apply both effects; missing with Athame that are meant to tether to a target will not apply Change into Heaven on a rock or tree behind the target, for example.​

Example Techniques:

(Shūkyō Gētea: ) – Goetic Theurgy:
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 50
Damage: 60 (-10 per turn)
Description: The user produces a set of five tangible Athame and throws them at a target. The Athame created are laden with the user’s spiritual energy and, through either direct contact or technique clash, tether to an opposing chakra source. Once tethered the spirit causes spiritually degenerative properties in the target akin with that of the sin of Wrath, causing emotional manipulation at a spiritual level. This causes the target to experience outbursts of blind anger, reducing their ability to deduce and break out of genjutsu while also inflicting moderate damage to their spirit per turn. The spiritual tether will remain for a maximum of four turns. It can be released through a surge or barrier which utilizes Yin, Yang, or Yin-Yang chakra.

(Shūkyō Gētea: Seishin Hen'yō) – Goetic Theurgy: Spiritual Transmutation
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 70
Damage: 90
Description: The user creates any number of intangible or tangible Athame and throws them at a target. When thrown at a living target, or one void of chakra, the Athame will merely act in a normal technique clash outlined in the style. This, however, does not result in a spiritual tethering and merely will interact with another technique normally. When used against a target void of chakra, such as the ground, the user will be able to impose their imagination and spiritual energy upon it. This appears as the Athame infusing itself into it, spreading its black energy out over a specified range and applying the user’s imagination upon it. This allows the user to change the affected target in accordance to their imagination, altering characteristics within the same scope as Change into Heaven.

(Shūkyō Gētea: Reitekina Kizuna) – Goetic Theurgy: Spiritual Bond
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The user creates any number of tangible or intangible Athame. When these Athame come in contact with another entity, the target’s spiritual energy will be bound to the user allowing for the sharing of experiences. Once tethered the user will cast a genjutsu upon themselves which causes the user to experience their body is burning, inflicting the illusion upon both the user and tethered target. The spirit can be dispelled through a surge of Yin, Yang, or Yin-Yang chakra. The spirit remains tethered for four turns or until the user dispels it.

Additional Effects

Users of Goetic Theurgy are able to passively produce Athame of any size in their tangible state. This allows them to be used as a substitute for bladed weapons, like Kunai, and used for Kenjutsu and other Bukijutsu. These Athame, while created from the user’s spiritual energy, do not by default possess spiritual abilities.

Those who use Goetic Theurgy and are Yin Release masters have trained their spirits to endure shared experiences and pain to a greater degree, allowing for somewhat of a degree of resistance to their own techniques. This causes the spiritual damage the user suffers from these techniques to be reduced by half. For example, should an illusion which the user casts upon himself to a tethered target inflicts 10 damage per turn, then the user will experience 5.​

Restrictions

In order to learn and utilize Goetic Theurgy one must be a master of Yin Release.​


¤ Declined, first underline: note that they blades exist in one state once created and can't switch states (tangible and intangible). Second underline: these will not pass through any and all objects; there needs to be an actual limit to some extent. Rank, chakra, scale, etc - there needs to be any actual viable restriction. Third underline: if these are similar to HG parasitic abilities, you will need a hard cap on how many times a single opponent can be affected by these which would limit you more than a 10 jutsu cap (i.e. HG can only be used on one target twice). The next underline: memory manipulation will need direct physical contact from the user; i cant allow this to be done by these intangible blades, especially when you note they pass through anything. The third application is also a no, the only way this would be allowed is an actual technique usage with restrictions on usage and whatnot. If it applies Change Into Heaven to any object, that is a usage of the technique and won't be passive. Sidenote, these 3 YY based CFS and CE are why I told Reborn some of the canon YY techniques need to be scaled back but we never did it.

With the first perk of this, combined with the other abilities, it wouldn't be allowed. If these physical blades aren't capable of utilizing Change Into Heaven or any of the other aspects detailed, then it becomes allowable. The second perk is a no, given how powerful the ability is itself and the techniques possible with it, I don't plan to approve CFS with any passive perks attached to it beyond small things like before. Reductions to things, boosts, or immunities or w.e are always gonna be barred from CFS based around YY or one of it's components. ¤
 
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Authority and Order (Ōsoriti to ōdā)
Type: Ninbukijutsu
Background: Authority and Order was developed as a way for puppeteers to still use their skill once their puppets have been lost using their chakra threads to turn the tides of the battle.

