Custom Fighting Style Submission

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Geezus

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Dangan Geijutsu - (Bullet Arts)
Type:
NinTechTaijutsu

Background: As Ninja Technology has developed so has the need for shinobi to be able to quickly implement these new weapons into their fighting styles in order to survive on the battlefield. As time has passed more and more shinobi have come to know the power these weapons can have alongside their combat. The Bullet Arts is a unique combination of these two worlds, combining the usage of Scarborough Fair and melee combat. Using the chakra that's stored in Scarborough Fair, the user blends the line between short and long distance combat.

Sukābarafea | Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
  • Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
  • S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.
Approval

Description on the Abilities and Inner Workings of the Style:

Bullet Arts is a fighting style that relies on the user's possession of the Scarborough Fair. The four handguns are used to aid the user's taijutsu combat and help the user blend the line between close and long range combat. The fighting style is noteworthy in which that the user uses both hands and feet, the foot-mounted weapons being fired through use of the user's chakra. Able to combine hand-to-hand combat with gunfire weaponry, such a fighting style is effective enough to challenge powerful entities depending on the user's proficiency.

Many of the techniques revolve around fluid, dance-like movements that incorporate the use of the handguns in order to combat opponents both near and far through the use of Scarborough Fair's abilities. Bullet Arts is a combo-heavy fighting style which uses many multiple-hit and chainable moves. The style is about getting the opponent airborne to allow the user to assault the opponent with aerial combinations while they are disoriented. These attacks are usually initiated through the use of Scarborough Fair, the user often using the propulsion provided by the weapons to get into position and gain the upper hand.

Example Techniques:

Afterburner Kick
Rank:
C-S
Type: Attack/Supplementary/Defensive
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them.

Stilleto
Rank:
A
Type: Attack/Defensive/Supplementary
Range: Short-Long
Chakra: 30 via Scarborough Fair
Damage: 60
Description: Stilleto is a technique used for not only closing the distance, but also simultaneously attacking the opponent. It is an offensive way to dart around the battlefield while ensuring enemies are always within reach. The user fires the handguns attached to their feet as a means of propulsion while releasing chakra a single hand mounted handgun. This propels the user towards a target at double their base speed, and slashes them with incredible quickness. This attack is limited due to its linear trajectory. This technique can be performed in mid-air.

Additional effects and Restrictions:

  • Practitioners of this style must have Scarborough Fair in their possession otherwise this style becomes completely useless.
  • Practioner must have also completed basic NB Taijutsu due to the nature of elemental taijutsu involved within the style.
  • Specializing in this fighting style, the user is capable of conserving chakra when using Scarborough Fair. This means being able to complete the techniques effectively with the use of only half the required chakra while still maintaining the same damage output.



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

LGeezy, our loyal member, gave on the 11th of December 2018, a request for a Patent on the Custom Fighting Style, Bullet Arts. I, Imperfect of the Custom Fighting Style Bureau, by the power invested in me, 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;


(Dangan Geijutsu) - Bullet Arts
Powered by Lord of Kaos
Copyright 2018, LGeezy, AnimeBase.net

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Revamping Bullet Arts by changing the name and removing the necessity to have a specific Gun based CW. Kept the core mechanics of the CFS and just made the CFS more generalized for current and possible future users. Also brought the CFS specialty in line with today's RP mechanics.


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Gun Kata
Type:
Scientific Nintaijutsu

Background:
As Ninja Technology has developed so has the need for shinobi to be able to quickly implement these new weapons into their fighting styles in order to survive on the battlefield. As time has passed more and more shinobi have come to know the power these weapons can have alongside their combat. The Gun Kata is a unique combination of these two worlds, combining the usage of Gun-based Custom Weapons and melee combat.

"Each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly."

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Description on the Abilities and Inner Workings of the Style:

Gun Kata also known as Gun Fu or Bullet Arts
is a fighting style that relies on the user's possession of a Gun Custom Weapon. In conjunction with these weapons and the user's taijutsu this style revolves around helping the user blend the line between close quarters and long range combat. Such a fighting style is effective enough to challenge powerful entities depending on the user's proficiency. Once a student has learned the basics the only way for him to advance in his art is through combat, so beginners don't stay beginners long, they are either killed or they become better. A master is a truly magnificent sight to behold in battle.

Many of the techniques revolve around fluid, dance-like movements that incorporate the use of the weapons as melee objects maximizing the user's damage output in close-quarters with the utilization of close range shots or entirely switch gears by utilizing this fighting style to keep pressure on foes while maintaining a safe distance. Those trained in Gun Kata can switch targets as fast as possible while avoiding counter attacks from their opponents thanks to their honed ability to study the opponent's movements and calculate the most likely positions to maximize lethality while minimizing vulnerability.

The user of this ability is capable of calculating the most precise angle for targeting an opponent and predicting where to be in order to avoid return fire by the enemy. This, combined with good gunmanship results in the ultimate warrior of the modern age, a samurai or ninja that utilizes guns instead of swords. These ultimate gunners may or may not be bound by a code of honor such as those who preceded them. Gun kata practitioners may even be hired as assassins or life-long body-guards for powerful rulers or executives
.

Example Techniques:

Afterburner Kick
Rank:
C-S
Type: Attack/Supplementary/Defensive
Range: Short-Mid
Chakra: 10-40
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra and releases the it from within their Gun into the fire element which covers the user to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them.

Stilleto
Rank:
A
Type: Attack/Defensive/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: Stilleto is a technique used for not only closing the distance, but also simultaneously attacking the opponent. It may also serve as an offensive way to dart around the battlefield while ensuring enemies are always within reach. The user fires their Gun rapidly as a means of propulsion. This propels the user towards a target at double their base speed, and attacks them with incredible quickness. This attack is limited due to its linear trajectory but can be performed in mid-air as a way to reposition.


Additional effects and Restrictions:
  • Practitioners of this style must have in their possession an approved Gun Custom Weapon.
  • Practitioners must have completed basic NB Taijutsu due to the elemental nature of some techniques.
  • May be utilized by Samurai biographies.
  • Custom Fighting Style Specialty: Gun Kata Master - Able to calculate the most precise and effective angle of attack while predicting where to be to evade return fire, Gun Kata Masters are able to prevent the opponent from free dodging Gun Kata based techniques while they are within 8 meters.

    Update declined: I want what you were smoking when you came up with that specialty. It's potent. Put me on to your dealer. No techniques/Styles/etc will be made that can circumvent a free form dodge. Especially if the reason why they can even free form dodge is that they are quite literally faster than your technique. This specialty doesn't make sense. - Daemon
 
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Pervyy

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[Cybernetic Deception | Saibanetikku sagi]
Type
: Technology/tai/holographic
Background:
This fighting style was originally created from the use of drones used to project images or videos for communication. From here a scientifically minded ninja decided to combine the idea of using holograms with advanced technology to create a fighting style where Holograms were used to mimic illusions while technology was used for attacking, masked by the illusions to create a deceptive fighting style.

Description on the Abilities and Inner Workings of the Style:

This fighting style has 2 levels of use, one for regular shinobi and one for cyborgs. For regular shinobi to use this style they must state that one of their item slots on their bio is taken up by the mini drones needed to enact this style. For cyborgs this style is used through a mass of nanobots that can be stored within their body and released passively to create a series of abilities.

These drones or nanobots are then release and controlled, using preprogramed functions that the user activates. The drones/nanobots will project holograms around them to create visual effects based on the users needs (To be stated in the techniques). These holograms could range from a series of earth spikes, to creating a city, to even changing the weather. They could also be used to remove certain things from view by projecting the background around them to mess with the users opponents.

The real power of the fighting style comes with the unique abilities of the drones/nanobots to make these holograms almost realistic by using specific technology to mimic the situations projected. For example, should they project a hologram of the earth spikes, the drones/nanobots will form into that shape to create those physical creations to actually create the impact. Should they project a wind storm, the drones/nanobots would from mini jets within them to create wind currents. The drones/nanobots are able to mimic fire through forming jets, solids through physical impacts, lightning through creating static generated through generators within and more within reason. Where the drones/nanobots mimic the holograms they create they will carry a damaging factor from the impact of what they create.

The true deception of this style comes when the use creates a hologram to project one image but uses it to hide the actual attacks the drones are creating in the methods mentioned above. The drones/nanobots could project and image of spikes while changing the surroundings to hide themselves, yet release wind from themselves above the opponent. The bots can also replicate the sounds of the events they are projecting. These nanobots will always form projections around themselves to hide themselves, blending into their surroundings.

Example Techniques:

Ragnarok

Type: Attack
Rank: A
Range: Long
Chakra: N/A
Damage: 60
Description: Through this technique the user will release a mass of cloaked nanobots from their body, into the air around them that begin to project a large scale hologram in the surrounding area. This hologram will display the sky darkening with clouds of black as the battlefield darkens. From above a series of meteors will rain down, like raining fireballs the size of a car. The ground will crack revealing streams of magma. In reality as series of nano bots will take to the skies forming balls and come down from above while releasing flames from around them, falling within the projection. The rest would purely be a hologram.

Masked movement
Type: Supplementary
Rank: A
Range: Long
Chakra: N/A
Damage: N/a
Description: This is a unique method of escape where the user's nanobots will project a hologram of the user where he stood and produce any movements or sounds with this hologram the user wishes. While the nanobots do this, they will use holograms to mask the user's actual movement, allowing them to either escape or perform sneak attacks in the process.

Additional effects and Restrictions:
- Cyborgs can control the Drones/nanobots through chip in their body that is linked to their inner systems, much like Delta's drone.
- Regular shinobi will use a control of their choosing, be it a watch, a hand control or something of the same function.
- All attacks will contain no chakra but their will play on equal terms with elements.
- Should the user be a Cyborg, they may use one of their specialities to specialise in this style where they will create empowered nanobots to increase the damage of any techniques they use, that contain nanobots, by +20 damage.

-Declined- I'm fine with most of this but the main problem is it's neutrality to everything elemental. It can be neutral to most things but I want it to have a weakness somewhere, probably lightning for the non cyborg version at the least. Also I'm not sure about a flat damage increase specialty, maybe something a little more inspired.
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[Cybernetic Deception | Saibanetikku sagi]
Type
: Technology/tai/holographic
Background:
This fighting style was originally created from the use of drones used to project images or videos for communication. From here a scientifically minded ninja decided to combine the idea of using holograms with advanced technology to create a fighting style where Holograms were used to mimic illusions while technology was used for attacking, masked by the illusions to create a deceptive fighting style.

Description on the Abilities and Inner Workings of the Style:

This fighting style has 2 levels of use, one for regular shinobi and one for cyborgs. For regular shinobi to use this style they must state that one of their item slots on their bio is taken up by the mini drones needed to enact this style. For cyborgs this style is used through a mass of nanobots that can be stored within their body and released passively to create a series of abilities.

These drones or nanobots are then release and controlled, using preprogramed functions that the user activates. The drones/nanobots will project holograms around them to create visual effects based on the users needs (To be stated in the techniques). These holograms could range from a series of earth spikes, to creating a city, to even changing the weather. They could also be used to remove certain things from view by projecting the background around them to mess with the users opponents.

The real power of the fighting style comes with the unique abilities of the drones/nanobots to make these holograms almost realistic by using specific technology to mimic the situations projected. For example, should they project a hologram of the earth spikes, the drones/nanobots will form into that shape to create those physical creations to actually create the impact. Should they project a wind storm, the drones/nanobots would from mini jets within them to create wind currents. The drones/nanobots are able to mimic fire through forming jets, solids through physical impacts, lightning through creating static generated through generators within and more within reason. Where the drones/nanobots mimic the holograms they create they will carry a damaging factor from the impact of what they create.

The true deception of this style comes when the use creates a hologram to project one image but uses it to hide the actual attacks the drones are creating in the methods mentioned above. The drones/nanobots could project and image of spikes while changing the surroundings to hide themselves, yet release wind from themselves above the opponent. The bots can also replicate the sounds of the events they are projecting. These nanobots will always form projections around themselves to hide themselves, blending into their surroundings. The user will always be able to see through the projections to identify what is real.

Example Techniques:

Ragnarok

Type: Attack
Rank: A
Range: Long
Chakra: N/A
Damage: 60
Description: Through this technique the user will release a mass of cloaked nanobots from their body, into the air around them that begin to project a large scale hologram in the surrounding area. This hologram will display the sky darkening with clouds of black as the battlefield darkens. From above a series of meteors will rain down, like raining fireballs the size of a car. The ground will crack revealing streams of magma. In reality as series of nano bots will take to the skies forming balls and come down from above while releasing flames from around them, falling within the projection. The rest would purely be a hologram.

Masked movement
Type: Supplementary
Rank: A
Range: Long
Chakra: N/A
Damage: N/a
Description: This is a unique method of escape where the user's nanobots will project a hologram of the user where he stood and produce any movements or sounds with this hologram the user wishes. While the nanobots do this, they will use holograms to mask the user's actual movement, allowing them to either escape or perform sneak attacks in the process.

Additional effects and Restrictions:
- Cyborgs can control the Drones/nanobots through chip in their body that is linked to their inner systems, much like Delta's drone.
- Regular shinobi will use a control of their choosing, be it a watch, a hand control or something of the same function.
- All attacks will contain no chakra. The drones will be weak to lightning for regular shinobi whereas cyborgs will have improved the technology to remove this weakness. The damaging abilities, such as creating fire or lightning will play on equal terms with elements.

-Declined- At users request.
 
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r a g o o n
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Type
: Fuinbukijutsu
Background: The age of Chakra had established a turning point for the world and thusly, its inhabitants as a whole. Humanity had opted to define the introduction of chakra as the turning point for the Calendar, and as such, serves as the hallmark for the new era. Many who live today know very little prior to, or can scarcely imagine a world without chakra; an iconic energy source for much, including warfare. Before chakra, however, the world and the wars waged within it were far more "simplistic," and demanded strict discipline, combined with a degree of creativity for the fullest effect.

During the age prior to Ninjutsu, at times referred to as the "Dark Age" was an era of both mystical and legendary beasts. While dragons exist as a ruthless force even in the modern day, they are often few and far between and find the source of their powers diluted or grossly restricted by comparison to their ancestral roots. In the Dark Age, Dragons were not only an incredible destructive force that rivaled nature herself, but they were abundant as well. Many various breeds existed of the creatures, often generating territorial disputes that would reshape the very landmarks that they might share. Often times, humanity would find themselves caught in the crossfire of such conflicts between the beasts. Eager for a solution to the growing threat of the Draconic species, humanity came forward with a newfound principle of response: "To fight fire, with fire." This doctrine took the form of a newfound sect of elite warriors that would be trained in extensive martial arts -specifically Bukijutsu- that capitalized on the utilization of polearm weaponry that compensated for the evasiveness and airborne maneuverability of the foe they faced, namely Spears and Lances. Through many years of refinement of it's techniques and the minimalizing of it's flaws, the "Dragoon" was formed, named as a direct response to the foe they were meant to serve as the direct antithesis to.

Not long after the Order of the Dragoon was formed -or Dragoon Knights-, which was composed of twelve Knights solely at the time, the senior founder of the order, Thordon, had found himself at an impasse with a particularly unique breed of Dragon: The Ahamkara. This specimen of Dragon was found to be capable of incredible things, allowing for the granting of "wishes" or "desires" through the utilization of their unique powers, and in exchange, they carried a unique taste of "empathavores"; in which they fed off of one's emotions, whether positive or negative, with stronger emotions being far more flavorful and thus desirable for this particular breed. While the beasts were indeed powerful, they showed a unique intelligence that many of their kin seemed to lack. The attempt at a parley was made, a hope for a mutually advantageous treaty to be forged for the first time between Dragon and Man. The Ahamkara had no desire nor need to kill humans. In fact, it went directly against their nature. After all, they fed off of the emotions of Men, and thus should they have the means to venture into human territories freely, they would only benefit. Yet Thordon's desire for the annihilation of the Draconic species was potent and rich; far more than most of his predecessors or his peers. It was pure and indifferent, carrying not for the differences of one from another. His family, home and only son had all met death at the destructive mindlessness of the serpents, "so surely.." Thordon thought, ".. they deserve no quarter..." The sheer intensity of his desire was enough to bait the hunger of the Ahamkara to overlook the potent malice that his wishes were absolutely rotten with. "Grant me the power to annihilate my foes, and you will have freedom among my lands." True to their nature, the Ahamkara had granted Thordon, as well the other eleven Dragoon Knights, the ability to utilize unnatural, incredible mobility and strength to dominate the skies.

