Custom Fighting Style Technique Submission

Status
Not open for further replies.

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️

Permission to use a similar concept to Agility of Perseus


† Bekuta Kobura: Ratoru no Kiba - Vector Cobra: Rattle Fangs †
Type: Offensive/Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra: (varies)
Damage: (varies)
Description:
Just like activating a vector, This technique would make the complete tattoo materialise as single solid vector, but now covering the entire body of the user like a skin tight spandex, though with slits in areas that requires breathing, vision, hearing and the mouth. This would be a perfect form of defense forming a second layer over the user's skin. If the user wants, he could form part of the tattoo to be solid while others remain in tattoo form. by controlling the vector around the part of the body or the whole body, the user can turn himself to his own puppet, moving only according to how he willed the vector. This is quite useful in situations where the user's movement is restricted.

Part
This application works when only part of the body materialises. The user is able to control only that part. Since the user is only willing it and not doing the effort himself, he's able to will the vector controlling that part of the body to move at speeds equivalent to what he can track. However, he is only able to move the body in the right way the body part is supposed to move, else he risks breaking his own bones or tearing his muscles. Also for this application, the movement is a momentary but "could be" complex one that only last the turn its used in. For example, the user could quickly use the vector to move his left leg out of the way of an incoming kick and follow up with a kick with the same leg with him not having to consider his stance, balance and momentum(angular or linear) since he is not in anyway doing it via his physical force. This means the user might not have a strong pivot but still deliver a bone breaking kick, or he can still spin in mid-air without needing a foothold. The vector in this application can have upto an A-rank strength, depending on the user while he spends chakra accordingly. Last the same turn while A-rank version can only be used 4x per battle.

Full
This application works when the full body tattoo materialise into a full body vector. With this, the user is able to move the entire body with just his will and no physical effort. Meaning, he is able to manoeuvre his body to move in a myraid of ways, without worrying about physics, though the body parts must be moved in the correct way in tandem with each other, else the user risks harming himself. Unlike the "part" application, the full body materialisation can last longer than a turn, however, the user is unable to activate any fuinjutsu seals while active. Seal activated prior to that time, self activating seals or barrier fuinjutsus are not affected by this restriction. Like the "part application" the vector can also move at speeds equivalent to what the user can track only. The vector in this application can have upto an S-rank strength, depending on the user while he spends chakra accordingly. However, he would be spending large amount of chakra to keep active, spending half the chakra used in activating it per turn. S-rank version can only be used 2x per battle and lasts 3 turns.

NOTE
The user can't perform above C-rank taijutsu for 1 turn after the "full" application ends.
The user still has access to his own physical movement if he chooses, but he looses the values of being under the vector's control.
One is able to release other jutsus from the body like normal without affecting the vector. Its just like how one could release fire from his body without affecting his own clothing.
One must have used Vector Shadow before hand.

♪ Declined: Speed according to what you can track won't be approved and makes little sense anyways. Make this have chakra cost and proper rank like any normal jutsu, also it'll cost a move to use. Remove the sentence saying that your body can ignore physics lol. ♪