Description on the Abilities and Inner Workings of the Style:

Authority and Order depends solely on the practitioner's mastery of the chakra threads technique and understanding all its usages and applications. Chakra threads as shown in the anime/manga and the very art of puppetry itself have shown the ability to latch on to inanimate objects giving the opponent completely control over its movements. When applied to puppets, It allows the user to figuratively "breathe life" into inanimate objects allowing them to have human or inhuman like movement and it's been shown that the user is capable of controlling multiple objects at once (where the strongest puppet users can control an entire puppet using a singular chakra string.)

The core of Authority and Order is using chakra strings to take control of inanimate objects such as nearby weapons, rubble, trees etc and have them fight for the user as if they were puppets. This is normally done by gathering inanimate materials and using chakra threads to arrange them in a cohesive structure that can resemble a humanoid structure or what ever the user can create within reason. Once the chakra threads attach to the inanimate objects, the user's dense chakra invades the object much like it does normal puppets. This chakra strengthens these objects making them neutral to elemental techniques. However the user is not forced to make these structures but instead can use his threads on singular targets to attack the opponent.

The secondary usage of Authority and Order is the ability of chakra threads displayed by Kankuro when he fought Sasori. Chakra Threads are allowed to attach themselves to chakra sources and able to control them as one normally would. This usage allows practitioners of Authority and Order to attach their threads to a technique of their own controlling that technique as it were a puppet itself, sustaining the technique for a set duration depending on its rank. However unlike the Primary usage of Authority and Order, these puppets are not invaded with the user's chakra as they are already made from it. Thus, will follow their own elemental strengths and weaknesses.


Example Techniques:

( ) - Authority and Order: Dawn of a New Era
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 15-40 (-5 per turn to sustain)
Damage points: 30-80
Description: The user focuses creates a multitude of chakra threads and attaches them to various inanimate objects such as rocks, weapons, trees, or even water and manipulates the order of their structure to formulate a puppet made out of these materials that is commanded solely by the user. The puppet made can be humanoid or resemble some other lifeform/creature or be an entirely new creation based on the user's will and imagination within reasoning. This allows the user to equip these makeshift puppets with various weaponry within reason. The possibilities are near endless and entirely depend on the user's needs to fit the situation. For example, taking a pile of small boulders and arranging them to form a centaur armed with with a shield and sword. The size and power of these puppets are directly proportional to how much chakra is put into them. The more chakra used, the more materials can be gathered and the larger and stronger the creation will be. Like all Puppets, Dawn of a New Era lasts as long as the user has chakra to sustain it or are destroyed by an opponents technique. Techniques of the same rank are capable of destroying these puppets with ease. Multiple puppet can be created at a time but their power will be split between them for example using the S rank application of this technique to create two puppets would make each puppet A rank in strength.


( ) - Authority and Order:
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 15-40 (-10 per turn to sustain)
Damage points: N/A
Description: The user creates a multitude of chakra threads and attaches them a technique of theirs. This allows the user to control the technique as if it were a puppet. These chakra threads can logically attach to any solid technique the user controls within reason and due to Chakra-Chakra connection allowed by chakra threads as seen in Kankuro's fight with Sasori, the user can even control their own energy based techniques within reason. Much like its Sister technique Dawn of a New Era, (Blank) can reform amorphous elements/techniques into a humanoid or a shape that fits their need. such as a spider etc. When used on techniques without duration, (Blank) gives them a duration depending on their rank. B-rank and below techniques last indefinitely or until destroyed. A rank techniques last for a maximum of three turns as a puppet, and S rank techniques lasting two turns. The techniques that were turned into puppets still follow their own elemental strengths and weaknesses. This technique can be used to extend the duration on a technique that already has a duration but only for an extra two turns no matter what rank the technique is.

Additional effects and Restrictions:
Must have mastered Puppetry.

⛧Declined. The idea is solid, but as written, is just one big CJ. You're gonna have to elaborate on the description some more with better example techniques to warrant this being an entire fighting style. Hell, look up Doflamingo and add some Taijutsu and string weapons into this bitch.⛧
 