Shortly after the Dragoon Knights had become equipped with powers that belied their natural capabilities, enhancing what was already capitalized upon by their honed skills of the Dragoon style, the twelve Knights had taken up renewed resolve to fulfill the duty of their very namesake. As a result, the Order had begun to rapidly mass produce more Dragoon Knights, eager to formulate an army with the power afforded to them by the Ahamkara. In no shortage of irony, the Ahamkara were the first of many to face the eradicative intent of the Order. Over the span of a mere handful of years, the Dragoon Knights had besieged an entire species to near extinction, utilizing the power afforded to them by Dragons as the means to do so. This, throughout history, would become known as the "Great Hunt." A "reckoning, a purge, just retribution" dealt to the Draconic race as a whole by Man as a means to free humanity from the once ever present and looming threat of the mighty beasts that riddled the lands and blotted the skies.

No less than a millennia has passed since such events. Through the ages, the powers originally granted to the Dragoons had steadily yet surely diminished and lost the potency it once had, reverting them back to relying entirely on their own physical discipline and capabilities. Yet with the introduction of Chakra and Ninjutsu in the ushering of the new era, the Order had new means to recreate the might they once harnessed through the use of various Chakra-based techniques that, after some years, would return them to the skies. Today, the Order itself as an agency of Men exists as little more than a smudge in history, drafted in various scrolls and textbooks with a variety of their teachings and techniques inscribed in the same notes, yet the Dragoon Style persists on, serving as a functional fighting style that allows for a unique combative style that relies almost entirely on the Spear.

Description on the Abilities and Inner Workings of the Style:

" Of all the things that are symbolic of the nations of Men, few are more recognized than the Dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the Dragoon. "
-Azure Dragoon
Over the years, the Dragoon style has been refined into it's present and defining status as a Bukijutsu style that borrows fundamental advantages from that of Fūinjutsu and Ninjutsu as a means of delivering their attacks in otherwise archetypical ways that separated them from any known Polearm martial art. Over the years, the Dragoon style was adapted to utilizing bodily seals upon key parts of their body that served as a means of allocation of concentrated energy that could be used to amplify the capabilities of the User in whatever means they needed that was afforded to them by the seal. The Seal, known as the "Dragoon's Soul" (to be made into a passive reference technique later) takes the form of a tattoo of a Dragon that is primarily printed across the back of the Dragoon Knight, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts are seen extending throughout the User's body, examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" (to be detailed through passive reference technique of "Dragoon's Soul") throughout the User's body, which is functionally a cocktail combination of built up tension force absorbed from the muscles of the User -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifest-able source of energy that gives directable control of the force, which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, such as the creation of Avatars made of raw chakra resembling Dragons, or crescent shaped projectiles created from slashing force from the User's Lance or Spear. Through the harnessing of a physical force such as tension force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User.​

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Through the use of what became their iconic and trademark talent, the "Vorpal Jump," in which the Dragoon would utilize incredible strength concentrated into their legs to lunge skyward and through the use of their Lance as the spearhead of their strikes, they apply incredible momentum-driven force to carry their spears to pierce the hides and scales of their foes. Through the use of Draconic Force, a Dragoon (or practitioner of the Dragoon Style) is capable of a variety of otherwise incredible aerial acrobatics. Utilizing the Dragon tattoo marked upon them, a user of the style may discharge the force in concentrated bursts through the use of manifesting seals, acting as a sort of directional manager to allow them to make split-second adjustments to their direction and thus, their momentum force which carries the true might of their attacks. The rank of these discharges carries a momentum-based boost of speed equal to twice that of the user's rank in speed, dispersing instantly after the usage of the technique has run its course. These discharging seals do not react to anything engaging with them other than the Dragoon themselves, carrying a unique chakra signature that makes them incapable of responding to opponents or inanimate objects, leaving the usage of these seals purely at the benefit of the user only. Consequently, such maneuverability is not so reliable as to be usable in any given situation, requiring proper timing and rational circumstances to afford it's maximum effect. Doubly, once a discharge of Draconic Force has been issued, it becomes a committed use, requiring the full use of the initial discharge to take it's course, or the User suffers damage to their body as a means to forcefully abort their course, before a new choice of application may be utilized. An example scenario being: If a Dragoon discharges Draconic Force from their feet or legs through the use of "Vorpal Jump" to amplify a jumping motion to launch them into the air with incredible strength and speed, the Dragoon is now committed to that jump and is incapable of changing course unless they are otherwise met with an equal or greater force (within reason), run the expected distance of the leap's full reach (i.e. "20 meters into the air"), or forcefully abort the momentum by counter-discharging Draconic Force of equal or greater force in a different direction (i.e. if initial discharge was downward to launch User upward at B-rank use, then the User must apply force right, left or upward of equal or greater rank, at the cost of an additional move slot). Opting to forcefully alter course in this way can cause a variety of physical repercussions, namely whiplash to the User and thus can cause damage to the User that scales relative to the rank of the initial discharge.​

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While "Vorpal Jump" is the trademark mechanic and technique of the Dragoon Style, it is certainly not the only way it may be used in application. Due to the fundamental functions of the style relying of seal-casting and positional variation, the user may apply one or multiple discharge seals at a time in order to develop various techniques and methods of utility. One such example of the principles of utilizing seals as a means of discharging concussive force to result in offensive or supplementary utility would be applying the seal as it is naturally intended, serving to allow the Dragoon to create bursts of energy in a designated direction, but instead of relying solely on positions upon their body to discharge the seal from, they may place them upon another body or surface as well, such as the ground, walls or other similar surfaces, within logical reasoning. Despite this versatility, a user is incapable of placing seals greater than 5 meters away from their position, and the surface must be within their vision. While this is most commonly used on their own bodies to guide their own mobility to either initiate an airborne position or to guide their direction while airborne, it can be used in a variety of different ways, such as creating a "Vorpal Tunnel" of reoccurring rings that are all generating a "draft" in a specific direction. For each one of the rings that the Dragoon passes through, they pick up more and more speed which in turn enhances their thrusting strike with their Lance, causing devastating damage.

Example Techniques:

⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type
: Offensive / Supplementary
Rank: B-S
Range: Short-Mid
Chakra: 20-40
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."


Additional effects and Restrictions: Must be of Jounin rank or higher, have completed basic Fuinjutsu training and have a weapon that can be logically used as a Spear or Lance, among other piercing polearms.

Upon completion of Dragoon style training, all practitioners of the style are granted an inherent +20 damage boost to any physical attack made against anything that can be logically identified as a Dragon, or something related to the Draconic species, afforded to them by a millennia of forging themselves as the antithesis to Dragons, honing their understanding of Draconic beings in both their strengths and their weaknesses. This damage increase acts as a passive bonus, not contributing to one of two potential boosts to a technique.

A practitioner of this style may have the option to classify it as their combat Specialty, in which case it is regarded that user has undergone extensive physical conditioning, in addition to the finesse and agility granted by the more advanced fundamentals of the style. As such, specialty grants the user a +1 rank bonus (or +20 damage equivalency) to all Dragoon Style related techniques without the need for additional strain placed upon their body to perform, while also allowing the use of Vorpal Jump to occur within the same timeframe as other techniques; a testament to their extensive understanding of the style and ability to predict their own movements relating to the use of the style's techniques in an efficient and masterful manner.

Declined: This is mostly fine. A couple things I won't allow such as a damage increase of any kind not counting towards the two potential boosts, this is only allowed through the attribute system or special items that facilitate this. The +20 to draconic entities in general is a no go. Fancy idea but there is no real place for it or RP outside of NW stuff. As for the specialty section, you must choose between +20 boost to Dragoon techniques OR Vorpal Jump within the same timeframe. You cannot have both. - Daemon
 
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Shady Doctor

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Resubbing from here after hella years: https://animebase.me/threads/archive-custom-fighting-styles-submission.157595/page-21#post-10918699

As a Sage this will be my 3rd cfs




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Doom Fist​


Type: NinTaijutsu/Bukijitsu

Background: While studying the different types of Ninjutsu, genjutsu and Taijutsu Shady had studied the technique called Rasengan which was just dense, spiraling chakra. Shady loved the idea of the jutsu and wanted to come up with his own style that used "spiraling chakra". He began practicing over the years and decided to incorporate the spiraling of chakra into a taijutsu style which could help him crush opponents. After many more months of practicing chakra control and taijutsu he invented his own style of fighting that not only incorporated the crushing abilities of rasengan, but also adding in pure finesse with certain movements and usages of the rotating chakra.

Description on the Abilities and Inner Workings of the Style:
Doom Fist is an advanced Taijutsu style that incorporates the chakra spiraling aspect of Rasengan into close combat fighting. The basis of the style is to coat a body part in a thin layer of chakra followed by forcing chakra outside that coated body part such as the knuckles, knees, elbows, feet etc. followed by making that chakra heavier and dense then making it spiral at high rates. By doing this, each blow received by the body part that has the spiraling chakra is capable of ripping apart skin/body parts or solid objects with relative ease; Even being capable of destroying large areas or structures from the immense impact. Unlike the Rasengan the spiraling chakra is not visible since it's unshaped for the most part but it spins at such a high speed that the air around the limbs begin to ripple, giving off a visual cue of the style being used. A master of this style is even capable of using it with weapons such as staffs, knum chucks, katanas etc. When using this style through a weapon (staff for example) the user makes his chakra spiral at either the tips of the staff or the exact spot they intend to hit the target with in order for it to have the same affects as using the style with his body. This style can even be used for defensive purposes by making the chakra violently spiral in the spot the enemy intends to hit thus ripping whatever comes in contact with that area. Even though the style is mainly used for direct destruction, it has its uses outside of pure damage. The spiralling chakra can be used to defend against certain projectiles and close combat attacks by having the fast spinning chakra redirect the attack while the user does minute movements; Looking similar to the user weaving and having attacks barely slide off of him (Techniques to be made). Overall the style can be used In a myriad of ways, and doesn't have a set of specific movements, which allows it to be very adaptive from user to user. Due to the spinning chakra being so dense, techniques of this style can combat elements on equal terms, giving the user more range of use when in combat.

After mastering the core of the style, shady had taken it a bit further; Adding Yang chakra to the style in order to not only have higher physical capabilities but also use the unique effects yang could gift one in close combat. During the process of using the style, the user also adds Yang chakra within the spiralling attack; Causing steam to emanate from him and swirl around with the air ripples. Upon contact with techniques that hold chakra or living beings, the yang chakra would use its burning nature to literally burn away chakra. Specifically it would burn away spiritual/yin based chakra and would have a specific effect when coming into contact with a technique or person. When clashing with techniques, the yang chakra aims to burn away chakra equal to the technique used, being able to burn away things such as tethers or infusions if within the chakra scope. When hitting a living being, it would do the same thing, but also burn away an additional -50 chakra from their total chakra pools.

Overall the usage of Yang with the style of close combat, the user is granted higher strength and speed with his attacks; Translating to having higher base damage and chakra in the techniques and being capable of having a momentary speed boost when attacking using the style (to be added in techniques).

Example Techniques:


Rip fists
Rank: S
Type: Attack
Range:Short
Chakra cost: 50
Damage Points: 100
Description:
The user first pumps chakra into each knuckle on both hand then condenses it to the fullest while spiraling the chakra violently. The chakra on the index and middle fingers knuckles(on the right hand) will spiral clockwise while the chakra on the marriage finger and pinky knuckles will spiral counterclockwise thus giving the user the ability to "grind" whatever the fist comes in contact with. The left hand will do the same thing as the right but spiral in opposite directions. The yang chakra within the blow would cause the chakra from targets to be burned away at the rate of -50 per blow, and would sever the connections/burn away yin infusions with techniques clashing with this that have equal or lower chakra.

-------------—----------------------

Ripping shield
Rank: S
Type: Defense/Attack
Range:Short
Chakra cost: 50
Damage Points: 100
Description:
The user focuses condensed chakra in both forearms then begins making it spiral violently. The chakra would begin spiraling so fast that it would seem as if the air around the forearms are being ripped. The user then puts both of his arms in front of his face with the forearms pointed at the enemy. When the enemies fist, leg, feet, or weapon comes in contact with the chakra the said limb or weapon will be shredded into pieces quickly. The chakra on the arms spin fast enough to rip skin, bones and stone alike. The yang chakra within the blow would cause the chakra from targets to be burned away at the rate of -50 per blow, and would sever the connections/burn away yin infusions with techniques clashing with this.

---------------——--------------------

Rip transfer
Rank: B
Type: Attack/Defense
Range:Short
Chakra cost: 20
Damage Points: 40
Description:
The user forces his chakra into any weapon in hand and molds his chakra to spin at any chosen spot on that weapon. The chakra on the weapon will be condensed just like any other Doom Fist technique and will also spiral violently. With the chakra spinning so fast it will seem as if the air around the weapon is being rippled. Depending on the chosen weapon this can be used as both attack and defense. You can attack with the weapon which would rip whatever it comes in contact with or you could block with the exact spot the spiraling is happening which would deflect whatever comes in contact with it.

Additional effects and Restrictions:
- Due to constantly using the style and making use of the condensed heavy chakra, specialists of this style will naturally have stronger bodies, so the damage of their chakra-less/chakra using Taijutsu and Bukijitsu increased by 20 damage.

Declined: Burning away chakra during clashes as an inherent ability of the style is a no go. That's approaching Yin territory. Yang only "burns" away chakra by damaging a target's chakra system. Most techniques do not have a chakra system so that logic does not hold up. It would work on like sentient entities with a chakra system similar to how it would burn away -50 from their chakra pools. Also that +20 passive boost you got on that specialty there is a no from me. - Daemon[/B]
 
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Geezus

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Can't quote original post, but heres the link

Sentouryuu - Infinite Sword Style
Type:
Ninkenjutsu
Background:

During the course of his life, the man who would create this style was a fan of both samurai and ninja, greatly admiring them to the point of becoming a samurai himself. He became a master of the Infinite Sword Style being regarded a living legend and regarded as the "God of the Sword" by some.

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 the large number of swords at thier disposal. During the battle, these swords are scattered across the battlefield, making it so there is always a multitude of swords 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.

Due to the flexibility of the sword style, practioners 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 exists.

It should be noted, each practioner of this style carries with them a special case of katanas and each sword within this case is linked to them via thier chakra. The connection to each blade can seemingly make opponents believe the blades are capable of acting of free will. Because of this link, it causes these blades to only be able to be wielded by the user or someone who has learned the innerworkings of the style and can be detrimental for the unwary opponent who attempts to use the blades themselves. With access to one or multiple swords at any given time this kenjutsu style allows for the seemless intergration of many kenjutsu styles in conjunction with the techniques only possible with this style.

Example Techniques:

Infinite Sword Style - Addition
Rank:
A
Type: Attack
Range: Short - Mid
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 utilising 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 doubled through the subsequent use of the Multiplication technique.

Infinite Sword Style - Multiplication
Rank:
S
Type: Attack/Supplementary
Range: Short
Chakra: 40
Damage: (doubles damage points of 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 in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. 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.
(Usable Twice)

Infinite Sword Style - Three Paths Shot
Rank:
B
Type: Attack/Supplementary
Range: Short- Long
Chakra: 20
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process.

Additional effects and Restrictions:

-Must have mastered Kenjutsu
-Practioners of this Fighting Style may be Ninja, Samurai, or Ronin gaining a unique speciality should they choose to specialize in this style (only one specialty may be chosen in the case of dual abilities)
  • Ninja Path: Ninja are capable of creating a barrier ninjutsu utilizing these blades if they have access to Fuuinjutsu, this barrier is equal to A rank and encloses the user and opponent within a confined space that limits the ability of the opponent from escaping outside mid-range.
  • Samurai Path: Samurai have the ability to infuse an element of thier choice into the techniques allowing them to adopt the properties of the element.
  • Ronin Path: Techniques of this style are capable of inflicting spiritual damage to an opponent or affect spiritual entities [must be declared and only physical or spiritual application can apply at any given time]
Update Declined: The Path stuff cute but nah. - Daemon
 
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Kooljay

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Changelog:
  • Changed specialty to being able to layer two Nine Sword Style genjutsus within the same timeframe.
Kyūtōryū - Nine Sword Style
Type
: GenKenjutsu
Background: The Nine Sword Style is a GenKenjutsu style that involves the user attacking their foe with 9 swords. 3 of which are real swords and 6 and illusory. It draws heavy inspiration from the Leaf Ninja Art: Willow technique.
Description on the Abilities and Inner Workings of the Style: Before the style can be fully utilized that user must be proficient in wielding a sword in both hands and their mouth. Then the user will wave all of the swords to cast a visual genjutsu that is similar but more powerful to the Leaf Ninja Art: Willow genjutsu. Once in the genjutsu, the target will perceive the user as having two more heads and four more arms appearing on him, which wield copies of his swords for a total of nine blades. While the fighting style is already unorthodox, the addition of 6 illusory swords makes it even harder to follow when all are being used to attack at once in a cohesive fashion. The style is hyper-offensive in nature. In theory the target will have a hard time breaking the genjutsu due to the user continuously engaging in cqc kenjutsu. The real swords will be used to do surface slashes and attacks so as not to cause enough pain to break the genjutsu. The illusory swords will do the seemingly more dangerous kenjutsu causing the target great spiritual damage.