Permission to use a similar concept to Agility of Perseus


† Bekuta Kobura: Ratoru no Kiba - Vector Cobra: Rattle Fangs †
Type: Offensive/Supplementary/Defensive
Rank: C-S
Range: N/A
Chakra: 15-40
Damage: 30-80
Description:
Just like activating a vector, This technique would make the complete tattoo materialise as single solid vector, but now covering the entire body of the user like a skin tight spandex, though with slits in areas that requires breathing, vision, hearing and the mouth. This would be a perfect form of defense forming a second layer over the user's skin. If the user wants, he could form part of the tattoo to be solid while others remain in tattoo form. by controlling the vector around the part of the body or the whole body, the user can turn himself to his own puppet, moving only according to how he willed the vector. This is quite useful in situations where the user's movement is restricted.
Part | C-A Rank
This application works when only part of the body materialises. The user is able to control only that part. Since the user is only willing it and not doing the effort himself, he's able to will the vector controlling that part of the body to move at two times his base speed. However, he is only able to move the body in the right way the body part is supposed to move, else he risks breaking his own bones or tearing his muscles. Also for this application, the movement is a momentary but "could be" complex one that only last the turn its used in. For example, the user could quickly use the vector to move his left leg out of the way of an incoming kick and follow up with a kick with the same leg with him not having to consider his stance, balance and momentum(angular or linear) since he is not in anyway doing it via his physical force. This means the user might not have a strong pivot but still deliver a bone breaking kick, or he can still spin in mid-air without needing a foothold. The vector in this application can have upto an A-rank strength, depending on the user while he spends chakra accordingly. Counts as a move and last the same turn while A-rank version can only be used 4x per battle.
Full | C-S rank
This application works when the full body tattoo materialise into a full body vector. With this, the user is able to move the entire body with just his will and no physical effort. Meaning, he is able to manoeuvre his body to move in a myraid of ways, though the body parts must be moved in the correct way in tandem with each other, else the user risks harming himself. Unlike the "part" application, the full body materialisation can last longer than a turn, however, the user is unable to activate any fuinjutsu seals while active. Seal activated prior to that time, self activating seals or barrier fuinjutsus are not affected by this restriction. Like the "part application" the vector can also move at twice the user's speed. The vector in this application can have upto an S-rank strength, depending on the user while he spends chakra accordingly. However, he would be spending large amount of chakra to keep active, spending half the chakra used in activating it per turn. S-rank version can only be used 2x per battle and lasts 3 turns.

NOTE
The user can't perform above C-rank taijutsu for 1 turn after the "full" application ends.
The user still has access to his own physical movement if he chooses, but he looses the values of being under the vector's control.
Each application counts as a move
One is able to release other jutsus from the body like normal without affecting the vector. Its just like how one could release fire from his body without affecting his own clothing.
One must have used Vector Shadow before hand.

Approved
 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Approved Fighting Style -

Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack
Type:Supplementary/Attack
Rank:A
Range: Short-Long
Chakra:30
Damage: 60
Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes.
You must be registered for see images

Approved: Note, each individual blade can’t defend against elemental techs or anything.
 
Last edited by a moderator:

ZK

Active member
Legendary
Joined
Oct 1, 2010
Messages
16,237
Kin
821💸
Kumi
46,283💴
Trait Points
0⚔️
Awards
Resubmitting:

(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.

♪ Approved: Removed the line about it not being required to maintained. ♪

(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of defensive barriers with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent barriers between and around Jutsushiki-Sen. During the turn this technique is used the barriers can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the barriers as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the barriers to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used three (3) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.

♪ Declined: CFS makes no direct mentions to barrier usage, only formulae seals ♪

(Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of Namikazerian Fūinjutsu’s ability to form common explosive tags freely and almost instinctively. The Explosive Fist consists of a series of versatile, adaptable Gōken-style movements wherein the user extends a number of Jutsushiki-Sen towards a target (formed from the hands) and creates any number of regular explosive tags on these. The tags are always directional, essentially functioning as shaped charges, and can thus be detonated shockingly close to the user without harming them. This technique is often used to supplement a Taijutsu attack, but can also be used to pressure a target to disengage.
- Can only be used three (3) times per battle.

♪ Approved: Edits made. ♪

(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an almost unbreakable, but otherwise harmless tether. By shaping points on a number of Jutsushiki-Sen into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with a target the seal activates, tethering themselves to the target on an almost molecular level. Normally this would bind the target to the user’s finger, since that is where the Jutsushiki-Sen originates, but through this technique the user is able to connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the target remain massless and immaterial, as all Jutsushiki-Sen are, until the line is taut, at which point the seals activate to physically bind the user. This temporarily adds mass to the line and is the only time at which the tether can be physically interacted with. This technique is used to prevent an opponent from disengaging from close quarter combat.
- Lasts for a maximum of three (3) turns.
- Can only be used thrice (3) per battle.