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Sutoringu Riron - String Theory
Type: Nintaijutsu
Background: String Theory is a fightning style that relies on the typhoon element composed as tiny shaped strings and that can carry up to one other elemental affinity per string giving the user the perfect balance on a battlefield in a very sophisticated way almost like a puppeteer of the battlefield itself. Each string can vary between 1 mm thick and up to 5 meters thick but it really depends on the users needs. The bigger the strings, the more chakra is needed to fuel them obviously and results in less strings able to be used at the same time. Unless the user possess Yin/Yang they cannot use more than one elemental combination of the string at once. All basic five elements can be used to influence these strings but like mentioned previously its the typhoon that is the structure and core of each string, meaning each string carries the S/W of typhoon AND the element it is fused with at the point. It was created by the tamer of storms, Zora Akiyama through constant research and studies of her affinity of the black winds.
Description on the Abilities and Inner Workings of the Style:
The string theory lets the user manipulate several strings that they protrude from their fingers like when controlling a real puppet. Whats completely different though is that they control strings that are made from typhoon chakra and another element infused it, giving it the properties of typhoon and said element and this can create a vast jungle of threads and jutsus that are applied through the threads. Each thread is competely individual but shares the involved elements with the other strings unless the user can manipulate more than two elements at the same time through use of KG or Y/Y manipulation. It doesn't stop there though. They can even fuse them with Yin or Yang chakra if they have that expertise. Each thread is strong enough to carry extreme weight as the typhoon element is known for its capabilities of being strong towards earth, the user can use the strings to manipulate earth structures at will, remotely. But this is just one example of how diverse these strings are. Some features that follows when infused with earth chakra is that a string can deflect water very easily but also use added or removed weight technique making remote objects heavier or lighter on the users demands without having to touch them directly but through the strings. That being said, if lightning chakra would intervene with threads that are infused with earth chakra, the earth chakra shatters but the string doesnt itself. The string also corresponds to the natural color of earth when infused with earth chakra and the user can also use some earthen techniques on more distance if plugging a strings end on the ground at a desired location and infuse it with earth chakra, they can create mini swamps or spikes to protrude from the ground. When infused with Water chakra, the strings becomes soaking wet but also makes them easier to manipulate in water sources and could act as fishing rods even. Another feature is that the strings become dark blue and has added weight applied towards them. They can create remote watersources if they place the end of the string on a desired target and infuse it with water chakra to create ponds and other things. The strings also becomes very tolerant towards fire techniques, able to not just pierce them but also let out enough water to cease the fire from spreading, acting like a controller water stream with a string inside of it. When infused with lightning chakra, the strings become extremely warm due to the energy of lightning. Although lightning is very weak towards typhoon and will be isolated from the typhoon chakra its easy to assume this combination wouldn't work in the first place but it is because of the advanced chakra control that the user is required to have with lightning to manipulate it in the first place combined with the isolated capabilities of typhoon that makes it work and form after the string although discharges will happen randomly(only as a cosmetic). The strings are getting extreme cutting power and is not only able to cut through earth like a lightsaber on ice but also induct the earth with lightning and spreading the disaster further from the string. Through the end of such a string the user can shoot streams of lightning or projectiles. When infused with the fire element, the strings glows red and becomes even hotter than the lightning strings. These strings will be able to burn without cancelling out the oxygen in typhoon due to typhoons neutrality of fire. Both elements goes hand in hand with eachother and the fire will form itself after the string easily. The user will be able to start fires remotely, plug the end of the string in water to make it boil or put it inside earth to infuse it with fire and create a small lava pond on desired location. If infused with wind chakra, the string becomes extremely light and fast and is by far most easily controlled by the user, giving them more grace and precision than with the other infusions. The cutting power is on par with the lightning string but most what is most notable about this type is that the string can refract light and go invisible to the naked eye. At max the user can create ten strings at any given moment since they normally have.. 10 fingers.. A minimum of one string can be created. Depending on the rank of the technique and how many strings it relies on definies the rank of initial string. For example, a 10 string technique that is of S rank would mean that each string is C rank. If a technique is A rank and uses two strings, each string is B rank for example. All strings can be used up to Long range unless the jutsu specifies otherwise. All strings can go underground with ease because of the sharpness of typhoon. The user loses the ability to perform handseals when using strings but can use techniques of typhoon and whatever their strings are infused with at the same time as they use the strings. Depending on the rank of a technique there are limits.
Example Techniques:
(Sutoringu Riron: Esukarēshonpurotokoru) - String Theory: Escalation Protocol
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 30
Damage: 60(string)
Description: This technique relies on the infusion of earth chakra infused with the strings. A total of two strings are used for the user to manipulate large earthen structures such as hills and underground masses of earth. The user can use the strings to attach rocks to them to use as large sledgehammers or shields. At any point, these strings can add weight or remove weight from the rocks gathered, dealing more damage or flexibility. These values are directly corresponded to super added weight or super removed weight techniques. Each string is of A rank in power.

(Sutoringu Riron: Ākusutoraidā) - String Theory: Arcstrider
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will create a single string that has its purpose of using the destructive capabilities of lightning to shatter through the toughest solid shields there are while conducting electricity through any material it touches that can conduct electricity up to short range of its vicinity, giving paralysing effects that lasts for 2 turns.