Example Techniques:

Nine Sword Style Genjutsu: Asura
Type
: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This is the basis and initial jutsu required to use the Nine Sword Style Genjutsu. With a sword in each of the user’s hands and one in their mouth, they will wave their swords within their target’s line of vision, much like the Leaf Ninja Art: Willow Technique, and cast a powerful visual genjutsu. To those in the genjutsu, it appears as if the user gains an additional pair of heads and four more arms, all wielding duplicates of their swords—each appearing twice more, for nine swords total.
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Nine Sword Style: One Mist Silver
Type
: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 Spiritual Damage
Description
: The first derivative Nine Sword Style attack that is seen. The user, holding their swords so that the blades are pointing toward the enemy, leaps toward them at great speeds, powerfully slashes them with all nine of his swords at once, and ends up behind the enemy's back, holding his blades in a manner that makes them look fanned out. The user will use their physical swords to do surface level slashes that are hidden amongst the illusory slashes. The genjutsu swords will inflict deep illusory gashes into the targets body as well as cut the target’s Achelle’s Tendons in both feet causing them great spiritual damage. The target will perceive themselves as being unable to stand properly.

Additional effects and Restrictions: One must master genjutsu, taijutsu, and kenjutsu before even attempting to the learn the Nine Blade Style. Specialist of the Nine Blade Style may layer up to 2 Nine Blade Style genjutsu within the same timeframe.

Declined: The General Concept is fine but you need to change the specialty on it. Not letting it conflate with the Genjutsu Layering specialty. - Daemon
Changelog:
  • Took out specialty.
Kyūtōryū - Nine Sword Style
Type
: GenKenjutsu
Background: The Nine Sword Style is a GenKenjutsu style that involves the user attacking their foe with 9 swords. 3 of which are real swords and 6 and illusory. It draws heavy inspiration from the Leaf Ninja Art: Willow technique.
Description on the Abilities and Inner Workings of the Style: Before the style can be fully utilized that user must be proficient in wielding a sword in both hands and their mouth. Then the user will wave all of the swords to cast a visual genjutsu that is similar but more powerful to the Leaf Ninja Art: Willow genjutsu. Once in the genjutsu, the target will perceive the user as having two more heads and four more arms appearing on him, which wield copies of his swords for a total of nine blades. While the fighting style is already unorthodox, the addition of 6 illusory swords makes it even harder to follow when all are being used to attack at once in a cohesive fashion. The style is hyper-offensive in nature. In theory the target will have a hard time breaking the genjutsu due to the user continuously engaging in cqc kenjutsu. The real swords will be used to do surface slashes and attacks so as not to cause enough pain to break the genjutsu. The illusory swords will do the seemingly more dangerous kenjutsu causing the target great spiritual damage.

Example Techniques:

Nine Sword Style Genjutsu: Asura
Type
: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This is the basis and initial jutsu required to use the Nine Sword Style Genjutsu. With a sword in each of the user’s hands and one in their mouth, they will wave their swords within their target’s line of vision, much like the Leaf Ninja Art: Willow Technique, and cast a powerful visual genjutsu. To those in the genjutsu, it appears as if the user gains an additional pair of heads and four more arms, all wielding duplicates of their swords—each appearing twice more, for nine swords total.
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Nine Sword Style: One Mist Silver
Type
: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 Spiritual Damage
Description
: The first derivative Nine Sword Style attack that is seen. The user, holding their swords so that the blades are pointing toward the enemy, leaps toward them at great speeds, powerfully slashes them with all nine of his swords at once, and ends up behind the enemy's back, holding his blades in a manner that makes them look fanned out. The user will use their physical swords to do surface level slashes that are hidden amongst the illusory slashes. The genjutsu swords will inflict deep illusory gashes into the targets body as well as cut the target’s Achelle’s Tendons in both feet causing them great spiritual damage. The target will perceive themselves as being unable to stand properly.

Additional effects and Restrictions: One must master genjutsu, taijutsu, and kenjutsu before even attempting to the learn the Nine Blade Style.

Approved - Daemon
 
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(Hinokami Kagura) Dance of the Fire God
Type:
Atavistic Kenjutsu (Atavistic Flame + Kenjutsu)
Background: Long before Chakra was distributed to the masses in the form of Ninshū by the Sage of Six Paths, humanity had a unique ability: the Human Principle, or Atavistic Flame as it is currently known. Though the power was lost to history, a loss of knowledge compounded by the introduction and adoption of chakra by most of the civilized world, it has come to be rediscovered in the modern era.

Like Atavistic Flame, Hinokami Kagura is not a new method of fighting, but an older one rediscovered in modern day, having been passed down in the form of a ritual dance over many generations. It is a form of Kenjutsu that utilizes Atavistic Flame and its unique properties to empower its users to fight beings far greater in strength than themselves, and to carry on the collective flame of humanity.

Much like how Atavistic Flame was originally known as the Human Principle, Hinokami Kagura is also known by another, older name: (Hi no Kokyū) Sun Breathing.

Description on the Abilities and Inner Workings of the Style: Hinokami Kagura blends the usage of Atavistic Flame alongside the use of Kenjutsu, creating a swordsmanship form that has remarkable power, and a unique mechanic, with the flames appearing more red-orange than the traditional orange-yellow of Atavistic Flame, reminiscent of solar flames.

The Atavistic Flames that are invoked in a Hinokami Kagura technique do physical damage, directing the explosive force along the edge of the sword in most techniques to increase their cutting potential, or in large swaths to apply their purifying flames as a method of healing others and cleansing them of afflictions that could be burned away by the ancient fires. This means that a Hinokami Kagura practitioner could use their techniques to both simultaneously fight off an opponent while also healing their comrades that might be close enough to be bathed in the flames of their techniques.

Hinokami Kagura is a sort of reverential dance and its techniques escalate in power and speed the longer the dance can be maintained. This manifests as every Hinokami Kagura technique (and only Hinokami Kagura techniques) used in an unbroken sequence gaining +2 Speed Level and +10 Damage innately, applying before any other augmentations, and being limit breaking in itself. The increase to damage is treated as an increase to effective chakra when interacting with Divinity. This increase escalates and follows the following trend:

The first Hinokami Kagura technique used begins the dance, indicated by the wielders sword becoming engulfed in Atavistic Flame, and enjoys no additional benefit. The practitioner then uses another Hinokami Kagura technique as the second technique for their turn - this technique has +2 Speed and +10 Damage. The practitioner then uses a third Hinokami Kagura technique for their final move in their turn - this technique has +4 Speed and +20 damage. In the following turn, assuming the Hinokami Kagura practitioner was not forced to break their dance, they choose to use a Hinokami Kagura technique for the first move of the turn: as the fourth part of the dance, it has +6 Speed and +30 Damage. The +10, +20, +30 (etc.) damage boost granted by the continued dance is added to the Health Cost that the practitioner must pay for each technique, as they are empowered with Atavistic Flame, and does not affect the health that regenerates as part of the usage of an Atavistic Flame technique.

This is a double-edged ability, as using the ability causes each consecutive Hinokami Kagura technique to become more ferocious than the last, but at an increased cost to the practitioner: as an Atavistic Flame based form of Kenjutsu, this escalated power comes from the practitioner’s own Health, burning through their source of life and vitality at an increased rate. Like normal Atavistic Flame techniques, the practitioner regenerates some of their spent health every turn, using the same mechanics as normal Atavistic Flame (such that the largest healing applies each turn, but chained techniques that grant healing do not stack).

If the dance is ended, the additional benefits fade and it must start to build again from the beginning.

Example Techniques:
(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Kasha) Dance of the Fire God: Fire Wheel
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user leaps behind the opponent and spins in the air, with their blade cloaked in Atavistic Flame, releasing a circular attack that allows them to both avoid danger and attack simultaneously. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow
Type: Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs high-speed twists and rotations, mostly used to evade incoming attacks. The use of Atavistic Flame during this movement allows the user to create a mirage, such that the evasion actually works better on enemies with better vision, negating tracking bonuses granted by Doujutsu. Activating the technique requires the user to expend 10 spiritual Health Points.
Note: Usable once per turn.
Note: (Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow cannot be used to begin the dance of Hinokami Kagura, as its performance relies on the escalating nature of the dance to function.

Additional effects and Restrictions:
Hinokami Kagura requires at a minimum Master Level Atavistic Flame to use. Atavistic Flame Grandmasters can access the true form of Hinokami Kagura, with stronger burning flames. For Grandmasters - and Grandmasters only - the (Hinokami Kagura: ) Dance of the Fire God: portion of the name becomes (Hi no Kokyū: ) Sun Breathing: . Techniques with this alteration are treated as Hinokami Kagura techniques for all intents and purposes, but enjoy the boosted damage in the parenthetical portion of their Damage without it counting as a boost, as is typical for Grandmaster Atavistic Flame techniques.

Demon Slayer’s Mark: Those who specialize in Hinokami Kagura are remarkably ferocious and have a burning spirit. They can use one technique between Hinokami Kagura techniques without ending the dance.

Declined: While this is certainly an interesting CFS and the stacking principle is unique, I cannot allow you to inherently boost your damage and technique speed and not have it count towards the Damage stacking/Speed Stacking rules. There is also the issue of since this boosts two stats simultaneously, even for a short period of time, it falls under the "Mode/State" rules, which would make this difficult to apply if you happen to be in a mode while using this (aka Hinokami Kagura's boosts wouldn't carry over.) - Daemon
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(Hinokami Kagura) Dance of the Fire God
Type:
Atavistic Kenjutsu (Atavistic Flame + Kenjutsu)
Background: Long before Chakra was distributed to the masses in the form of Ninshū by the Sage of Six Paths, humanity had a unique ability: the Human Principle, or Atavistic Flame as it is currently known. Though the power was lost to history, a loss of knowledge compounded by the introduction and adoption of chakra by most of the civilized world, it has come to be rediscovered in the modern era.

Like Atavistic Flame, Hinokami Kagura is not a new method of fighting, but an older one rediscovered in modern day, having been passed down in the form of a ritual dance over many generations. It is a form of Kenjutsu that utilizes Atavistic Flame and its unique properties to empower its users to fight beings far greater in strength than themselves, and to carry on the collective flame of humanity.

Much like how Atavistic Flame was originally known as the Human Principle, Hinokami Kagura is also known by another, older name: (Hi no Kokyū) Sun Breathing.

Description on the Abilities and Inner Workings of the Style: Hinokami Kagura blends the usage of Atavistic Flame alongside the use of Kenjutsu, creating a swordsmanship form that has remarkable power, and a unique mechanic, with the flames appearing more red-orange than the traditional orange-yellow of Atavistic Flame, reminiscent of solar flames.

The Atavistic Flames that are invoked in a Hinokami Kagura technique do physical damage, directing the explosive force along the edge of the sword in most techniques to increase their cutting potential, or in large swaths to apply their purifying flames as a method of healing others and cleansing them of afflictions that could be burned away by the ancient fires. This means that a Hinokami Kagura practitioner could use their techniques to both simultaneously fight off an opponent while also healing their comrades that might be close enough to be bathed in the flames of their techniques.

Hinokami Kagura is a sort of reverential dance and its techniques escalate in power the longer the dance can be maintained. This manifests as every Hinokami Kagura technique (and only Hinokami Kagura techniques) used in an unbroken sequence gaining an escalating +10 Damage bonus. The increase to damage is treated as an increase to effective chakra when interacting with Divinity. This increase escalates and follows the following trend:

The first Hinokami Kagura technique used begins the dance, indicated by the wielders sword becoming engulfed in Atavistic Flame, and enjoys +10 Damage. The practitioner then uses another Hinokami Kagura technique as the second technique for their turn - this technique gains +20 Damage. The practitioner then uses a third Hinokami Kagura technique for their final move in their turn - this technique gains +30 damage. In the following turn, assuming the Hinokami Kagura practitioner was not forced to break their dance, they choose to use a Hinokami Kagura technique for the first move of the turn: as the fourth part of the dance, it has +40 Damage. Half of the +10, +20, +30 (etc.) damage boost granted by the continued dance is added to the Health Cost that the practitioner must pay for each technique, as they are empowered with Atavistic Flame, and does not affect the health that regenerates as part of the usage of an Atavistic Flame technique.

This is a double-edged ability, as using the ability causes each consecutive Hinokami Kagura technique to become more ferocious than the last, but at an increased cost to the practitioner: as an Atavistic Flame based form of Kenjutsu, this escalated power comes from the practitioner’s own Health, burning through their source of life and vitality at an increased rate. Like normal Atavistic Flame techniques, the practitioner regenerates some of their spent health every turn, using the same mechanics as normal Atavistic Flame (such that the largest healing applies each turn, but chained techniques that grant healing do not stack).

If the dance is ended, the additional benefits fade and it must start to build again from the beginning.

Example Techniques:
(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Kasha) Dance of the Fire God: Fire Wheel
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user leaps behind the opponent and spins in the air, with their blade cloaked in Atavistic Flame, releasing a circular attack that allows them to both avoid danger and attack simultaneously. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow
Type: Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs high-speed twists and rotations, mostly used to evade incoming attacks. The use of Atavistic Flame during this movement allows the user to create a mirage, such that the evasion actually works better on enemies with better vision, negating tracking bonuses granted by Doujutsu. Activating the technique requires the user to expend 10 spiritual Health Points.
Note: Usable once per turn.
Note: (Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow cannot be used to begin the dance of Hinokami Kagura.

(Hinokami Kagura: Yōkatotsu) Dance of the Fire God: Sunflower Thrust
Type: Offensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user thrusts their blade forward, which causes Atavistic flames to propagate forward and outwards in an inverted cone from the blade, piercing through adversity and healing allies. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance
Type: Offensive
Rank: A-Forbidden
Range: Short (Short-Long)
Chakra: N/A
Damage: 60-90 (90-120)
Description: A powerful and spectacular technique, the user will rush forward and weave a fluid dance as they swing their sword during their charge, ending only when the user stops moving. The Atavistic Flames coating their blade produce a coiling dragon whose head engulfs the wielder's sword and whose body sways behind them, creating a swath of flame that manifests from the techniques origin all the way to its terminus. Dragon Sun Halo Head Dance can be extended as the user moves, such that it can be used across multiple moveslots, combating multiple techniques or striking multiple enemies. Doing so allows the technique to continue on with its full might of its original usage and expand the step count of the fighting style in one motion, but without benefiting from the expanded damage or costing additional vitality - it remains at its original strength for its full duration, in each moveslot it occupies and needs no upkeep cost. Interrupting Dragon Sun Halo Head Dance with any other technique, even from the same fighting style, ends the propagation of this technique. Activating the technique requires the user to expend 30 spiritual Health points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

Additional effects and Restrictions:
Hinokami Kagura requires at a minimum Master Level Atavistic Flame to use. Atavistic Flame Grandmasters can access the true form of Hinokami Kagura, with stronger burning flames. For Grandmasters - and Grandmasters only - the (Hinokami Kagura: ) Dance of the Fire God: portion of the name becomes (Hi no Kokyū: ) Sun Breathing: . Techniques with this alteration are treated as Hinokami Kagura techniques for all intents and purposes, but enjoy the boosted damage in the parenthetical portion of their Damage without it counting as a boost, as is typical for Grandmaster Atavistic Flame techniques.

Demon Slayer’s Mark: Those who specialize in Hinokami Kagura are remarkably ferocious and have a burning spirit. They can use one technique between Hinokami Kagura techniques without ending the dance.

Changelog:

-Removed speed bonus.
+Changed damage escalation mechanic. It now begins immediately, instead of on the second step.
=Changed recoil escalation mechanic. It now begins immediately, but is half the magnitude of the damage bonus, instead of equal.
=Added two additional example techniques.

Declined, while the style is cool, this chain cannot be approved. For starters, there is no real drawback from the style itself; Nearly all AF techniques utilize spiritual health to perform them already so using that as a drawback to gain high boosts isn’t efficient. Furthermore, you have access to Master level AF which allows you to heal 40 damage per turn. Because of this, for any technique to actually be relevant in terms of drawbacks, you’d have to hit higher than 9 attacks in this chain to gain +90 and -45 health. This makes this a no. Increasing effective chakra is also a no, chakra input will always be capped at 10 effective chakra with the rest being wasted.
 