♪ Declined: Started making edits to approve this, but lmao. First of all, this won't be an unbreakable bond. Secondly, the lines are not being immaterial. At most they won't interact with physical matter, but will still interact with energy and incorporeal elements like wind. ♪
Resubmitting:

(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of chakra constructs anchored in formulae with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent chakra constructs intrinsically tied to the formulae between and around Shiki Muchi. During the turn this technique is used the constructs can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the constructs as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the constructs to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used five (5) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.

(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with one or multiple targets the seal activates, tethering themselves to the targets on an almost molecular level. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the targets do not interact with physical matter, but can still be severed using energy-based attacks. Their elasticity, thickness and length depend entirely on the user and can be freely adjusted due to the nature of Shiki Muchi. They also retain all the properties of Shiki Muchi, even when disconnected from the user's fingers.
- Lasts for a maximum of four (4) turns.
- Can only be used thrice (3) per battle.

Both Approved: I’m visualizing the formulae lines coalescing into some aggregate 'construct'. In regards to the first technique, keep in mind if these lines can be used as blunt instruments, they can also (by definition) be destroyed by physical elements.


Submitting:

(Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By applying the concepts of Sōjō Kanji and Shiki Muchi in conjunction with one another the user is able to create a chain reaction of exploding tags, drawing inspiration from the Gojō Kibaku Fuda technique. By shaping several points upon a number of any Shiki Muchi into layered explosive tags, taking advantage of the intrinsic properties of the formulae, the user is able to continuously detonate explosive tags along these points, creating a huge explosion that can potentially go on for an extended duration of time. The user, however, needs to be at least mid range from the explosions' epicenter lest they be engulfed in it. Though the explosion requires no continuous manipulation to sustain it does cost a move per turn to do so.
- Lasts for a maximum of two turns.
- Can only be used once per battle.
- No Namikazeron techniques for the next two turns

Approved: made edits.
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,337💴
Trait Points
80⚔️
Approved CFS:

(Akuma Homura : Akuma Taiji No Geijutsu) Satan’s Flame: Art of Devil Slaying
Type: Offensive | Defensive
Rank: B- Rank
Range:Short
Chakra:20 (-5 per turn active)
Damage: 40
Description: Art of Devil Slaying is a variant of Satan's Flame: Origins of Lucifer and Satan's Flame: Claws of Azazel in which the former being the precursor of mastery of the style in its final state and the the latter being a combo based attack using the aspect of the fighting style. This technique in general acts as the basic form of entire fighting style - utilizing the user's ability to control and ignite their limbs on fire in order to attack an enemy or defend against others. Art of Devil Slaying comes in two forms however; the first form being the basic application of simple hand to hand combat. The user will manipulate their chakra while performing a strike and will ignite their limb aiming to strike the enemy with a blazed limb while the second application is considered one of the only ranged techniques of the style.

The user is able to release bursts, crescents , streams etc of short ranged fire by either swinging their legs or jabbing forward releasing the burst of fire. The projectiles are all composed of near tangible properties and thus on impact with an object they not only burn but also deal explosive damage.

First application of this technique can be used twice per turn, going on cool down equal to the amount of times it was utilized though the flames can be sustained for two turns if the user so wishes. In this case the user is restricted to Fire Release only in terms of elemental chakra while keeping it sustained in which it then goes on cooldown for two turns regardless. Second application can be used twice per turn; going on cool down for two turns. Neither application can used in the same turn as each other meaning if the former is used then the latter can't be used in the same turn. As with all Satan's Flame Techniques, the user's fire will appear blue in coloration with mastery of the fighting style.
You must be registered for see images
Updating:

Declined: Projectiles of flame would clash with fire boxing and goes beyond the scope of this CFS.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
CFS:

(Hentai) Metamorphosis

Type: Offensive/Supplementary/Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Here we have one of the more unique techniques available in Mutation Fist that invokes the user's ability to produce puppet protrusions shaped after different animals. By sending a surge of chakra through seals located on their body the user will instantly replace just about every one of their puppet limbs which will mainly be aimed at the major appendages such as arms. Legs, head etc. The user’s entire body will essentially undergo a full body Mutation as they are transformed into that of a obsidian colored serpentine dragon around fifteen meters long. This dragon dragon is covered in several layers of metallic plates and wooden puppet material. If wanted the user can simply submerge their puppet body inside of the dragon. Essentially, the user will have transformed their puppet body into that of a dragon instantly. Located along the surface of the dragon are a pair of wings that have flaps located along their surface. By pumping chakra into the wings it allows for the user to initiate a mode of flight allowing the user to easily traverse the field, by simply willing themselves in a certain direction. The flight is activated instantly as the user has transformed.

This Mutation Fist technique is mainly utilized in order to give the user additional maneuverability and for navigation. While mutated, the user is gifted the passive ability of flight, but due to how the user does not possess any hands it makes it difficult to perform any techniques that require hand seals; however the user can find ways around that such as relying on other Mutation Fist techniques or emerging their body from the dragon if it was submerged. Due to how the dragon is constantly flying around it makes it difficult in a way to hit it with a pinpoint strike. If wanted the user can choose to spend a move and ten chakra points to release a concentrated blast of chakra from the dragon's body allowing for the user to thrust themselves into a specific area up to ten meters ahead. Offensive wise, it is possible for the user to utilize sealing tags located across their body or more specifically, if wanted, their mouth area and choose to release a concentrated blast of an elemental nature the user knows into a certain direction. These elemental natures are equal to S-rank/long range and the user must spend a move each time that they are utilizing an elemental nature. If wanted the user can choose to release the blast as a stream or in a wide scale manner similar to simply breathing it out. If desired the user can carry a multitude people on their back.

Note: Can only transform once
Note: Can last up to three turns .
Note: If simply submerging their body inside of a dragon, the user can choose to emerge their puppet body from any place on the dragon.
Note: If the user's body is submerged inside then the dragon is capable of being destroyed by an S-rank attack, but if the user's body itself has been mutated, then any attack could harm them.

Approved: Made minor edit:

You must be registered for see images

-Updating
-removed an note as it didn't make sense anymore.
(Nasushī) Nascency
Type: Offensive/Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: A form of Mutation Fist that takes advantage of the user’s innate ability to summon forth protrusions such as extra puppet limbs and utilize them in order to release elemental blasts. By activating any sealing tag scattered across their body they will summon forth a head protrusion depending on where the seal was summoned from. Upon summoning a head the user must specify which elemental tag is located inside of it ranging from: A fire, water, earth, lightning, or wind tag or any KG/CE the user possesses. When activating the sealing tag the user is able to release a streamed elemental blast ranging from Short-Mid range.The user also has some leeway with the direction of the blast, meaning they can adjust its trajectory within reason. Every time the elemental blast is activated one must spend a move, but upon spending a move to summon forth the head, the user is able to release the elemental blast upon its protrusion in one move if wanted. While the head is not in action, the user can choose to manipulate the heads to release basic puppetry techniques or act as simple attachments of the user, that can act alongside the user at the same time as themselves or disperse them. At the most two heads can be summoned at once, but costs two moves if doing so. Let it be noted, that if using two heads at once they cannot be of different elemental natures, simply meaning it could only be used with two wind heads for example or if its a KG/CE then the user can use that specific element as well as an element that the Custom Element is based on.

Note: Can only be summoned four times.
Note: Only two heads can be present on the user at one time.
Note: Heads/limbs disperse after they release a singluar elemental blast/use a single puppetry technique.