(Sutoringu Riron: Ākusutoraidā) - String Theory: Chain Reaction
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 60(per string)
Description: The user will infuse their strings with fire chakra and have four strings in usage. Each string is superheated and melts any earthen source that it touches after just one second. This results that any earthen source that touches the string is liquified into lava up to mid-range from the strings vicinity. Not only that, but the user can use each string to use Fire techniques up to A rank with at distance and in four angles at the same time. These could be streams or projectiles. When placed in water, unless it's a huge amount of water it will vaporise and boil away rather instantly but water still has elemental advantage over these strings and thus B rank water techniques would be able to quench one string. Depending on the technique of course.


Additional effects and Restrictions:
An exceptional talent in Typhoon release is required and the user must have atleast 5 approved custom jutsus in the field that they have created themselves. If the user specialises in the fighting style they receive benefits to their other typhoon techniques and can chose to either extend their range by one OR extend their rank by one(up to S rank techniques) OR extend their damage value +20 per technique. Only once per turn though and up to 4 times per battle only(Passively). Additionally, the user will have to tattoo a black wind shaped tear under one of their eyes to prove themselves as specialists. This is purely cosmetic and has nothing to do with the works of the fighting style.

Declined: My issue with this is that it reads more like a String custom instead of a CFS. I'm also skeptical on being able to mould an element as wild as Typhoon into something as precise and small as a string. And, finally, string customs have been attempted before, by Riker and Mockingjay, so you'd need to add some sort of close quarters combat aspect to this style, to make it into a Fighting Style, and to distinguish it from previous submissions.
 
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フルカウル Furukauru | Full Cowl

Type: NinTaijutsu

Background: Full Cowl was created by a shinobi named Izuku Midoriya during one of his training journeys. Several times, he fought shinobi with great abilities of chakra utilization as well as of nature transformation. However, he being a disciple of the Body Arts, considered the utilization of chakra to empower his own body alongside his primary Raiton chakra nature. However, this also required the body to be at an extremely high physical condition and mastery over the Body Arts to control the massive power release. Thus after years of working on the technique, Full Cowl originated.

Description on the Abilities and Inner Workings of the Style: The Full Cowl initiates with the user releasing chakra all around his body in a very compact manner, like a layer on-top of the user's body an inch from the skin. The, the user continiously spins that chakra to ovserve the same effect on the wind in contact to the chakra. Then, utilizing the Raiton chakra nature, the user superheats the air to produce excess energy in the form of electric charge. This charge in turn unlocks the electric potential of the user's body, giving a boost in speed, power and reaction time. This reaction starts out almost on in contact with the user's body itself and has high chakra requirement to start the Full Cowl, but can be sustained with 1/4th of the chakra. When this energy has a point to focus on, combines to become more powerful and more viscous and hence appears to exuberate around the user. Utilizing this new form, the user is able to utilize Taijutsu in a way the regular body wouldn't be able to produce.

Example Techniques:

Furubodikauru | Full Body Cowl
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: 80
Description: The basis for all the techniques utilized in the Full Cowl, the user coats his body with chakra and supercharges it with raiton to empower his body's limits. This boosts the user's regular body limits such as power and speed into superhuman levels. Only after utilization of this technique, the rest of the arsenal can be used. This also adds +15 damage to all Taijutsu based techniques and increases the running speed by x1.5.
Note: Lasts for six turns or until turned off.
Must wait a turn after usage.

Furukauru: Shūtosutairu | Full Cowl: Shoot Style
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After charging the body with Full Body Cowl, the user jumps into the air at extremely rapid speeds performs a half-pivot in the form of a hook kick that due to its power releases a strong blast of wind upto Mid-Range.

Additional effects and Restrictions:
Masters of this style have gained a damage bonus (+30) to all Taijutsu attacks while utilizing the Full Body Cowl as well as the base running speed is increased by x2.
Unfortunately, they also have a limit to how much they can utilize said jutsu since the produced power depletes after certain number of turns.
Since it a way of utilizing stored energy, user is free to utilize other chakra natures.
Must be of Sannin rank to use this fighting style.
Must have mastered Taijutsu and completed Lightning Release.
Can only be taught by Zero Kelvin.


Declined: For one, those additional effects are way too wild. Secondly, if you were to use multiple elements at once like this, you'd require Yin-Yang in order to use this style. Even then, it kind of clashes with a couple of existing styles like Graceful Fist and the Raikage's Lightning Armor, which is even showcased in your example tech:

The basis for all the techniques utilized in the Full Cowl, the user coats his body with chakra and supercharges it with raiton to empower his body's limits. This boosts the user's regular body limits such as power and speed into superhuman levels. Only after utilization of this technique, the rest of the arsenal can be used. This also adds +15 damage to all Taijutsu based techniques and increases the running speed by x1.5.
 