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Pervyy

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Yari no Michi | The way of the Bisento
Type:
Ninkenjutsu
Background:


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

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


Description on the Abilities and Inner Workings of the Style:

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

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

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


Example Techniques:

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

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

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

Additional effects and Restrictions:

Should the user specialise in this style, their bukijutsu will be increase by 20 damage due to their long training sessions using the weapon as a medium.

Update Approved - Daemon
 
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Type
: Fuinbukijutsu
Background: The age of Chakra had established a turning point for the world and thusly, its inhabitants as a whole. Humanity had opted to define the introduction of chakra as the turning point for the Calendar, and as such, serves as the hallmark for the new era. Many who live today know very little prior to, or can scarcely imagine a world without chakra; an iconic energy source for much, including warfare. Before chakra, however, the world and the wars waged within it were far more "simplistic," and demanded strict discipline, combined with a degree of creativity for the fullest effect.

During the age prior to Ninjutsu, at times referred to as the "Dark Age" was an era of both mystical and legendary beasts. While dragons exist as a ruthless force even in the modern day, they are often few and far between and find the source of their powers diluted or grossly restricted by comparison to their ancestral roots. In the Dark Age, Dragons were not only an incredible destructive force that rivaled nature herself, but they were abundant as well. Many various breeds existed of the creatures, often generating territorial disputes that would reshape the very landmarks that they might share. Often times, humanity would find themselves caught in the crossfire of such conflicts between the beasts. Eager for a solution to the growing threat of the Draconic species, humanity came forward with a newfound principle of response: "To fight fire, with fire." This doctrine took the form of a newfound sect of elite warriors that would be trained in extensive martial arts -specifically Bukijutsu- that capitalized on the utilization of polearm weaponry that compensated for the evasiveness and airborne maneuverability of the foe they faced, namely Spears and Lances. Through many years of refinement of it's techniques and the minimalizing of it's flaws, the "Dragoon" was formed, named as a direct response to the foe they were meant to serve as the direct antithesis to.

Not long after the Order of the Dragoon was formed -or Dragoon Knights-, which was composed of twelve Knights solely at the time, the senior founder of the order, Thordon, had found himself at an impasse with a particularly unique breed of Dragon: The Ahamkara. This specimen of Dragon was found to be capable of incredible things, allowing for the granting of "wishes" or "desires" through the utilization of their unique powers, and in exchange, they carried a unique taste of "empathavores"; in which they fed off of one's emotions, whether positive or negative, with stronger emotions being far more flavorful and thus desirable for this particular breed. While the beasts were indeed powerful, they showed a unique intelligence that many of their kin seemed to lack. The attempt at a parley was made, a hope for a mutually advantageous treaty to be forged for the first time between Dragon and Man. The Ahamkara had no desire nor need to kill humans. In fact, it went directly against their nature. After all, they fed off of the emotions of Men, and thus should they have the means to venture into human territories freely, they would only benefit. Yet Thordon's desire for the annihilation of the Draconic species was potent and rich; far more than most of his predecessors or his peers. It was pure and indifferent, carrying not for the differences of one from another. His family, home and only son had all met death at the destructive mindlessness of the serpents, "so surely.." Thordon thought, ".. they deserve no quarter..." The sheer intensity of his desire was enough to bait the hunger of the Ahamkara to overlook the potent malice that his wishes were absolutely rotten with. "Grant me the power to annihilate my foes, and you will have freedom among my lands." True to their nature, the Ahamkara had granted Thordon, as well the other eleven Dragoon Knights, the ability to utilize unnatural, incredible mobility and strength to dominate the skies.

Shortly after the Dragoon Knights had become equipped with powers that belied their natural capabilities, enhancing what was already capitalized upon by their honed skills of the Dragoon style, the twelve Knights had taken up renewed resolve to fulfill the duty of their very namesake. As a result, the Order had begun to rapidly mass produce more Dragoon Knights, eager to formulate an army with the power afforded to them by the Ahamkara. In no shortage of irony, the Ahamkara were the first of many to face the eradicative intent of the Order. Over the span of a mere handful of years, the Dragoon Knights had besieged an entire species to near extinction, utilizing the power afforded to them by Dragons as the means to do so. This, throughout history, would become known as the "Great Hunt." A "reckoning, a purge, just retribution" dealt to the Draconic race as a whole by Man as a means to free humanity from the once ever present and looming threat of the mighty beasts that riddled the lands and blotted the skies.

No less than a millennia has passed since such events. Through the ages, the powers originally granted to the Dragoons had steadily yet surely diminished and lost the potency it once had, reverting them back to relying entirely on their own physical discipline and capabilities. Yet with the introduction of Chakra and Ninjutsu in the ushering of the new era, the Order had new means to recreate the might they once harnessed through the use of various Chakra-based techniques that, after some years, would return them to the skies. Today, the Order itself as an agency of Men exists as little more than a smudge in history, drafted in various scrolls and textbooks with a variety of their teachings and techniques inscribed in the same notes, yet the Dragoon Style persists on, serving as a functional fighting style that allows for a unique combative style that relies almost entirely on the Spear.

Description on the Abilities and Inner Workings of the Style:

" Of all the things that are symbolic of the nations of Men, few are more recognized than the Dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the Dragoon. "
-Azure Dragoon
Over the years, the Dragoon style has been refined into it's present and defining status as a Bukijutsu style that borrows fundamental advantages from that of Fūinjutsu and Ninjutsu as a means of delivering their attacks in otherwise archetypical ways that separated them from any known Polearm martial art. Over the years, the Dragoon style was adapted to utilizing bodily seals upon key parts of their body that served as a means of allocation of concentrated energy that could be used to amplify the capabilities of the User in whatever means they needed that was afforded to them by the seal. The Seal, known as the "Dragoon's Soul" (to be made into a passive reference technique later) takes the form of a tattoo of a Dragon that is primarily printed across the back of the Dragoon Knight, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts are seen extending throughout the User's body, examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" (to be detailed through passive reference technique of "Dragoon's Soul") throughout the User's body, which is functionally a cocktail combination of built up tension force absorbed from the muscles of the User -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifest-able source of energy that gives directable control of the force, which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, such as the creation of Avatars made of raw chakra resembling Dragons, or crescent shaped projectiles created from slashing force from the User's Lance or Spear. Through the harnessing of a physical force such as tension force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User.​

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Through the use of what became their iconic and trademark talent, the "Vorpal Jump," in which the Dragoon would utilize incredible strength concentrated into their legs to lunge skyward and through the use of their Lance as the spearhead of their strikes, they apply incredible momentum-driven force to carry their spears to pierce the hides and scales of their foes. Through the use of Draconic Force, a Dragoon (or practitioner of the Dragoon Style) is capable of a variety of otherwise incredible aerial acrobatics. Utilizing the Dragon tattoo marked upon them, a user of the style may discharge the force in concentrated bursts through the use of manifesting seals, acting as a sort of directional manager to allow them to make split-second adjustments to their direction and thus, their momentum force which carries the true might of their attacks. The rank of these discharges carries a momentum-based boost of speed equal to twice that of the user's rank in speed, dispersing instantly after the usage of the technique has run its course. These discharging seals do not react to anything engaging with them other than the Dragoon themselves, carrying a unique chakra signature that makes them incapable of responding to opponents or inanimate objects, leaving the usage of these seals purely at the benefit of the user only. Consequently, such maneuverability is not so reliable as to be usable in any given situation, requiring proper timing and rational circumstances to afford it's maximum effect. Doubly, once a discharge of Draconic Force has been issued, it becomes a committed use, requiring the full use of the initial discharge to take it's course, or the User suffers damage to their body as a means to forcefully abort their course, before a new choice of application may be utilized. An example scenario being: If a Dragoon discharges Draconic Force from their feet or legs through the use of "Vorpal Jump" to amplify a jumping motion to launch them into the air with incredible strength and speed, the Dragoon is now committed to that jump and is incapable of changing course unless they are otherwise met with an equal or greater force (within reason), run the expected distance of the leap's full reach (i.e. "20 meters into the air"), or forcefully abort the momentum by counter-discharging Draconic Force of equal or greater force in a different direction (i.e. if initial discharge was downward to launch User upward at B-rank use, then the User must apply force right, left or upward of equal or greater rank, at the cost of an additional move slot). Opting to forcefully alter course in this way can cause a variety of physical repercussions, namely whiplash to the User and thus can cause damage to the User that scales relative to the rank of the initial discharge.​

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While "Vorpal Jump" is the trademark mechanic and technique of the Dragoon Style, it is certainly not the only way it may be used in application. Due to the fundamental functions of the style relying of seal-casting and positional variation, the user may apply one or multiple discharge seals at a time in order to develop various techniques and methods of utility. One such example of the principles of utilizing seals as a means of discharging concussive force to result in offensive or supplementary utility would be applying the seal as it is naturally intended, serving to allow the Dragoon to create bursts of energy in a designated direction, but instead of relying solely on positions upon their body to discharge the seal from, they may place them upon another body or surface as well, such as the ground, walls or other similar surfaces, within logical reasoning. Despite this versatility, a user is incapable of placing seals greater than 5 meters away from their position, and the surface must be within their vision. While this is most commonly used on their own bodies to guide their own mobility to either initiate an airborne position or to guide their direction while airborne, it can be used in a variety of different ways, such as creating a "Vorpal Tunnel" of reoccurring rings that are all generating a "draft" in a specific direction. For each one of the rings that the Dragoon passes through, they pick up more and more speed which in turn enhances their thrusting strike with their Lance, causing devastating damage.

Example Techniques:

⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type
: Offensive / Supplementary
Rank: B-S
Range: Short-Mid
Chakra: 20-40
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."


Additional effects and Restrictions: Must be of Jounin rank or higher, have completed basic Fuinjutsu training and have a weapon that can be logically used as a Spear or Lance, among other piercing polearms.

Upon completion of Dragoon style training, all practitioners of the style are granted an inherent +20 damage boost to any physical attack made against anything that can be logically identified as a Dragon, or something related to the Draconic species, afforded to them by a millennia of forging themselves as the antithesis to Dragons, honing their understanding of Draconic beings in both their strengths and their weaknesses. This damage increase acts as a passive bonus, not contributing to one of two potential boosts to a technique.

A practitioner of this style may have the option to classify it as their combat Specialty, in which case it is regarded that user has undergone extensive physical conditioning, in addition to the finesse and agility granted by the more advanced fundamentals of the style. As such, specialty grants the user a +1 rank bonus (or +20 damage equivalency) to all Dragoon Style related techniques without the need for additional strain placed upon their body to perform, while also allowing the use of Vorpal Jump to occur within the same timeframe as other techniques; a testament to their extensive understanding of the style and ability to predict their own movements relating to the use of the style's techniques in an efficient and masterful manner.

Declined: This is mostly fine. A couple things I won't allow such as a damage increase of any kind not counting towards the two potential boosts, this is only allowed through the attribute system or special items that facilitate this. The +20 to draconic entities in general is a no go. Fancy idea but there is no real place for it or RP outside of NW stuff. As for the specialty section, you must choose between +20 boost to Dragoon techniques OR Vorpal Jump within the same timeframe. You cannot have both. - Daemon
Resubmitting with the following Changelog:
  • Removed mention of "Draconic-specific damage advantage."
  • Opted for the specialty-specific bonus to be "Vorpal Jump within the same timeframe," removing mention of the damage boost as a secondary option.




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D
r a g o o n
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Type
: Fuinbukijutsu
Background: The age of Chakra had established a turning point for the world and thusly, its inhabitants as a whole. Humanity had opted to define the introduction of chakra as the turning point for the Calendar, and as such, serves as the hallmark for the new era. Many who live today know very little prior to, or can scarcely imagine a world without chakra; an iconic energy source for much, including warfare. Before chakra, however, the world and the wars waged within it were far more "simplistic," and demanded strict discipline, combined with a degree of creativity for the fullest effect.

During the age prior to Ninjutsu, at times referred to as the "Dark Age" was an era of both mystical and legendary beasts. While dragons exist as a ruthless force even in the modern day, they are often few and far between and find the source of their powers diluted or grossly restricted by comparison to their ancestral roots. In the Dark Age, Dragons were not only an incredible destructive force that rivaled nature herself, but they were abundant as well. Many various breeds existed of the creatures, often generating territorial disputes that would reshape the very landmarks that they might share. Often times, humanity would find themselves caught in the crossfire of such conflicts between the beasts. Eager for a solution to the growing threat of the Draconic species, humanity came forward with a newfound principle of response: "To fight fire, with fire." This doctrine took the form of a newfound sect of elite warriors that would be trained in extensive martial arts -specifically Bukijutsu- that capitalized on the utilization of polearm weaponry that compensated for the evasiveness and airborne maneuverability of the foe they faced, namely Spears and Lances. Through many years of refinement of it's techniques and the minimalizing of it's flaws, the "Dragoon" was formed, named as a direct response to the foe they were meant to serve as the direct antithesis to.

Not long after the Order of the Dragoon was formed -or Dragoon Knights-, which was composed of twelve Knights solely at the time, the senior founder of the order, Thordon, had found himself at an impasse with a particularly unique breed of Dragon: The Ahamkara. This specimen of Dragon was found to be capable of incredible things, allowing for the granting of "wishes" or "desires" through the utilization of their unique powers, and in exchange, they carried a unique taste of "empathavores"; in which they fed off of one's emotions, whether positive or negative, with stronger emotions being far more flavorful and thus desirable for this particular breed. While the beasts were indeed powerful, they showed a unique intelligence that many of their kin seemed to lack. The attempt at a parley was made, a hope for a mutually advantageous treaty to be forged for the first time between Dragon and Man. The Ahamkara had no desire nor need to kill humans. In fact, it went directly against their nature. After all, they fed off of the emotions of Men, and thus should they have the means to venture into human territories freely, they would only benefit. Yet Thordon's desire for the annihilation of the Draconic species was potent and rich; far more than most of his predecessors or his peers. It was pure and indifferent, carrying not for the differences of one from another. His family, home and only son had all met death at the destructive mindlessness of the serpents, "so surely.." Thordon thought, ".. they deserve no quarter..." The sheer intensity of his desire was enough to bait the hunger of the Ahamkara to overlook the potent malice that his wishes were absolutely rotten with. "Grant me the power to annihilate my foes, and you will have freedom among my lands." True to their nature, the Ahamkara had granted Thordon, as well the other eleven Dragoon Knights, the ability to utilize unnatural, incredible mobility and strength to dominate the skies.

Shortly after the Dragoon Knights had become equipped with powers that belied their natural capabilities, enhancing what was already capitalized upon by their honed skills of the Dragoon style, the twelve Knights had taken up renewed resolve to fulfill the duty of their very namesake. As a result, the Order had begun to rapidly mass produce more Dragoon Knights, eager to formulate an army with the power afforded to them by the Ahamkara. In no shortage of irony, the Ahamkara were the first of many to face the eradicative intent of the Order. Over the span of a mere handful of years, the Dragoon Knights had besieged an entire species to near extinction, utilizing the power afforded to them by Dragons as the means to do so. This, throughout history, would become known as the "Great Hunt." A "reckoning, a purge, just retribution" dealt to the Draconic race as a whole by Man as a means to free humanity from the once ever present and looming threat of the mighty beasts that riddled the lands and blotted the skies.

No less than a millennia has passed since such events. Through the ages, the powers originally granted to the Dragoons had steadily yet surely diminished and lost the potency it once had, reverting them back to relying entirely on their own physical discipline and capabilities. Yet with the introduction of Chakra and Ninjutsu in the ushering of the new era, the Order had new means to recreate the might they once harnessed through the use of various Chakra-based techniques that, after some years, would return them to the skies. Today, the Order itself as an agency of Men exists as little more than a smudge in history, drafted in various scrolls and textbooks with a variety of their teachings and techniques inscribed in the same notes, yet the Dragoon Style persists on, serving as a functional fighting style that allows for a unique combative style that relies almost entirely on the Spear.