♪ Approved ♪


- I already said the arms collectively equal S-rank so each one was already A-rank in strength, but I'll just bold to make it clearer.

(Karon no fukushū) Vengeance of Charon
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: NA (80)
Description: By first sending chakra into a seal located on their back the user summons forth a massive mechanical doll that will burst forth hunched over the user's body. This mechanical doll rises at least five meters across and above the user. Due to how large and hunched over the puppet is, it provides an excellent defense from aerial attacks. The main purpose of this technique is to act as a sort of extension of the user simply meaning that once that once the puppet is on the field the user can use it to lash out its limbs to do blunt damage at a target who is at max ten meters away. At most the user can have this extension on the field for a maximum of three turns, but can be destroyed by an S-rank or higher attack. By spending a move the user can manipulate the puppets massive fist to deal the blunt damage of S-rank damage which will be divided upon the two fist so each one individually will be A-rank. Along with simply crushing a target, it is possible for the user to utilize the puppets hands in order to restrict a target/object by gripping it with the puppets hands. When gripping onto an object the user will be able to grab hold of objects around the size of a large boulder. Let it be noted that the user is able to utilize this mechanical doll to release basic puppetry moves such as Endless Rain of Senbon or the Poison Smoke screen as long as a they spend a move to do so. Lastly, when using the puppets arms it is possible for the user to place both arms side by side in order to create a frontal shield of anything five meters in width. Any of its actions cost a move.

Note: Can only be used once.
Note: If using for prolonged usage, No A-rank or above Mutation Fist the following turn.

♪ Approved ♪

(Harumagedon) Armageddon
Type: Offensive/Supplementary/Defense
Rank: Forbidden
Range: Self
Chakra: 50 (-10 per turn)
Damage: NA
Description: One of the more advanced techniques available in the Style of Mutation fist. This technique calls for the need to manipulate a plethora of puppet material and intensive control when utilizing them which is why this technique is considered Forbidden rank. First off, in order to initiate this technique the user will focus chakra throughout just about every seal located across their body therefore causing a large amount of puppet parts to be released upon their body. In a matter of seconds their body will be submerged inside of a multitude of puppet materials until their body resembles that of a grotesque humanoid monster. While this technique is active the user's core body will essentially be concealed inside of a thick layer of wooden and metallic based puppets. Once the technique has been completed the user's semblance can be noted to have a wide variety of several types of limbs and tendrils as well as just about anything the user can fathom as long as it is feasible can be modeled on to their body.

One of the most basic abilities made available while this mode is active is the user's innate ability to regenerate and regrow any missing appendages. This just goes to say that while concealed inside of Armageddon if the user's arm were to be severed it would be possible for them to use the available material to instantly and passively replace the limb. Due to how Sasori's puppet body functions there is no exact limit to how much damage it can regenerate against. Essentially, Sasori's only weakness will be his core as always. Of course it is still possible for the armor to be offensively overpowered simply meaning that it is possible for a S-ranked attack directed towards the user's entire body to destroy the armor; meaning that it can regenerate from S-ranks if it does not target more than half of their body, but if doing so costs forty chakra points. However, the user is left immune to A-rank and below attacks due to them not possessing the necessary strength to plow through the armor in one go without its regenerative properties coming into place, but still require chakra equivalent to the attack used. As a last resort the user can expel a bundle of puppet material into an area Mid-ranged away which manifests itself into a rudimentary humanoid puppet. While expelling the material the user's heart contained will be contained inside of it and allows the user to escape potentially dangerous attacks.