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Darkness Illusion

Type: Chakra Taijutsu

Background:
While exploring the abilities of enhancing ones taijutsu with chakra, Zatanna came to witness the power of clones in all forms. From shadow clones to elemental clones to regular non physical clones, they all served a variety and purpose. However the one flaw that they all had was using too much chakra. By simply instead of creating a full body, Zatanna found a way to use chakra to only create partial limbs, and thus incorporate them into her taijutsu.

Description on the Abilities and Inner Workings of the Style:
By channelling chakra while performing a taijutsu technique, the user can create additional arms/legs while performing their techniques to copy the technique the user is doing with the same damage.
At the cost of a move slot per turn, the user can passively create a copy of their arm, or leg performing the technique within short range of themselves by spending the same amount of chakra that is required to perform the technique, or if the technique requires none, then a minimum of 20 chakra must be used.
These limbs can be created anywhere within short range of the user at any angle to copy the technique dealing the same damage.

Example Techniques:

Haha no suturiku | Flower strike
Type: offensive/defensive
Range: Short
Rank: A
Chakra: 30
Damage: 60
Description:
The user will channel chakra as they are about to strike a punch, forming two other arms on their side of their arm made completely of chakra. As the user punches the target, the chakra arms mimic the movement, punching at the same time.

Additional effects and Restrictions:
The user cannot use any elemental ninjutsu while using this during a turn.
These techniques cannot be used for more than a moment, that is they do not last for multiple turns.
Regular users of this style can only produce 2 chakra arms/legs per technique while specialists can produce 4 max at a time.

Declined: This is worded and written as a CJ, not a CFS. Additionally, this does infringe on several other existing customs and concepts. Moreover, specifying that these limbs would carry the same damage, as the limbs they're created from is just an attempt to passively double tai damage, fam z.z
 
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Authority and Order (Ōsoriti to ōdā)
Type: Ninbukijutsu
Background: Authority and Order was developed as a way for puppeteers to still use their skill once their puppets have been lost using their chakra threads to turn the tides of the battle.

Description on the Abilities and Inner Workings of the Style:

Authority and Order depends solely on the practitioner's mastery of the chakra threads technique and understanding all its usages and applications. Chakra threads as shown in the anime/manga and the very art of puppetry itself have shown the ability to latch on to inanimate objects giving the opponent completely control over its movements. When applied to puppets, It allows the user to figuratively "breathe life" into inanimate objects allowing them to have human or inhuman like movement and it's been shown that the user is capable of controlling multiple objects at once (where the strongest puppet users can control an entire puppet using a singular chakra string.)

The core of Authority and Order is using chakra strings to take control of inanimate objects such as nearby weapons, rubble, trees etc and have them fight for the user as if they were puppets. This is normally done by gathering inanimate materials and using chakra threads to arrange them in a cohesive structure that can resemble a humanoid structure or what ever the user can create within reason. Once the chakra threads attach to the inanimate objects, the user's dense chakra invades the object much like it does normal puppets. This chakra strengthens these objects making them neutral to elemental techniques. However the user is not forced to make these structures but instead can use his threads on singular targets to attack the opponent.

The secondary usage of Authority and Order is the ability of chakra threads displayed by Kankuro when he fought Sasori. Chakra Threads are allowed to attach themselves to chakra sources and able to control them as one normally would. This usage allows practitioners of Authority and Order to attach their threads to a technique of their own controlling that technique as it were a puppet itself, sustaining the technique for a set duration depending on its rank. However unlike the Primary usage of Authority and Order, these puppets are not invaded with the user's chakra as they are already made from it. Thus, will follow their own elemental strengths and weaknesses.


Example Techniques:

( ) - Authority and Order: Dawn of a New Era
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 15-40 (-5 per turn to sustain)
Damage points: 30-80
Description: The user focuses creates a multitude of chakra threads and attaches them to various inanimate objects such as rocks, weapons, trees, or even water and manipulates the order of their structure to formulate a puppet made out of these materials that is commanded solely by the user. The puppet made can be humanoid or resemble some other lifeform/creature or be an entirely new creation based on the user's will and imagination within reasoning. This allows the user to equip these makeshift puppets with various weaponry within reason. The possibilities are near endless and entirely depend on the user's needs to fit the situation. For example, taking a pile of small boulders and arranging them to form a centaur armed with with a shield and sword. The size and power of these puppets are directly proportional to how much chakra is put into them. The more chakra used, the more materials can be gathered and the larger and stronger the creation will be. Like all Puppets, Dawn of a New Era lasts as long as the user has chakra to sustain it or are destroyed by an opponents technique. Techniques of the same rank are capable of destroying these puppets with ease. Multiple puppet can be created at a time but their power will be split between them for example using the S rank application of this technique to create two puppets would make each puppet A rank in strength.