Description on the Abilities and Inner Workings of the Style:

" Of all the things that are symbolic of the nations of Men, few are more recognized than the Dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the Dragoon. "
-Azure Dragoon
Over the years, the Dragoon style has been refined into it's present and defining status as a Bukijutsu style that borrows fundamental advantages from that of Fūinjutsu and Ninjutsu as a means of delivering their attacks in otherwise archetypical ways that separated them from any known Polearm martial art. Over the years, the Dragoon style was adapted to utilizing bodily seals upon key parts of their body that served as a means of allocation of concentrated energy that could be used to amplify the capabilities of the User in whatever means they needed that was afforded to them by the seal. The Seal, known as the "Dragoon's Soul" (to be made into a passive reference technique later) takes the form of a tattoo of a Dragon that is primarily printed across the back of the Dragoon Knight, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts are seen extending throughout the User's body, examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" (to be detailed through passive reference technique of "Dragoon's Soul") throughout the User's body, which is functionally a cocktail combination of built up tension force absorbed from the muscles of the User -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifest-able source of energy that gives directable control of the force, which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, such as the creation of Avatars made of raw chakra resembling Dragons, or crescent shaped projectiles created from slashing force from the User's Lance or Spear. Through the harnessing of a physical force such as tension force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User.​

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Through the use of what became their iconic and trademark talent, the "Vorpal Jump," in which the Dragoon would utilize incredible strength concentrated into their legs to lunge skyward and through the use of their Lance as the spearhead of their strikes, they apply incredible momentum-driven force to carry their spears to pierce the hides and scales of their foes. Through the use of Draconic Force, a Dragoon (or practitioner of the Dragoon Style) is capable of a variety of otherwise incredible aerial acrobatics. Utilizing the Dragon tattoo marked upon them, a user of the style may discharge the force in concentrated bursts through the use of manifesting seals, acting as a sort of directional manager to allow them to make split-second adjustments to their direction and thus, their momentum force which carries the true might of their attacks. The rank of these discharges carries a momentum-based boost of speed equal to twice that of the user's rank in speed, dispersing instantly after the usage of the technique has run its course. These discharging seals do not react to anything engaging with them other than the Dragoon themselves, carrying a unique chakra signature that makes them incapable of responding to opponents or inanimate objects, leaving the usage of these seals purely at the benefit of the user only. Consequently, such maneuverability is not so reliable as to be usable in any given situation, requiring proper timing and rational circumstances to afford it's maximum effect. Doubly, once a discharge of Draconic Force has been issued, it becomes a committed use, requiring the full use of the initial discharge to take it's course, or the User suffers damage to their body as a means to forcefully abort their course, before a new choice of application may be utilized. An example scenario being: If a Dragoon discharges Draconic Force from their feet or legs through the use of "Vorpal Jump" to amplify a jumping motion to launch them into the air with incredible strength and speed, the Dragoon is now committed to that jump and is incapable of changing course unless they are otherwise met with an equal or greater force (within reason), run the expected distance of the leap's full reach (i.e. "20 meters into the air"), or forcefully abort the momentum by counter-discharging Draconic Force of equal or greater force in a different direction (i.e. if initial discharge was downward to launch User upward at B-rank use, then the User must apply force right, left or upward of equal or greater rank, at the cost of an additional move slot). Opting to forcefully alter course in this way can cause a variety of physical repercussions, namely whiplash to the User and thus can cause damage to the User that scales relative to the rank of the initial discharge.​

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While "Vorpal Jump" is the trademark mechanic and technique of the Dragoon Style, it is certainly not the only way it may be used in application. Due to the fundamental functions of the style relying of seal-casting and positional variation, the user may apply one or multiple discharge seals at a time in order to develop various techniques and methods of utility. One such example of the principles of utilizing seals as a means of discharging concussive force to result in offensive or supplementary utility would be applying the seal as it is naturally intended, serving to allow the Dragoon to create bursts of energy in a designated direction, but instead of relying solely on positions upon their body to discharge the seal from, they may place them upon another body or surface as well, such as the ground, walls or other similar surfaces, within logical reasoning. Despite this versatility, a user is incapable of placing seals greater than 5 meters away from their position, and the surface must be within their vision. While this is most commonly used on their own bodies to guide their own mobility to either initiate an airborne position or to guide their direction while airborne, it can be used in a variety of different ways, such as creating a "Vorpal Tunnel" of reoccurring rings that are all generating a "draft" in a specific direction. For each one of the rings that the Dragoon passes through, they pick up more and more speed which in turn enhances their thrusting strike with their Lance, causing devastating damage.

Example Techniques:

⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type
: Offensive / Supplementary
Rank: B-S
Range: Short-Mid
Chakra: 20-40
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."


Additional effects and Restrictions: Must be of Jonin rank or higher, have completed basic Fuinjutsu training and have a weapon that can be logically used as a Spear or Lance, among other piercing polearms.

Upon completion of Dragoon style training, a practitioner of this style may have the option to classify it as their combat Specialty, in which case it is regarded that user has undergone extensive physical conditioning, in addition to the finesse and agility granted by the more advanced fundamentals of the style. As such, specialty grants the user the capacity for use of Vorpal Jump to occur within the same timeframe as other techniques; a testament to their extensive understanding of the style and ability to predict their own movements relating to the use of the style's techniques in an efficient and masterful manner.

Approved - Daemon
 
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Exorcism -
Akumaharai

Type: Yin Kenjutsu

Background:
Exorcism is a style used by Exorcists throughout the course of history used to expel spirits from humans, items and entire locations a like.

Description on the Abilities and Inner Workings of the Style:


Spirits and spiritual energy are concepts readily available to those who are able to access them such as Yin Release users and Ronin. Exorcism is a fighting style which entails imbuing items with spirits/spiritual energy to attain certain effects based on the spirit that inhabits an item. In this specific style of Exorcism, the item in question is one's blade.

The style begins by the use of Yin Release to generate spiritual entities which the user can imbue into their blade acting as a storage zone for these spirits. Once done, the blade becomes known as "cursed." This now cursed item has properties at baseline allow it certain effects due to the amount of spiritual energy flowing throughout the blade. The cursed item now becomes capable of interacting with spiritual entities and as a result Exorcism techniques carry Spiritual damage, naturally. As a result, the cursed item is capable of severing tethers caused by spiritual techniques and entities with ease. As the name of the fighting style implies, this allows practitioners to cleanse/purify locations, persons and objects of their spiritual entities. And plays into one of the main aspects of the style which allows Exorcism users to "harvest" spiritual entities. By using the cursed item's dense spiritual energy as a signal, the user is able to use the spiritual entities natural craving for spiritual energy to draw in the spirit. Quite similar to a moth to a flame and imbue the opposing spiritual entity empowering the fighting style by using their own concentrated spiritual energy to overcome it.(will be its own technique)

The auxiliary effects of the cursed item is dependent on the spiritual entity housed within them which can manifest itself as a damage increase, debuffs or other effects dependent on the technique in question and varies on a technique to technique basis. Higher level practitioners of exorcism are capable of imbuing multiple spiritual entities into their cursed item at once allowing for higher level effects (this does not mean there will be damage stacking or debuff stacking involved in most cases). An example of this is imbuing ones cursed item with two different spirit entities that influence one another resulting in a "mutation" of the spiritual energy causing a new effect entirely. Further pursuing this example, the resultant spirit imbued into the sword may carry similar effects to Kuchisake-onna, in which one strike of the cursed item results in bifurcation of a limb as if the opponent was cut by scissors.

The user is also capable of "releasing" these spirits from the cursed tool using their Yin energy to grant the spirits physical form as if formed from nothing, acting as a complete manifestation of the spirit. These physically manifested spirits will still carry spiritual damage and can vary in size, shape etc. When fully manifested, these spiritual entities can act on the user's behalf allowing them to attack and defend on the user's command. They have limited autonomy and sentience, able to react to incoming techniques to attack and defend against them.

Example Techniques:

(
Akumaharai: ) - Exorcism: Attack 1
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 50
Damage: 100
Description: The user begins by imbuing a spiritual entity within their blade. The user then performs a forward thrust with their blade while releasing the cursed entity, giving it a physical form through Complete Manifestation. The released spirit takes the form a large white dragon that is shot out of user's blade towards the target. The dragon swallows the target whole.

(Akumaharai: ) - Exorcism: Exorcism
Type: Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description: The user begins by imbuing their chakra with massive amounts of spiritual energy and spiritual entities. The user then slashes at an opposing spiritual entity, cutting the tether if present. The powerful spiritual energy concentrated is enough to not only attract but overpower the foreign spiritual entity forcing it to be imbued within the cursed item. This gives X effect or X boost or something not sure yet.

(Akumaharai: ) - Exorcism: Complete Manifestation of Something idk
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: The user begins by imbuing a spiritual entity within their blade and releasing it using their Yin energy to give it a physical form. This results in an eight armed figure with blades for arms that has X and X effect. Does X damage when it attacks etc etc.


(Akumaharai: ) - Exorcism: Uzumaki
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 50
Damage: 1 bajillion zillion damage
Description: The user collects spiritual energy within their blade. They release countless spiritual entities all at once while phyiscally manifesting them resulting in a spiralling mass of unstable spiritual energy. The user then points their sword forward, releasing the powerful blast allowing it to topple everything in its path.

Additional effects and Restrictions:
Must know Yin Release
Must know Kenjutsu
 
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(Hinokami Kagura) Dance of the Fire God
Type:
Atavistic Kenjutsu (Atavistic Flame + Kenjutsu)
Background: Long before Chakra was distributed to the masses in the form of Ninshū by the Sage of Six Paths, humanity had a unique ability: the Human Principle, or Atavistic Flame as it is currently known. Though the power was lost to history, a loss of knowledge compounded by the introduction and adoption of chakra by most of the civilized world, it has come to be rediscovered in the modern era.

Like Atavistic Flame, Hinokami Kagura is not a new method of fighting, but an older one rediscovered in modern day, having been passed down in the form of a ritual dance over many generations. It is a form of Kenjutsu that utilizes Atavistic Flame and its unique properties to empower its users to fight beings far greater in strength than themselves, and to carry on the collective flame of humanity.

Much like how Atavistic Flame was originally known as the Human Principle, Hinokami Kagura is also known by another, older name: (Hi no Kokyū) Sun Breathing.

Description on the Abilities and Inner Workings of the Style: Hinokami Kagura blends the usage of Atavistic Flame alongside the use of Kenjutsu, creating a swordsmanship form that has remarkable power, and a unique mechanic, with the flames appearing more red-orange than the traditional orange-yellow of Atavistic Flame, reminiscent of solar flames.

The Atavistic Flames that are invoked in a Hinokami Kagura technique do physical damage, directing the explosive force along the edge of the sword in most techniques to increase their cutting potential, or in large swaths to apply their purifying flames as a method of healing others and cleansing them of afflictions that could be burned away by the ancient fires. This means that a Hinokami Kagura practitioner could use their techniques to both simultaneously fight off an opponent while also healing their comrades that might be close enough to be bathed in the flames of their techniques.

Hinokami Kagura is a sort of reverential dance and its techniques escalate in power the longer the dance can be maintained. This manifests as every Hinokami Kagura technique (and only Hinokami Kagura techniques) used in an unbroken sequence gaining an escalating +10 Damage bonus. The increase to damage is treated as an increase to effective chakra when interacting with Divinity. This increase escalates and follows the following trend:

The first Hinokami Kagura technique used begins the dance, indicated by the wielders sword becoming engulfed in Atavistic Flame, and enjoys +10 Damage. The practitioner then uses another Hinokami Kagura technique as the second technique for their turn - this technique gains +20 Damage. The practitioner then uses a third Hinokami Kagura technique for their final move in their turn - this technique gains +30 damage. In the following turn, assuming the Hinokami Kagura practitioner was not forced to break their dance, they choose to use a Hinokami Kagura technique for the first move of the turn: as the fourth part of the dance, it has +40 Damage. Half of the +10, +20, +30 (etc.) damage boost granted by the continued dance is added to the Health Cost that the practitioner must pay for each technique, as they are empowered with Atavistic Flame, and does not affect the health that regenerates as part of the usage of an Atavistic Flame technique.

This is a double-edged ability, as using the ability causes each consecutive Hinokami Kagura technique to become more ferocious than the last, but at an increased cost to the practitioner: as an Atavistic Flame based form of Kenjutsu, this escalated power comes from the practitioner’s own Health, burning through their source of life and vitality at an increased rate. Like normal Atavistic Flame techniques, the practitioner regenerates some of their spent health every turn, using the same mechanics as normal Atavistic Flame (such that the largest healing applies each turn, but chained techniques that grant healing do not stack).

If the dance is ended, the additional benefits fade and it must start to build again from the beginning.

Example Techniques:
(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Kasha) Dance of the Fire God: Fire Wheel
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user leaps behind the opponent and spins in the air, with their blade cloaked in Atavistic Flame, releasing a circular attack that allows them to both avoid danger and attack simultaneously. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow
Type: Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs high-speed twists and rotations, mostly used to evade incoming attacks. The use of Atavistic Flame during this movement allows the user to create a mirage, such that the evasion actually works better on enemies with better vision, negating tracking bonuses granted by Doujutsu. Activating the technique requires the user to expend 10 spiritual Health Points.
Note: Usable once per turn.
Note: (Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow cannot be used to begin the dance of Hinokami Kagura.

(Hinokami Kagura: Yōkatotsu) Dance of the Fire God: Sunflower Thrust
Type: Offensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user thrusts their blade forward, which causes Atavistic flames to propagate forward and outwards in an inverted cone from the blade, piercing through adversity and healing allies. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance
Type: Offensive
Rank: A-Forbidden
Range: Short (Short-Long)
Chakra: N/A
Damage: 60-90 (90-120)
Description: A powerful and spectacular technique, the user will rush forward and weave a fluid dance as they swing their sword during their charge, ending only when the user stops moving. The Atavistic Flames coating their blade produce a coiling dragon whose head engulfs the wielder's sword and whose body sways behind them, creating a swath of flame that manifests from the techniques origin all the way to its terminus. Dragon Sun Halo Head Dance can be extended as the user moves, such that it can be used across multiple moveslots, combating multiple techniques or striking multiple enemies. Doing so allows the technique to continue on with its full might of its original usage and expand the step count of the fighting style in one motion, but without benefiting from the expanded damage or costing additional vitality - it remains at its original strength for its full duration, in each moveslot it occupies and needs no upkeep cost. Interrupting Dragon Sun Halo Head Dance with any other technique, even from the same fighting style, ends the propagation of this technique. Activating the technique requires the user to expend 30 spiritual Health points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

Additional effects and Restrictions:
Hinokami Kagura requires at a minimum Master Level Atavistic Flame to use. Atavistic Flame Grandmasters can access the true form of Hinokami Kagura, with stronger burning flames. For Grandmasters - and Grandmasters only - the (Hinokami Kagura: ) Dance of the Fire God: portion of the name becomes (Hi no Kokyū: ) Sun Breathing: . Techniques with this alteration are treated as Hinokami Kagura techniques for all intents and purposes, but enjoy the boosted damage in the parenthetical portion of their Damage without it counting as a boost, as is typical for Grandmaster Atavistic Flame techniques.

Demon Slayer’s Mark: Those who specialize in Hinokami Kagura are remarkably ferocious and have a burning spirit. They can use one technique between Hinokami Kagura techniques without ending the dance.

Changelog:

-Removed speed bonus.
+Changed damage escalation mechanic. It now begins immediately, instead of on the second step.
=Changed recoil escalation mechanic. It now begins immediately, but is half the magnitude of the damage bonus, instead of equal.
=Added two additional example techniques.

Declined, while the style is cool, this chain cannot be approved. For starters, there is no real drawback from the style itself; Nearly all AF techniques utilize spiritual health to perform them already so using that as a drawback to gain high boosts isn’t efficient. Furthermore, you have access to Master level AF which allows you to heal 40 damage per turn. Because of this, for any technique to actually be relevant in terms of drawbacks, you’d have to hit higher than 9 attacks in this chain to gain +90 and -45 health. This makes this a no. Increasing effective chakra is also a no, chakra input will always be capped at 10 effective chakra with the rest being wasted.
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(Hinokami Kagura) Dance of the Fire God
Type:
Atavistic Kenjutsu (Atavistic Flame + Kenjutsu)
Background: Long before Chakra was distributed to the masses in the form of Ninshū by the Sage of Six Paths, humanity had a unique ability: the Human Principle, or Atavistic Flame as it is currently known. Though the power was lost to history, a loss of knowledge compounded by the introduction and adoption of chakra by most of the civilized world, it has come to be rediscovered in the modern era.

Like Atavistic Flame, Hinokami Kagura is not a new method of fighting, but an older one rediscovered in modern day, having been passed down in the form of a ritual dance over many generations. It is a form of Kenjutsu that utilizes Atavistic Flame and its unique properties to empower its users to fight beings far greater in strength than themselves, and to carry on the collective flame of humanity.

Much like how Atavistic Flame was originally known as the Human Principle, Hinokami Kagura is also known by another, older name: (Hi no Kokyū) Sun Breathing.

Description on the Abilities and Inner Workings of the Style: Hinokami Kagura blends the usage of Atavistic Flame alongside the use of Kenjutsu, creating a swordsmanship form that has remarkable power, and a unique mechanic, with the flames appearing more red-orange than the traditional orange-yellow of Atavistic Flame, reminiscent of solar flames.