( ) - Authority and Order:
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 15-40 (-10 per turn to sustain)
Damage points: N/A
Description: The user creates a multitude of chakra threads and attaches them a technique of theirs. This allows the user to control the technique as if it were a puppet. These chakra threads can logically attach to any solid technique the user controls within reason and due to Chakra-Chakra connection allowed by chakra threads as seen in Kankuro's fight with Sasori, the user can even control their own energy based techniques within reason. Much like its Sister technique Dawn of a New Era, (Blank) can reform amorphous elements/techniques into a humanoid or a shape that fits their need. such as a spider etc. When used on techniques without duration, (Blank) gives them a duration depending on their rank. B-rank and below techniques last indefinitely or until destroyed. A rank techniques last for a maximum of three turns as a puppet, and S rank techniques lasting two turns. The techniques that were turned into puppets still follow their own elemental strengths and weaknesses. This technique can be used to extend the duration on a technique that already has a duration but only for an extra two turns no matter what rank the technique is.

Additional effects and Restrictions:
Must have mastered Puppetry.

⛧Declined. The idea is solid, but as written, is just one big CJ. You're gonna have to elaborate on the description some more with better example techniques to warrant this being an entire fighting style. Hell, look up Doflamingo and add some Taijutsu and string weapons into this bitch.⛧
Authority and Order (Ōsoriti to ōdā)
Type: Ninbukijutsu
Background: Authority and Order was developed as a way for puppeteers to still use their skill once their puppets have been lost using their chakra threads to turn the tides of the battle.

Description on the Abilities and Inner Workings of the Style:

Authority and Order depends solely on the practitioner's mastery of the chakra threads technique and understanding all its usages and applications. Chakra threads as shown in the anime/manga and the very art of puppetry itself have shown the ability to latch on to inanimate objects giving the opponent completely control over its movements. When applied to puppets, It allows the user to figuratively "breathe life" into inanimate objects allowing them to have human or inhuman like movement and it's been shown that the user is capable of controlling multiple objects at once (where the strongest puppet users can control an entire puppet using a singular chakra string.)

The core of Authority and Order is using chakra strings to take control of inanimate objects such as nearby weapons, rubble, trees etc and have them fight for the user as if they were puppets. This is normally done by gathering inanimate materials and using chakra threads to arrange them in a cohesive structure that can resemble a humanoid structure or what ever the user can create within reason. Once the chakra threads attach to the inanimate objects, the user's dense chakra invades the object much like it does normal puppets. This chakra strengthens these objects making them neutral to elemental techniques. However the user is not forced to make these structures but instead can use his threads on singular targets to attack the opponent.

The secondary usage of Authority and Order is the ability of chakra threads displayed by Kankuro when he fought Sasori. Chakra Threads are allowed to attach themselves to chakra sources and able to control them as one normally would. This usage allows practitioners of Authority and Order to attach their threads to a technique of their own controlling that technique as it were a puppet itself, sustaining the technique for a set duration depending on its rank. However unlike the Primary usage of Authority and Order, these puppets are not invaded with the user's chakra as they are already made from it. Thus, will follow their own elemental strengths and weaknesses.

From a combat and close range perspective, the user is able to have these makeshift puppets function as guardians or "overshields", equipping themselves to the user and allowing the user to manipulate their bodies in a close combat form. For example, the user can equip themselves with one of the makeshift puppets and manipulate their body and form, into a razor sharp gauntlet that pierces the opponent's body when the user connects with a punch.

Example Techniques:

( ) - Authority and Order: Dawn of a New Era
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 15-40 (-5 per turn to sustain)
Damage points: 30-80
Description: The user focuses creates a multitude of chakra threads and attaches them to various inanimate objects such as rocks, weapons, trees, or even water and manipulates the order of their structure to formulate a puppet made out of these materials that is commanded solely by the user. The puppet made can be humanoid or resemble some other lifeform/creature or be an entirely new creation based on the user's will and imagination within reasoning. This allows the user to equip these makeshift puppets with various weaponry within reason. The possibilities are near endless and entirely depend on the user's needs to fit the situation. For example, taking a pile of small boulders and arranging them to form a centaur armed with with a shield and sword. The size and power of these puppets are directly proportional to how much chakra is put into them. The more chakra used, the more materials can be gathered and the larger and stronger the creation will be. Like all Puppets, Dawn of a New Era lasts as long as the user has chakra to sustain it or are destroyed by an opponents technique. Techniques of the same rank are capable of destroying these puppets with ease. Multiple puppet can be created at a time but their power will be split between them for example using the S rank application of this technique to create two puppets would make each puppet A rank in strength.


( ) - Authority and Order:
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 15-40 (-10 per turn to sustain)
Damage points: N/A
Description: The user creates a multitude of chakra threads and attaches them a technique of theirs. This allows the user to control the technique as if it were a puppet. These chakra threads can logically attach to any solid technique the user controls within reason and due to Chakra-Chakra connection allowed by chakra threads as seen in Kankuro's fight with Sasori, the user can even control their own energy based techniques within reason. Much like its Sister technique Dawn of a New Era, (Blank) can reform amorphous elements/techniques into a humanoid or a shape that fits their need. such as a spider etc. When used on techniques without duration, (Blank) gives them a duration depending on their rank. B-rank and below techniques last indefinitely or until destroyed. A rank techniques last for a maximum of three turns as a puppet, and S rank techniques lasting two turns. The techniques that were turned into puppets still follow their own elemental strengths and weaknesses. This technique can be used to extend the duration on a technique that already has a duration but only for an extra two turns no matter what rank the technique is.

( ) - Authority and Order:
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage points: 40
Description: The user quickly manipulates their created puppet into an armor around themselves and delivers three strikes to the opponent's body while manipulating and rearranging a section of the puppet's body into a piston. The piston in conjunction with the user's strikes press into the opponent's body pushing them away and collapsing the areas that were hit.

( ) - Authority and Order:
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: The user manipulates their make shift puppet into a shield attached to their arm. The shield can be used to defend against techniques A rank and below. After the defense is used up, the makeshift puppet reverts back to its puppet form.


( ) - Authority and Order:
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short - Mid
Chakra Cost: 40
Damage points: 80
Description: The user manipulates their makeshift puppet into an armor that coats their entire body, the user than manipulates the puppets body at various points to stretch outward into spikes that can reach into mid range. Once this usage is over, the puppet unequips itself from the user and reverts back to his puppet form.

Additional effects and Restrictions:
Must have mastered Puppetry.
 

Vegeta

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Halidom (Haridomu)
Type: Fuuintaijutsu
Background: Many Decades ago, a reclusive group of monks began to study ninjutsu, taijutsu, and genjutsu as well as the advanced forms of each style. Fuuinjutsu is what caught their interest and its applications. They studied, not only how to empower it ,but to subdue the style in its entirety. Combining applications of Fuuinjutsu and Taijutsu, they developed Halidom.

Description on the Abilities and Inner Workings of the Style:

Halidom takes the concept of (Kekkai Kireme no Jutsu) - Barrier Shatter Technique and combines it with Fuuinjutsu's innate ability produce and shape barriers as well as close quarter combat inspired by taijutsu. Practitioners of this style are capable of generating barriers from their body in conjunction with taijutsu movements to enhance their powers. These barriers are capable of being manipulated into shapes such as drills, spikes, etc. But are limited to weaponry/armors/shields etc and can't be shaped into animals or beast. These barriers carry the properties of the Barrier Shatter Technique, allowing them to inject chakra into other barriers of equivalent rank to shatter them.

These barriers generated from the user's body are tangible and as per nature of Fuuinjutsu play on equal terms to elements, basic or advanced.

The ability to shape and produce barriers from the user's body works in tandem with their taijutsu usage, being able to erect a spear or drill from their arm similar to the Kaguya Clan's (Tessenka no Mai Hana) - Dance of the Clematis Flower to impale the opponent with as the user goes in for a palm strike. A majority of the close combat in Authority and Order are inspired by the Hyuga's way of fighting, not by targetting chakra points, but more directly pinpoint strikes to the body in general or open palmed hit. As well as, striking the opponent in quick succession multiple times with one technique. These hits cover more surface area on the opponent's body more than a fist would allowing the strike to hit more of the opponent's body at once.

The unique aspect of Halidom plays into when these hits actually make contact with the opponent. The barriers that strike the opponent will constantly inject their chakra onto the opponent/target, disrupting Fuuinjutsu that the opponent may use or already have active ending them. This will logically follow the same rule as interacting with barriers, only "shattering" or ending Fuuinjutsu with equivalent rank or lower. Once in constant contact with the opponent, the barrier contact with the opponent, prevents them from using Fuuinjutsu from that rank or lower as the constant injection of chakra would end the fuuinjutsu immediately once it's activated.

Despite there being no "ranged" variant of this style, the user can still produce Halidom barriers large enough that can reach the opponent (for example, making producing a large spear from the center of your palm to accompany a palm strike to hit an opponent thats out of reach). Thus the barriers can only originate from the user's body.


Example Techniques:

(Haridomu: Farankusu - Pezhetairoi Syntagma ) - Halidom: Phalanx - Pezhetairoi Syntagma
Rank: B
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 20 (-5 per turn)
Damage points: 40
Description: The user delivers multiple palm strikes to the opponent's body, aiming for their sternum and arms mostly. As the user strikes, they produce Halidom barriers from their palms in the shape of spears, these spears will impale the opponent's body skewering them. Once impaled with these spears, the opponent cannot use B rank or below fuuinjutsu. The user is able to maintain these spears in the opponent's body for a maximum of three turns at the cost of 5 chakra per turn.