The Atavistic Flames that are invoked in a Hinokami Kagura technique do physical damage, directing the explosive force along the edge of the sword in most techniques to increase their cutting potential, or in large swaths to apply their purifying flames as a method of healing others and cleansing them of afflictions that could be burned away by the ancient fires. This means that a Hinokami Kagura practitioner could use their techniques to both simultaneously fight off an opponent while also healing their comrades that might be close enough to be bathed in the flames of their techniques.

Hinokami Kagura is a sort of reverential dance and its techniques escalate in power and effectiveness, as well as complexity the longer the dance can be maintained. The complexity of the dance is measured in Steps; a user can progress in Steps only one a time, once per turn, upon successful execution of a Hinokami Kagura technique. This effects of the dance escalates with every step, which are listed as such:


    • Step 1 begins the dance and offers no benefit.
    • Step 2 causes the flames for Hinokami Kagura technique to flare further, allowing the reach of the flame portion to extend by one range tier.
    • Step 3 allows the use of the Hinokami Kagura technique: Fake Rainbow.
    • Step 4 causes the flames for Hinokami Kagura techniques to burn hotter, causing a damage over time effect upon contact with enemies. This damage over time persists for the same duration and is equal in magnitude to the regeneration over time effect found in the Hinokami Kagura technique that hit.
    • Step 5 allows the use of the Hinokami Kagura technique: Dance and Flash.
    • Step 6 causes of the flames for Hinokami Kagura techniques to land with even further physical force as the dance escalates. Hinokami Kagura techniques gain a boost to their damage equal to the magnitude of the difference between the user's current speed and their base speed. This value is capped at a value equal to the damage bonus granted by the highest level Will to Survive that the user has access to.
    • Step 7 allows the use of the Hinokami Kagura technique: Sun Halo Dragon Head Dance.
    • Step 8 causes Hinokami Kagura users to pick up the cadence of their dance with ease: they cannot fall below Step 4 for the remainder of the battle.
    • Step 9 allows the use of the Hinokami Kagura Ougi technique.
    • Step 10 causes Hinokami Kagura users to pick up the cadence of their dance with ease: they cannot fall below Step 6 for the remainder of the battle.
If the user is unable to successfully perform a Hinokami Kagura technique during their turn they regress one Step in the dance.

Example Techniques:

(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Kasha) Dance of the Fire God: Fire Wheel
Type: Offensive/Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user leaps behind the opponent and spins in the air, with their blade cloaked in Atavistic Flame, releasing a circular attack that allows them to both avoid danger and attack simultaneously. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow
Type: Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs high-speed twists and rotations, mostly used to evade incoming attacks. The use of Atavistic Flame during this movement allows the user to create a mirage, such that the evasion actually works better on enemies with better vision, negating tracking bonuses granted by Doujutsu. Activating the technique requires the user to expend 10 spiritual Health Points.
Note: Usable once per turn.
Note: (Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow cannot be used until the user achieves Step 3 of the dance.

(Hinokami Kagura: Yōkatotsu) Dance of the Fire God: Sunflower Thrust

Type: Offensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user thrusts their blade forward, which causes Atavistic flames to propagate forward and outwards in an inverted cone from the blade, piercing through adversity and healing allies. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance
Type: Offensive
Rank: A-Forbidden
Range: Short (Short-Long)
Chakra: N/A
Damage: 60-90 (90-120)
Description: A powerful and spectacular technique, the user will rush forward and weave a fluid dance as they swing their sword during their charge, ending only when the user stops moving. The Atavistic Flames coating their blade produce a coiling dragon whose head engulfs the wielder's sword and whose body sways behind them, creating a swath of flame that manifests from the techniques origin all the way to its terminus. Dragon Sun Halo Head Dance can be extended as the user moves, such that it can be used across multiple moveslots, combating multiple techniques or striking multiple enemies. Doing so allows the technique to continue on with its full might of its original usage and expand the step count of the fighting style in one motion, but without costing additional vitality - it remains at its original strength for its full duration, in each moveslot it occupies and needs no upkeep cost. Interrupting Dragon Sun Halo Head Dance with any other technique, even from the same fighting style, ends the propagation of this technique. Activating the technique requires the user to expend 40 spiritual Health points. The user regenerates 20 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).
Note: (Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance cannot be used until the user achieves Step 7 of the dance.

(Hinokami Kagura: Enbu Issen) Dance of the Fire God: Dance and Flash
Type: Offensive
Rank: A-Forbidden
Range: Short-Mid (Short)
Chakra: N/A
Damage: 60-80 (90-120)
Description: The user will leap forward while using the explosive force of Atavistic Flame to quickly propel themselves forward towards their opponent. While doing so, the user will swing their blade in an Iaijutsu strike, delivering a flame-clad strike with explosive force that is also capable of interrupting handseals. For non-Samurai or Ronin, the handseal interruption ability is always equal to the A-rank version of various Iaijutsu techniques (being able to interrupt 2 or more handseals), while for Samurai and Ronin it has the same handseal interrupting ability as is typical for an Iaijutsu technique of the appropriate rank. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns.
Note: (Hinokami Kagura: Enbu Issen) Dance of the Fire God: Dance and Flash cannot be used until the user achieves Step 5 of the dance.

Additional effects and Restrictions:
Hinokami Kagura requires at a minimum Master Level Atavistic Flame to use. Atavistic Flame Grandmasters can access the true form of Hinokami Kagura, with stronger burning flames. For Grandmasters - and Grandmasters only - the (Hinokami Kagura: ) Dance of the Fire God: portion of the name becomes (Hi no Kokyū: ) Sun Breathing: . Techniques with this alteration are treated as Hinokami Kagura techniques for all intents and purposes, but enjoy the boosted damage in the parenthetical portion of their Damage without it counting as a boost, as is typical for Grandmaster Atavistic Flame techniques.

Demon Slayer’s Mark: Those who specialize in Hinokami Kagura are remarkably ferocious and have a burning spirit. They progress two Steps in the Dance per successful execution of a Hinokami Kagura technique instead of one.

Changelog:
=Reworked the chain mechanic completely. See bolded section.
=Reworked Fake Rainbow and Sun Halo Dragon Head Dance example techniques to reflect the updated chain mechanic.
=Added the Flash and Dance example technique.
=Adjusted the Demon Slayer's Mark CFS specialization to reflect the new chain mechanic.
=Clarified the reach of the flame portion in the example techniques due to the new chain mechanic.

Leaving for Lord of Kaos - Daemon

Declined, now the issue is that the steps grant benefits that would already alone be perks allowed when specializing in the CFS - step 2 is the Kenjutsu Specialty tucked into one side ability. Damage over time is also an iffy concept because of the way it’s written here. If allowed, it will be at a flat rate and not a variable one like this. And then the damage increase as well, variable increases like that can yield gross potential, such as a techniques granting a possible 40 speed difference and thus, damage boost at little cost or as small as +10.

The true issue here is each of these 3 things are unique enough to stand on there own as an ability; DoT flames that, damage increased based on the difference of base speed vs current speed, Kenjutsu that reaches long range - either of the first two attached to a Fire based Ken style would be enough to warrant approval; Attempting to have these and the only requirements being “must use these every turn” when techniques such as the “Dodge no jutsu” you posted as an example would exist, making continuing this chain easy. With specializing in it, as I’m sure you will do, granting you the ability to use this chain in half the required turns, it makes this an effortless 3 turn set up to gain a possible max +30 (+40 should you become a Grandmaster) damage on top of the damage from the mode just by using it.
 
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(Hinokami Kagura) Dance of the Fire God
Type:
Atavistic Kenjutsu (Atavistic Flame + Kenjutsu)
Background: Long before Chakra was distributed to the masses in the form of Ninshū by the Sage of Six Paths, humanity had a unique ability: the Human Principle, or Atavistic Flame as it is currently known. Though the power was lost to history, a loss of knowledge compounded by the introduction and adoption of chakra by most of the civilized world, it has come to be rediscovered in the modern era.

Like Atavistic Flame, Hinokami Kagura is not a new method of fighting, but an older one rediscovered in modern day, having been passed down in the form of a ritual dance over many generations. It is a form of Kenjutsu that utilizes Atavistic Flame and its unique properties to empower its users to fight beings far greater in strength than themselves, and to carry on the collective flame of humanity.

Much like how Atavistic Flame was originally known as the Human Principle, Hinokami Kagura is also known by another, older name: (Hi no Kokyū) Sun Breathing.

Description on the Abilities and Inner Workings of the Style: Hinokami Kagura blends the usage of Atavistic Flame alongside the use of Kenjutsu, creating a swordsmanship form that has remarkable power, and a unique mechanic, with the flames appearing more red-orange than the traditional orange-yellow of Atavistic Flame, reminiscent of solar flames.

The Atavistic Flames that are invoked in a Hinokami Kagura technique do physical damage, directing the explosive force along the edge of the sword in most techniques to increase their cutting potential, or in large swaths to apply their purifying flames as a method of healing others and cleansing them of afflictions that could be burned away by the ancient fires. This means that a Hinokami Kagura practitioner could use their techniques to both simultaneously fight off an opponent while also healing their comrades that might be close enough to be bathed in the flames of their techniques.

Hinokami Kagura is a sort of reverential dance and its techniques escalate in power and effectiveness, as well as complexity the longer the dance can be maintained. The complexity of the dance is measured in Steps; a user can progress in Steps only one a time, once per turn, upon successful execution of a Hinokami Kagura technique. This effects of the dance escalates with every step, which are listed as such:


    • Step 1 begins the dance and offers no benefit.
    • Step 2 causes the flames for Hinokami Kagura technique to flare further, allowing the reach of the flame portion to extend by one range tier.
    • Step 3 allows the use of the Hinokami Kagura technique: Fake Rainbow.
    • Step 4 causes the flames for Hinokami Kagura techniques to burn hotter, causing a damage over time effect upon contact with enemies. This damage over time persists for the same duration and is equal in magnitude to the regeneration over time effect found in the Hinokami Kagura technique that hit.
    • Step 5 allows the use of the Hinokami Kagura technique: Dance and Flash.
    • Step 6 causes of the flames for Hinokami Kagura techniques to land with even further physical force as the dance escalates. Hinokami Kagura techniques gain a boost to their damage equal to the magnitude of the difference between the user's current speed and their base speed. This value is capped at a value equal to the damage bonus granted by the highest level Will to Survive that the user has access to.
    • Step 7 allows the use of the Hinokami Kagura technique: Sun Halo Dragon Head Dance.
    • Step 8 causes Hinokami Kagura users to pick up the cadence of their dance with ease: they cannot fall below Step 4 for the remainder of the battle.
    • Step 9 allows the use of the Hinokami Kagura Ougi technique.
    • Step 10 causes Hinokami Kagura users to pick up the cadence of their dance with ease: they cannot fall below Step 6 for the remainder of the battle.
If the user is unable to successfully perform a Hinokami Kagura technique during their turn they regress one Step in the dance.

Example Techniques:

(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Kasha) Dance of the Fire God: Fire Wheel
Type: Offensive/Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user leaps behind the opponent and spins in the air, with their blade cloaked in Atavistic Flame, releasing a circular attack that allows them to both avoid danger and attack simultaneously. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow
Type: Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs high-speed twists and rotations, mostly used to evade incoming attacks. The use of Atavistic Flame during this movement allows the user to create a mirage, such that the evasion actually works better on enemies with better vision, negating tracking bonuses granted by Doujutsu. Activating the technique requires the user to expend 10 spiritual Health Points.
Note: Usable once per turn.
Note: (Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow cannot be used until the user achieves Step 3 of the dance.

(Hinokami Kagura: Yōkatotsu) Dance of the Fire God: Sunflower Thrust

Type: Offensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user thrusts their blade forward, which causes Atavistic flames to propagate forward and outwards in an inverted cone from the blade, piercing through adversity and healing allies. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance
Type: Offensive
Rank: A-Forbidden
Range: Short (Short-Long)
Chakra: N/A
Damage: 60-90 (90-120)
Description: A powerful and spectacular technique, the user will rush forward and weave a fluid dance as they swing their sword during their charge, ending only when the user stops moving. The Atavistic Flames coating their blade produce a coiling dragon whose head engulfs the wielder's sword and whose body sways behind them, creating a swath of flame that manifests from the techniques origin all the way to its terminus. Dragon Sun Halo Head Dance can be extended as the user moves, such that it can be used across multiple moveslots, combating multiple techniques or striking multiple enemies. Doing so allows the technique to continue on with its full might of its original usage and expand the step count of the fighting style in one motion, but without costing additional vitality - it remains at its original strength for its full duration, in each moveslot it occupies and needs no upkeep cost. Interrupting Dragon Sun Halo Head Dance with any other technique, even from the same fighting style, ends the propagation of this technique. Activating the technique requires the user to expend 40 spiritual Health points. The user regenerates 20 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).
Note: (Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance cannot be used until the user achieves Step 7 of the dance.

(Hinokami Kagura: Enbu Issen) Dance of the Fire God: Dance and Flash
Type: Offensive
Rank: A-Forbidden
Range: Short-Mid (Short)
Chakra: N/A
Damage: 60-80 (90-120)
Description: The user will leap forward while using the explosive force of Atavistic Flame to quickly propel themselves forward towards their opponent. While doing so, the user will swing their blade in an Iaijutsu strike, delivering a flame-clad strike with explosive force that is also capable of interrupting handseals. For non-Samurai or Ronin, the handseal interruption ability is always equal to the A-rank version of various Iaijutsu techniques (being able to interrupt 2 or more handseals), while for Samurai and Ronin it has the same handseal interrupting ability as is typical for an Iaijutsu technique of the appropriate rank. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns.
Note: (Hinokami Kagura: Enbu Issen) Dance of the Fire God: Dance and Flash cannot be used until the user achieves Step 5 of the dance.

Additional effects and Restrictions:
Hinokami Kagura requires at a minimum Master Level Atavistic Flame to use. Atavistic Flame Grandmasters can access the true form of Hinokami Kagura, with stronger burning flames. For Grandmasters - and Grandmasters only - the (Hinokami Kagura: ) Dance of the Fire God: portion of the name becomes (Hi no Kokyū: ) Sun Breathing: . Techniques with this alteration are treated as Hinokami Kagura techniques for all intents and purposes, but enjoy the boosted damage in the parenthetical portion of their Damage without it counting as a boost, as is typical for Grandmaster Atavistic Flame techniques.

Demon Slayer’s Mark: Those who specialize in Hinokami Kagura are remarkably ferocious and have a burning spirit. They progress two Steps in the Dance per successful execution of a Hinokami Kagura technique instead of one.

Changelog:
=Reworked the chain mechanic completely. See bolded section.
=Reworked Fake Rainbow and Sun Halo Dragon Head Dance example techniques to reflect the updated chain mechanic.
=Added the Flash and Dance example technique.
=Adjusted the Demon Slayer's Mark CFS specialization to reflect the new chain mechanic.
=Clarified the reach of the flame portion in the example techniques due to the new chain mechanic.

Leaving for Lord of Kaos - Daemon

Declined, now the issue is that the steps grant benefits that would already alone be perks allowed when specializing in the CFS - step 2 is the Kenjutsu Specialty tucked into one side ability. Damage over time is also an iffy concept because of the way it’s written here. If allowed, it will be at a flat rate and not a variable one like this. And then the damage increase as well, variable increases like that can yield gross potential, such as a techniques granting a possible 40 speed difference and thus, damage boost at little cost or as small as +10.

The true issue here is each of these 3 things are unique enough to stand on there own as an ability; DoT flames that, damage increased based on the difference of base speed vs current speed, Kenjutsu that reaches long range - either of the first two attached to a Fire based Ken style would be enough to warrant approval; Attempting to have these and the only requirements being “must use these every turn” when techniques such as the “Dodge no jutsu” you posted as an example would exist, making continuing this chain easy. With specializing in it, as I’m sure you will do, granting you the ability to use this chain in half the required turns, it makes this an effortless 3 turn set up to gain a possible max +30 (+40 should you become a Grandmaster) damage on top of the damage from the mode just by using it.
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(Hinokami Kagura) Dance of the Fire God
Type:
Atavistic Kenjutsu (Atavistic Flame + Kenjutsu)
Background: Long before Chakra was distributed to the masses in the form of Ninshū by the Sage of Six Paths, humanity had a unique ability: the Human Principle, or Atavistic Flame as it is currently known. Though the power was lost to history, a loss of knowledge compounded by the introduction and adoption of chakra by most of the civilized world, it has come to be rediscovered in the modern era.

Like Atavistic Flame, Hinokami Kagura is not a new method of fighting, but an older one rediscovered in modern day, having been passed down in the form of a ritual dance over many generations. It is a form of Kenjutsu that utilizes Atavistic Flame and its unique properties to empower its users to fight beings far greater in strength than themselves, and to carry on the collective flame of humanity.

Much like how Atavistic Flame was originally known as the Human Principle, Hinokami Kagura is also known by another, older name: (Hi no Kokyū) Sun Breathing.

Description on the Abilities and Inner Workings of the Style: Hinokami Kagura blends the usage of Atavistic Flame alongside the use of Kenjutsu, creating a swordsmanship form that has remarkable power, and a unique mechanic, with the flames appearing more red-orange than the traditional orange-yellow of Atavistic Flame, reminiscent of solar flames.

The Atavistic Flames that are invoked in a Hinokami Kagura technique do physical damage, directing the explosive force along the edge of the sword in most techniques to increase their cutting potential, or in large swaths to apply their purifying flames as a method of healing others and cleansing them of afflictions that could be burned away by the ancient fires. This means that a Hinokami Kagura practitioner could use their techniques to both simultaneously fight off an opponent while also healing their comrades that might be close enough to be bathed in the flames of their techniques.

Hinokami Kagura is a sort of reverential dance and its techniques escalate in power and effectiveness, as well as complexity the longer the dance can be maintained. The complexity of the dance is measured in Steps; a user can progress in Steps only one a time, once per turn, upon successful execution of a Hinokami Kagura technique. This effects of the dance escalates with every step, which are listed as such:

  1. Step 1 begins the dance and offers no benefit.
  2. Step 2 continues the dance and offers no benefit.
  3. Step 3 allows the use of the Hinokami Kagura technique: Fake Rainbow.
  4. Step 4 continues the dance and offers no benefit.
  5. Step 5 allows the use of the Hinokami Kagura technique: Dance and Flash.
  6. Step 6 causes of the flames for Hinokami Kagura techniques to land with even further physical force as the dance escalates. Hinokami Kagura techniques gain a boost to their damage equal to the damage bonus granted by the highest level Will to Survive that the user has access to.
  7. Step 7 allows the use of the Hinokami Kagura technique: Sun Halo Dragon Head Dance.
  8. Step 8 causes Hinokami Kagura users to pick up the cadence of their dance with ease: they cannot fall below Step 4 for the remainder of the battle.
  9. Step 9 allows the use of the Hinokami Kagura Ougi technique.
  10. Step 10 causes Hinokami Kagura users to pick up the cadence of their dance with ease: they cannot fall below Step 6 for the remainder of the battle.
If the user is unable to successfully perform a Hinokami Kagura technique during their turn they regress one Step in the dance.

Example Techniques:

(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Kasha) Dance of the Fire God: Fire Wheel
Type: Offensive/Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user leaps behind the opponent and spins in the air, with their blade cloaked in Atavistic Flame, releasing a circular attack that allows them to both avoid danger and attack simultaneously. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns.

(Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow
Type: Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs high-speed twists and rotations, mostly used to evade incoming attacks. The use of Atavistic Flame during this movement allows the user to create a mirage, such that the evasion actually works better on enemies with better vision, negating tracking bonuses granted by Doujutsu. Activating the technique requires the user to expend 10 spiritual Health Points.
Note: Usable once per turn.
Note: (Hinokami Kagura: Gen'nichi Kō) Dance of the Fire God: Fake Rainbow cannot be used until the user achieves Step 3 of the dance.

(Hinokami Kagura: Yōkatotsu) Dance of the Fire God: Sunflower Thrust

Type: Offensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user thrusts their blade forward, which causes Atavistic flames to propagate forward and outwards in an inverted cone from the blade, piercing through adversity and healing allies. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).

(Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance
Type: Offensive
Rank: A-Forbidden
Range: Short (Short-Long)
Chakra: N/A
Damage: 60-90 (90-120)
Description: A powerful and spectacular technique, the user will rush forward and weave a fluid dance as they swing their sword during their charge, ending only when the user stops moving. The Atavistic Flames coating their blade produce a coiling dragon whose head engulfs the wielder's sword and whose body sways behind them, creating a swath of flame that manifests from the techniques origin all the way to its terminus. Dragon Sun Halo Head Dance can be extended as the user moves, such that it can be used across multiple moveslots, combating multiple techniques or striking multiple enemies. Doing so allows the technique to continue on with its full might of its original usage and expand the step count of the fighting style in one motion, but without costing additional vitality - it remains at its original strength for its full duration, in each moveslot it occupies and needs no upkeep cost. Interrupting Dragon Sun Halo Head Dance with any other technique, even from the same fighting style, ends the propagation of this technique. Activating the technique requires the user to expend 40 spiritual Health points. The user regenerates 20 spiritual Health Points per turn, in the following two turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded).
Note: (Hinokami Kagura: Nichiun no Ryū Kaburimai) Dance of the Fire God: Dragon Sun Halo Head Dance cannot be used until the user achieves Step 7 of the dance.

(Hinokami Kagura: Enbu Issen) Dance of the Fire God: Dance and Flash
Type: Offensive
Rank: A-Forbidden
Range: Short-Mid (Short)
Chakra: N/A
Damage: 60-80 (90-120)
Description: The user will leap forward while using the explosive force of Atavistic Flame to quickly propel themselves forward towards their opponent. While doing so, the user will swing their blade in an Iaijutsu strike, delivering a flame-clad strike with explosive force that is also capable of interrupting handseals. For non-Samurai or Ronin, the handseal interruption ability is always equal to the A-rank version of various Iaijutsu techniques (being able to interrupt 2 or more handseals), while for Samurai and Ronin it has the same handseal interrupting ability as is typical for an Iaijutsu technique of the appropriate rank. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 15 spiritual Health Points per turn, in the following two turns.
Note: (Hinokami Kagura: Enbu Issen) Dance of the Fire God: Dance and Flash cannot be used until the user achieves Step 5 of the dance.

Additional effects and Restrictions:
Hinokami Kagura requires at a minimum Master Level Atavistic Flame to use. Atavistic Flame Grandmasters can access the true form of Hinokami Kagura, with stronger burning flames. For Grandmasters - and Grandmasters only - the (Hinokami Kagura: ) Dance of the Fire God: portion of the name becomes (Hi no Kokyū: ) Sun Breathing: . Techniques with this alteration are treated as Hinokami Kagura techniques for all intents and purposes, but enjoy the boosted damage in the parenthetical portion of their Damage without it counting as a boost, as is typical for Grandmaster Atavistic Flame techniques.

Demon Slayer’s Mark: Those who specialize in Hinokami Kagura are remarkably ferocious and have a burning spirit. They progress two Steps in the Dance per successful execution of a Hinokami Kagura technique instead of one.

Changelog:
-Removed from Step 2 the Flame Extension mechanic.
-Removed from Step 4 the damage over time mechanic.
=Altered Step 6's damage boost mechanic to being equal to the value provided by the highest accessible level of Will to Survive, rather than an escalating boost that caps at the value provided by the highest accessible level of Will to Survive. (No bold, as text was only removed).
=This removes all benefits from the first 5/10 Steps of the Style and keeps techniques gated behind Steps 3,5,7, and 9. This locks benefits to 3 turns (minimum) into the fight with the CFS specialty, or 6 without it.

Declined, Spoke to Daemon regarding this. No CFS will be capable of gaining higher than a x2/+20 damage/+10 chakra boost regardless of how it's accomplished. This CFS also still attempts to gain multiple benefits in one style instead of having 1 perk, as I mentioned in the last check. Attempting to have higher damage after 6 usages as well as the perk of reducing this time by half can be seen as two perks. A style is meant to do one thing while specializing in it allows for something slightly better; gaining a +30 damage boost from repetitive use of the style they reducing this by half isn't gonna fly. If you wish to have a perk, you cannot attempt to gain additional benefits of using the style simply by using the style. It would be akin to using Gentle Fist and saying by using it, you gain a +10 chakra infusion to your techniques and specializing it also gives you +20 damage.
 
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Hell Autarch

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(Gensoku no Renkinjutsu) | Principles of Alchemy

Type:
Nintaijutsu

Background: "Principles of Alchemy" is an innovative fighting style developed by Albedo, the Chalk Prince, during his extensive travels across the world. After his realization of the vulnerabilities faced by Sand users when caught in close-quarters combat, he tactfully worked to develop a mode of combat which would harmonize with his Kekkei Genkai. Albedo found notable inspiration from Kirigakure shinobi of the Houzuki Clan who seamlessly blended Suiton with Taijutsu and the ingenious Bakuton practitioners of Iwagakure that intertwined their explosions with physical combat. Thus, in time, after several decades, he finally amalgamated the distinct martial techniques into his own creation, formulating the alchemical principles as a refined expression of his noble artistry.

Description on the Abilities and Inner Workings of the Style: "The Principles of Alchemy" involves the selective or complete conversion of the users body into sand particles, emulating its textured mineral features, which might further be utilized for offensive, defensive and supplemental purposes. A notable impact of the transformation is that the user acquires the ability to control the density of his body, whether through manipulating the sand to harden and become compact or alternatively commanding it to rarefy and disperse. The former attributes allow him to transform his body into objects such as clubs, mallets and maces (and so on), protrude weaponry directly through the body and even release deadly projectiles towards the enemy. Meanwhile, with the selective or complete transformation into sand, the latter ability involving dispersal provides him with an invulnerability to physical attacks (respecting elemental interactions) as they would simply phase right through. There are ofcourse other potential techniques possible as well.

In addition to the creation of weaponry or the dispersal of particles, the "Principles of Alchemy" sustains further strategic maneuvers as well, in total harmony with the versatile abilities accessible to Sand ninjutsu. For example, the user is able to stretch his sand particles to project an increase in length, height and width. This allows him to expand to increase in size, extend specific limbs/physical regions and even exert the body outwards at high speeds by stretching the torso. In effect, the user develops complete control over all the sand particles that constitute his body. Therefore, even if his body were totally scattered or dispersed, the user could command it to reform and recreate it, akin to a Sand clone. This capability extends to injuries sustained during battle, such as puncture wounds or the loss of a limb(s), by simply reforming the injured areas with the manipulation of sand. With the user in control of his sand body, he is consequently able to use it as a "source of sand" to perform sand techniques too.

Example Techniques:
(Gensoku no Renkinjutsu: Sentaku Gakki) - Principles of Alchemy: Selected Instruments
Type:
Offensive/Defensive
Rank: D - A
Range: Short
Chakra Cost: 10 - 30
Damage Points: 20 - 60
Description: The user will start out by converting his arm(s) into sand and then proceeding to shape it into a particular weapon(s) such as mallet, clubs or maces whilst simultaneously enlarging and hardening the weapon in order to ensure that the opponent suffers utmost damage. Once the user has shaped his arm(s) into the weapon of his choice, he proceeds to thrust his arm forward and deliver a volley of vicious punches, targeting the opponent's abdomen and finishing off with an uppercut. The mode of attack undertaken by the user however directly depends upon the selected weapon, and as such, if for example the user chooses to materialize a sword; he would naturally deliver a series of slashes and finish off with a stab in contrast to the punches mentioned previously.

(Gensoku no Renkinjutsu: Wasurre Yume) - Principles of Alchemy: Forgotten Dreams
Type:
Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The technique utilizes a simple trick involving the user allowing the opponent to strike him. It basically involves the user converting a particular region of his body into sand before it is hit by the opponent. As such, if for example the opponent performs a sword slash through that region, the sword would essentially pass right through the sand and out of the users body without harming him in any possible way. Alternatively however, the user can manipulate the sand to harden midway and force the sword (or the opponents limb depending on the case) to lodge inside the users body. Regardless of which method is used, the main purpose is to distract the opponent because whilst this happens, the user could quickly deliver a quick jab to the opponents chin or alternatively use his legs to inflict a sweeping kick.

(Gensoku no Renkinjutsu: Shippai Matteimasu) - Principles of Alchemy: Failure Awaits
Type:
Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: The user draws in sand from the terrain, and then proceeds to convert his arm into sand. Once he has done so, he clenches his hands into a fist and thrusts his arm forward. Due to the fact that the user had decided to draw in sand earlier, this allows him to extend the length of his arm several meters and project it at high speeds straight at the opponent to deliver a gruesome punch. Similarly, the user can choose to extend his legs and deliver a propelling kick. Alternatively, the user can utilize this for supplementary purposes by simply extending his arm and grabbing a nearby object.

Additional Effects and Restrictions:
- The user must have learned Sand, Ninjutsu and Taijutsu
- Those that specialize in this fighting style attain +20 damage to their Sand techniques on account of the complete control that they have acquired over the manipulation of sand.
 
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(Uchinaru seishin no michi) Way of the Astral Self
Type:Tai/Ken/Ronin Ken​
Background: A Ronin at the pinnacle of his abilities created this style by exploring his use of spiritual energy and the spirit within, by taking a close look at ‘The Unfettered Mind: Annals of the Sword Taia’ he looked to apply this concept inwards creating a similar effect on a much smaller scale but allowing for a more fluid and unpredictable fighting style.​
Description on the Abilities and Inner Workings of the Style:
This fighting style has Two key concepts, one is utilising the inner spirit separately from the outer body, hence the term ‘Astral Self’, allowing the two to act separately to a limited extent and creating an after image like effect when the body or sword is in motion.​
Two is incorporating the phasing of limbs concept of the ‘Dangerous strike’ technique, to create a more unpredictable fighting pattern, and using the Inner spirit to attack, creating a dangerous and unpredictable balance.​
The inner spiritual warrior or ‘Astral Self’ takes the same form as the user and is superimposed, passively existing within the user after mastering this fighting style, motions cause this superimposition to desync which creates the illusion of after imagery, the main focus of this fighting style is exactly the ability to de-sync from this inner spiritual warrior, for example the user could perform a downwards cut using their sword, whiles the inner spiritual warrior performs a horizontal cut which attacks the soul/spirit of the adversary, whiles seemingly a simple concept, this creates an unexpected style of fighting, the Astral Self or Inner Spiritual Warrior is capable of extending at most to short range of the user and only briefly during techniques which allow it to do so, keeping a tether between the user and Astral Self which snaps the the Astral self back into the body.​
This goes a step further however as much like the Ronin technique ‘Dangerous Strike’ the user can utilise the techniques in this style to have their physical limbs pass through the target while the Astral self deals the main strike to the adversaries soul, furthering the unpredictability of this style.​
This style whiles mainly utilising the inner warrior or Astral Self, focuses on the Ronin aspects of attacking the soul of the opponent or spiritual root of a technique which aims to sever the connection between user and technique working on a chakra Vs chakra basis similar to the Ronin technique ‘Dangerous Strike’, through this style and the Astral warriors influence, allows this effect to extend to Taijutsu techniques used by the user.​
Example Techniques:
Way of the Astral Self - Inner Reflection
Type:Offensive​
Rank:B
Range:Short​
Chakra:(+10 chakra to technique used)​
Damage:(+20)​
Description:
A technique used within the same timeframe of another technique, where the Astral Self Mirrors the users Taijutsu or Kenjutsu techniques, acting in opposition to the normal actions used, the Astral self for example will strike using the opposite limb moving in the Mirrored direction, this technique is one of the more basic techniques of the Astral Self style, as such it is limited to only techniques originating from the body, unable to mirror techniques which project chakra away from the body or similar techniques however, synchronising greatly with taijutsu and Buki/Kenjutsu techniques which focus on one's own movements, due to the addition of the Astral self acting, techniques used gain +20 spiritual damage​
Note - Can be used 4 times per battle​
Way of the Astral Self - Astral Shift
Type:Offensive/Defensive​
Rank:S
Range:Short​
Chakra:40​
Damage:80​
Description:A simple evasive manoeuvre and counter attack in one motion making use of the Astral Self which exists within, the physical body evades an incoming attack by shifting the body out of the way taking the shortest route and least movement to do so, the Astral warrior however stays in place and attacks with a devastating spinning sword strike attacking the soul of the adversary while generating kinetic force to knock back the opponent.​
Note - Can only be used twice per battle​
Note - Must wait a turn between uses​
Example of technique concept​
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Additional effects and Restrictions:
Distorted Motion - Users who spec into Way of the Astral Self Fighting style gain the unique passive of after imagery due to the desynchronisation of the Astral Self, making it difficult to lock onto and track the users movements despite their speed remaining the same whiles in motion, opponents require additional tracking equal to 50% of the users current speed to be capable of accurately tracking their movements.​
Note - Boosts which apply to Ronin Kenjutsu also apply to this fighting style, similarly, any active boosts this fighting style utilises also extends to Ronin Kenjutsu​
 

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(Gurimu Tategami ) Grimm Mane
Type: Yang Release + Nintaijutsu
Background: Grimm Mane is a unique craft of combat that was designed by Mirabelle Blackthorn. Through the constant use of its parent technique 'Wicked Weaves' she's taken it even further, using it to add fuel into the nightmares she experienced as a child and bringing them to life to haunt the world around her.