(Haridomu: Seihai ) - Halidom: Holy Grail
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30 (-10 per turn)
Damage points: N/A
Description: The user releases a barrier around his body in the shape of Samurai armor to protect the user from incoming attacks of equivalent rank. This barrier is capable of shattering barrier fuuinjutsu of A rank and below on contact by constantly injecting the technique with chakra. If the user, while wearing this armor is in contact with the opponent. The opponent is unable to use any fuuinjutsu of A rank or below until they break contact. Holy Grail can be activated and used within a turn or chosen to be sustained by the user at the cost of 10 chakra per turn.


Additional effects and Restrictions:
Must have completed Fuuinjutsu and Regular NB Taijutsu
Specialists in this style gain the ability, All Fuuinjutsu barriers used by the user are now capable of shattering other barriers of equivalent rank.

Declined: The style is really cool, but that additional effect won't be approved.
 
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Asclepius no sutaffu | Staff of Asclepius
Type:Taijutsu
Background:
Staff of Asclepius fighting style was created by King, of the Hyuuga clan, who loved to fight with a staff. He loved to do so as he was short considering his age and so his reach wasn't as long as he would like, so he adapted to fight with a weapon such as a staff to increase his range. Through his spars he realized using a staff by itself wasn't efficient enough in a world with many that used ninjutsu as they would find different armors or elements to protect themselves. Instead he found his own unique way to adapt the use of his staff.

Using his knowledge of the gentle fist techniques, with his byakugan, he created a style that revolved around using bursts of chakra from his staff to increase it's damage and effectiveness in combat. Be it to add striking damage, strengthen the durability of his weapon, or to hit the chakra points of his target as long as he had his Byakugan active to hit them.


Description on the Abilities and Inner Workings of the Style:
This style is based around releasing pure chakra from the staff in bursts to augment the staff fighting style, applying all the knowledge of the gentle fist fighting style of the Hyuuga, to the close combat style using a staff and staff based weapons like a spear. The user would be able to release bursts of pure chakra from the weapon in various ways to increase it's damaging efficiency such as:
  • As they thrust the staff forwards, they would release a burst of chakra from the base to increase the speed of which the staff shoots forwards and enhancing it's power.
  • As they swing the staff, the user could release a burst of chakra from the back side of the staff to increase the speed and swing of the staff
  • Releasing chakra around the staff in a similar method to (Hakuro Tenbu) – Heavens Dance of Hazy White, to create a solid point for striking power on impact being able to fight on equal terms with elements
  • The user with their byakugan active can release a burst of chakra on impact of striking of of the 361 chakra points to seal off that point in a similar method to the gentle fist fighting style
  • By releasing their chakra into their staff they can cause it to rotate rapidly releasing chakra from the staff using it as a medium for it's own variation of (Jūken: Hakkeshou Kaiten), to create and ultimate defense in the staff itself at a range.
Example Techniques:

(Asclepius no sutaffu: Ichigekimi) - Staff of Asclepius: One blow Body
Type: Offensive
Rank: A
Range: short
Chakra: 30
Damage: 60
Description: Using a staff or spear as a medium the user will strike with their weapon upon the point of impact releasing a simple burst of chakra, with enough power to blast the opponent back. With the byakugan activated the user can use this to strike a specific point, closing the targets chakra points at those locations. This can be released through part of the staff or the whole staff. Due to the precise chakra control of the hyuga clan, this can be used to strike a specific weak point in a technique to cause it to break as the burst of chakra is released through it.

(Asclepius no sutaffu: Erumesu shūgeki ) - Staff of Asclepius: Hermes assault
Type: Offensive
Rank: A
Range: short
Chakra: 30
Damage: 60
Description: This is an adaptation to the trigrams palm strikes aimed to strike several chakra points. Instead of using the users hands, the user will rapidly trust their staff forwards with consecutive strikes, releasing bursts of chakra, hitting 64 chakra points of the opponents. Each successful strike halts the flow of chakra that ordinarily passes through the given tenketsu and makes chakra control a much harder endeavor. The recipient of this move will be rendered unable to user more than 35 chakra in individual attacks, which includes those with applied passives, for two turns. Beyond that effect, the usage of this maneuver will reduce the victim's chakra supply and any accumulated senjutsu chakra by 25% for four turns.

Additional effects and Restrictions:
- Must be a hyuuga with mastery over gentle fist and byakugan.

Approved: Cool style.
 
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