Description on the Abilities and Inner Workings of the Style: The core concept of Grimm Mane originates from its parent technique Yang Release: Wicked Weaves which infused Yang energy into the user's hair in order to manipulate it. Grimm Mane continues into this level of manipulation, but instead of solely focusing on molding the hair for just Taijutsu or Bukijutsu purposes, the user now molds the hair into actual sentient creations. These creations are dubbed 'Grimm', which when the hair is shaped into these demonic entities, they exhibit fearsome appearances that can be described straight out of a book of horror. Using the principles set, the user when crafting these monsters are capable of keeping them attached to themselves, or by detaching and applying similar application found in "Ring of Hell", gifting the hair creation further limbs etc in order to facilitate their separated forms.

Naturally these creations are sentient by default, capable of recognizing their creator and their allies but also enemies. They are capable of telepathically communicating with their creator as well. These creations when molded all carry a quality akin to a sword, being durable enough to actually cause physical harm to others, be it by crushing them, biting , slashing etc. They are also capable of speech, though this is usually decided upon creation. This accounts for overall for their physical aspect, though there comes more 'unique' applications that Grimm have. However of course, the 'Taijutsu' portion of the style comes in as well with the user being capable of striking alongside the Grimm, performing a combo strike with one another. An example of this is utilizing a lion shaped Grimm, which after detaching from the user would attempt to bite and physically restrain the movement of the target, injecting Yang Energy into them to reduce their speed, while the creator physically also runs and performs a kick to the restrained target. The Grimm may also act as a physical armament of sorts, allowing them to cover the user's arm, i.e a snake Grimm as the user punches the target and the snake biting into the opponent at the same time. The combination that is performed by the duo is mentioned within the CFSJ upon submission.

Due to being composed of Yang energy, the Grimm can also exhibit unique physical alterations upon making contact with an opponent, its creator or an ally. These can be of beneficial nature such as being a healing agent, using its own physical body as a form of damage mitigation etc while causing physical debuffs such as causing the target's eyes to become slightly blind, resulting in a reduction in tracking etc. These alterations can only be applied via physical contact with the Grimm, but can also be used against opposing techniques as well. This can be seen akin to such as a stone spear attempting to pierce into the Grimm, the stone in turn is forcefully infused with Yang energy causing it to burst completely etc. This will range from technique to technique, detailing it's unique aspects (if any).

( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short (Hair Reach), Short - Long (Releasing Ranged Techniques)
Chakra: 40 (-20 per turn)
Damage: 80
Description: Wicked Weaves is a unique technique; based on the concept of kunochi infusing chakra into their hair in order to weaponize it in combat. What makes this different from other techniques including Wild Lion's Mane Technique is through the infusion of Yang energy into the hair, it allows them to weaponize it to an even higher degree. Once active, the user’s hair harden’s enough to become more akin to a sword’s durability, but can be shaped into any form the user desires without costing a move, ranging from fists or legs to form Taijutsu, or even other weapons to perform Bukijutsu or Kenjutsu. One thing however is that it cannot be detached from the user, or else the chakra supplying it will be stripped from it and simply fall useless on the ground. The user also at the cost of a move directly strikes with the empowered hair, allowing them to deal 80 physical damage to the opponent. Due to the Yang energy flowing through the user’s hair, the constructs exhibit a level of sentience, allowing it to strike freely on behalf of its user without them needing to command it. And last but not least, Wicked Weaves also has a passive usage for half its chakra cost, but allows the user to lengthen, shorten or even change the color of their hair and its style aesthetically. Wicked Weaves can be posted within a user's biography allowing them to apply the passive application of this technique without taking up a technique usage. This can only be used thrice per battle, lasting three turns, to which once deactivated cannot be used for two turns afterwards. Can only be used by kunoichi (Female Shinobi).

Example Techniques:

(Gurimu Tategami: ) Grimm Mane: Madama Butterfly
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 50
Damage: 80
Description: Through their Wicked Weaves, the user quickly molds and detaches their hair into a Grimm called Madama Butterfly. This crafts a powerful demonic Grimm, shrouding Mirabelle's body, having a female humanoid form with butterfly like wings, allowing them the ability to fly. Madama Butterfly can strike with powerful limbs, dealing 80 DMG on impact but at the cost of a move slot. Physical contact with Madama Butterfly causes the target to be subjected to an infusion of yang energy, causing their eyes to shift into that of a butterflies', causing them to see multiple directions at once, however due to the immense new visual information, it causes them to be track properly, causing a -4 debuff.

Additional effects and Restrictions:
Requires "Yang Release: Wicked Weaves" to be mentioned within the user's bio. Usage of this style's techniques passively allows the user's hair to regrow back to its normal previous state though at the half cost of using Wicked Weaves.

Approved - Daemon
(Gurimu Tategami ) Grimm Mane
Type: Yang Release + Nintaijutsu
Background: Grimm Mane is a unique craft of combat that was designed by Mirabelle Blackthorn. Through the constant use of its parent technique 'Wicked Weaves' she's taken it even further, using it to add fuel into the nightmares she experienced as a child and bringing them to life to haunt the world around her.

Description on the Abilities and Inner Workings of the Style: The core concept of Grimm Mane originates from its parent technique Yang Release: Wicked Weaves which infused Yang energy into the user's hair in order to manipulate it. Grimm Mane continues into this level of manipulation, but instead of solely focusing on molding the hair for just Taijutsu or Bukijutsu purposes, the user now molds the hair into actual sentient creations. These creations are dubbed 'Grimm', which when the hair is shaped into these demonic entities, they exhibit fearsome appearances that can be described straight out of a book of horror. Using the principles set, the user when crafting these monsters are capable of keeping them attached to themselves, or by detaching and applying similar application found in "Ring of Hell", gifting the hair creation further limbs etc in order to facilitate their separated forms.

Naturally these creations are sentient by default, capable of recognizing their creator and their allies but also enemies. They are capable of telepathically communicating with their creator as well. These creations when molded all carry a quality akin to a sword, being durable enough to actually cause physical harm to others, be it by crushing them, biting , slashing etc. They are also capable of speech, though this is usually decided upon creation. This accounts for overall for their physical aspect, though there comes more 'unique' applications that Grimm have. However of course, the 'Taijutsu' portion of the style comes in as well with the user being capable of striking alongside the Grimm, performing a combo strike with one another. An example of this is utilizing a lion shaped Grimm, which after detaching from the user would attempt to bite and physically restrain the movement of the target, injecting Yang Energy into them to reduce their speed, while the creator physically also runs and performs a kick to the restrained target. The Grimm may also act as a physical armament of sorts, allowing them to cover the user's arm, i.e a snake Grimm as the user punches the target and the snake biting into the opponent at the same time. The combination that is performed by the duo is mentioned within the CFSJ upon submission.

Due to being composed of Yang energy, the Grimm can also exhibit unique physical alterations upon making contact with an opponent, its creator or an ally. These can be of beneficial nature such as being a healing agent, using its own physical body as a form of damage mitigation etc while causing physical debuffs such as causing the target's eyes to become slightly blind, resulting in a reduction in tracking etc. These alterations can only be applied via physical contact with the Grimm, but can also be used against opposing techniques as well. This can be seen akin to such as a stone spear attempting to pierce into the Grimm, the stone in turn is forcefully infused with Yang energy causing it to burst completely etc. This will range from technique to technique, detailing it's unique aspects (if any).

( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short (Hair Reach), Short - Long (Releasing Ranged Techniques)
Chakra: 40 (-20 per turn)
Damage: 80
Description: Wicked Weaves is a unique technique; based on the concept of kunochi infusing chakra into their hair in order to weaponize it in combat. What makes this different from other techniques including Wild Lion's Mane Technique is through the infusion of Yang energy into the hair, it allows them to weaponize it to an even higher degree. Once active, the user’s hair harden’s enough to become more akin to a sword’s durability, but can be shaped into any form the user desires without costing a move, ranging from fists or legs to form Taijutsu, or even other weapons to perform Bukijutsu or Kenjutsu. One thing however is that it cannot be detached from the user, or else the chakra supplying it will be stripped from it and simply fall useless on the ground. The user also at the cost of a move directly strikes with the empowered hair, allowing them to deal 80 physical damage to the opponent. Due to the Yang energy flowing through the user’s hair, the constructs exhibit a level of sentience, allowing it to strike freely on behalf of its user without them needing to command it. And last but not least, Wicked Weaves also has a passive usage for half its chakra cost, but allows the user to lengthen, shorten or even change the color of their hair and its style aesthetically. Wicked Weaves can be posted within a user's biography allowing them to apply the passive application of this technique without taking up a technique usage. This can only be used thrice per battle, lasting three turns, to which once deactivated cannot be used for two turns afterwards. Can only be used by kunoichi (Female Shinobi).

Example Techniques:

(Gurimu Tategami: ) Grimm Mane: Madama Butterfly
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 50
Damage: 80
Description: Through their Wicked Weaves, the user quickly molds and detaches their hair into a Grimm called Madama Butterfly. This crafts a powerful demonic Grimm, shrouding Mirabelle's body, having a female humanoid form with butterfly like wings, allowing them the ability to fly. Madama Butterfly can strike with powerful limbs, dealing 80 DMG on impact but at the cost of a move slot. Physical contact with Madama Butterfly causes the target to be subjected to an infusion of yang energy, causing their eyes to shift into that of a butterflies', causing them to see multiple directions at once, however due to the immense new visual information, it causes them to be track properly, causing a -4 debuff.

Additional effects and Restrictions:
Requires "Yang Release: Wicked Weaves" to be mentioned within the user's bio. Usage of this style's techniques passively allows the user's hair to regrow back to its normal previous state though at the half cost of using Wicked Weaves. A person whom specializes in this CFS gains the specialty known as Umbra Witch. This allows Grimm Mane Techniques that have lingering effects when infecting a person or user to last an additional turn should infection be properly administered.


New Submission:
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(Supekutoru Gyanburā ) Spectral Gambler
Type: Yin Release + Bukijutsu + Fuinjutsu
Background: Spectral Gambler was crafted by Mirabelle Uzumaki, which during her lush and extravagant adventures had became infatuated with the concept of weaponizing cards in the field of combat to her advantage.

Description on the Abilities and Inner Workings of the Style: The core concept of Spectral Gambler begins with the creation of unique cards. These cards are conjured through the user's imagination via Yin Release, given form while also capable of physically and spiritually making contact with individuals for intended purposes. These cards are not tethers, but actual spiritually aligned weapons, using the Spirit Attribute as a source of their damage/power. The style focuses on controlling/releasing these cards - similar to how Paper Ninjutsu users control their respective creations, levitating and floating around in the air. The user is also capable of chaining these cards into their respective Taijutsu combinations as well.

More into the effects of these cards are their application of inducing people into illusions once contact is made or spiritual hallucinations. These illusions will vary from technique to technique, but the inherent nature of them are slightly more powerful than normal. This is seen firstly with their innate is carrying with these illusions bypassing Genjutsu resistances similarly to Yin Release: Five Element Illusion, but also granting the cards the ability to phase through techniques/objects/solid objects i.e the terrain similarly to Yin Release: Hands of Sloth (can still be sensed via Sensory/Dojutsu etc but cannot be seen directly by base senses). The phasing is limited however when interaction with a technique, with techniques of the same chakra value or higher neutralizing the cards. Techniques with lower chakra values will not neutralize the cards and both (cards and opposing technique) will simply pass through one another. The illusions casted via Spectral Gambler are also with positive influence, which can be done towards allies and the user themselves, once again to be outlined in specific techniques. However a base example is freeing the user from opposing illusions placed on them or an ally. These are all passive and innate properties of the Spectral Gambler - but what's even more unique to the style is a mechanic known as Binding Vow.

Binding Vow is where the Fuinjutsu aspect is placed, where seals are crafted into the cards and aligned spiritually as well. Upon making contact and illusions induced, the target will find themselves given set conditions or rules (conditions can be seen in examples like Danzo's Cursed Seal, which triggers on the condition of a Root member speaking about the organization, it will forcefully trigger and prevent them from talking) - hence the term a 'binding vow'. These rules are specific, and while they inherently cannot prevent the absolute breaking of the illusion, it does create a boundary one must abide by when inflicted. An example of this is rather simple, as someone is touched by a card - an illusion is induced causing them to see the world in reverse (left becomes right, up becomes down etc). The respective Binding Vow keeping them within the illusion seals their ability to utilize their enhanced senses, only relying on their basic senses in order to counteract the effects of the illusion. While perform, these Binding Vows will never prevent a target from ever releasing from illusions or hide the illusions presence. A key principal of the style also carries into the following: the more spiritually damaging the illusion is, the weaker the Binding Vow while stronger Binding Vows cannot be attached to illusions causing damage. Binding Vows are inherently apart of positive uses as well, but still has innate restrictions attached to them as well without only the user being capable of ignoring the conditions set. Physically, Binding Vows also place a seal onto the target - representing the innate sealing script utilized. It should be noted that breaking the illusion will inherently and automatically release the Binding Vow as well.

Spectral Gambler cards are constitutionally as hard as steel, capable of being used in order techniques via Bukijutsu etc though will be simply treated as basic weapons in this circumstance.

Example Techniques:

(Supekutoru Gyanburā ) Spectral Gambler: The Lovers
Type: Offensive
Rank: S - Rank
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The user releases their spectral cards into the ground, streaming them towards a desired location. As they phase through and resurface making contact with an opponent, they are subjected to an illusion and placed under the Binding Vow dubbed "the lover". This takes the appearance of two hearts intertwined with one another. The illusion placed will subject the target into seeing a double of the user appearing behind them in a poof of pink smoke, attacking them with an assault of kicks and punches. However, due to the Binding Vow- the target is incapable of attacking the real user, as any intended intent to harm them will be sealed away for the moment, causing them to be strictly focused on trying to attack/get rid of the phantom version first. This acts an intuitive distraction, leaving the user open for follow ups.

Additional effects and Restrictions: Practitioners are capable of passively and freely conjuring their cards for the use of other styles of Bukijutsu, as outlined in Abilities and Inner Workings. Specialists are capable of utilizing Spectral Gambler Techniques in the same timeframe as their Taijutsu techniques, respectively utilizing the physical contact aspect of the cards to trigger the illusions etc.
 
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Netsui - Fervor

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

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

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

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

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

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

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

Tiger Vessel: This mark covers the user's arms from the shoulders down and guides Yang chakra to the hands where it is released into a target either through the hands, as with open-palmed strikes and punches, or the forearms as with certain defensive techniques of the Crane Form.​
Leopard Vessel: Covers the legs from the hip down, helping to guide Yang chakra to and from those regions where it is released during the few kick-based techniques of the style, but also to channel Yang chakra generated from running and other movement to other Vessels of the body.​
Crane Vessel: Connected at the center of the chest is the final Vessel which acts as a conduit for all the others. Able to draw in Yang chakra molded from movement and distribute it to select areas or the entire body in supplementary surges of Yang Release tied to the style.​
Being bolstered by molded Yang chakra, each Fervor technique contains more chakra and deals more damage than the average Taijutsu technique in addition to affecting targets with various effects of Yang chakra manipulation centered around disrupting their physical energy, state, and balance of Yin/Yang chakras. Techniques of the style are also able to affect chakra-based entities based on the unsealing property of the Vessels recognizing both chakra and physical objects as 'targets'. The Extraordinary Vessels do not interfere with other body seals on the practitioner, counting as one of the five normally allowed, and are only affected by Yang, Yin, Senjutsu, and Yin-Yang chakra. This applies to releasing its effects from targets as well.

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

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

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

(Netsui: Uchinaru Taiyō no Chimiru) Fervor: Chimil, the Inner Sun
Type: Supplementary
Rank: S
Range: Self
Chakra: 100
Damage: N/A
Description: The activation sequence for the Extraordinary Vessels is marked by any offensive motion the practitioner wishes to take, such as clenching the fists, punching, stomping the ground, or taking a fighting stance. The Vessels are activated passively at the cost of a move but this cannot be done alongside any other technique that requires motion or chakra apart from other Fervor techniques. Once activated the seals release enough Yang chakra into the chakra system to flush out most other forms except for Yang and non-elemental chakra, leaving only the necessary limit of Yin behind. Can only be activated four times per arc/fight.

Additional Effects & Restrictions:
To learn Fervor one must master Yang Release, Taijutsu, and Advanced Fūinjutsu. Specializing in Fervor allows the practitioner to activate their Extraordinary Vessels more often per arc and deal an additional +20 damage with offensive Fervor techniques or +10 chakra to defensive/supplementary ones.
 
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