On to Armageddon's offensive abilities, due to the puppet material able to be called forth while in this mode it is possible for the user to release wide scale or concentrated stream of puppets with simple hand gestures alone or by simply releasing the material from a desired location such as their back. The type of attacks the user can release is entirely up to the user as long as it is reasonable. The attacks however will never exceed that of S-rank and up to Long range and will always cost a move. Depending upon what's needed the user can simply create and manifest puppets to suit the situation such as wooden tendrils in order to grapple onto objects. For example, by swaying one of their arms from left to right the user can release a wide scale array of wooden arms that cover a wide range and race after its target aiming to trampede them. Or the user could point their arms towards and release a concentrated bundle of tendrils that can easily pierce or grapple into a target. It is also possible for the user to make use of the Fūinjutsu tags involved in Mutation Fist in order to passively coat one of its attacks in a layer of a specified elemental nature. Lastly, Armageddon holds the ability to create puppet protrusions which will mainly be designed after animals, off of its body such as snakes or other puppet oriented creations, when doing so they can never exceed being two meters in length and width; the purpose of this can be to passively protract protrusions up to mid range in order to attack with free form damage. It's main purpose however will be to utilize sealing tags located in the puppets mouth in order to release concentrated elemental blasts at the opponent and is S-rank and extends up to Long range.

Note: Can only last Five turns at most
Note: No Mutation Fist for two turns after usage ends
Note: No jutsu above S-rank following the techniques end.
You must be registered for see images

♪ Declined: Tone down the immunity/healing factor a bit. S ranks of any size should be able to penetrate deep enough to hit the core. Also, the restrictions are really lacking. ♪


Updating Rebirth
Expanded upon it basically

(Kigen) Genesis
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle.

Note: A-rank version can only be used four times with a turn cool down between usages.

♪ Approved: This is really well done. ♪

(Mokushiroku) Apocalypse
Type: Offensive/Supplementary/Defense
Rank: Forbidden
Range: Self
Chakra: 50 (-10 per turn)
Damage: NA
Description: One of the more advanced techniques available in the Style of Mutation fist. This technique calls for the need to manipulate a plethora of puppet material and intensive control when utilizing them which is why this technique is considered Forbidden rank. First off, in order to initiate this technique, the user will focus chakra throughout just about every seal located across their body, therefore, causing a lot of puppet parts to be released from their body. In a matter of seconds, their body will be submerged inside of a multitude of puppet materials until their body resembles that of a grotesque humanoid monster. While this technique is active the user's core body will essentially be concealed inside of a thick layer of wooden and metallic based puppets. Once the technique has been completed the user's semblance can be noted to have a wide variety of several types of limbs and tendrils as well as just about anything the user can fathom as long as it is feasible can be modeled on to their body.

One of the most basic abilities made available while this mode is active is the user's innate ability to regenerate and regrow any missing appendages. This just goes to say that while concealed inside of Apocalypse if the user's arm were to be severed it would be possible for them to use the available material to instantly and passively replace the limb. Due to how Sasori's puppet body functions there is no exact limit to how much damage it can regenerate against. Essentially, Sasori's only weakness will be his core as always. Of course it is still possible for the armor to be offensively overpowered simply meaning that it is possible for an S-ranked attack directed towards any part of the user’s body can penetrate and reach the user’s core through the armor; however the user is free to regenerate from an S-rank if for example it only damages something such as an arm or leg, but regardless, if doing so costs forty chakra points. However, the user is left immune to any damage of any A-rank and below attack due to them not possessing the necessary strength to plow through the armor in one go without its regenerative properties coming into place, but still require chakra equivalent to the attack used. As a last resort, the user can expel a bundle of puppet material into an area Mid-ranged away which manifests itself into a rudimentary humanoid puppet. While expelling the material the user's heart contained will be contained inside of it and allows the user to escape potentially dangerous attacks.

On to Armageddon's offensive abilities, due to the puppet material able to be called forth while in this mode it is possible for the user to release wide scale or concentrated stream of puppets with simple hand gestures alone or by simply releasing the material from the desired location such as their back.The type of attacks the user can release is entirely up to the user as long as it is reasonable. The attacks, however, will never exceed that of S-rank and up to Long range and will always cost a move. Depending on what's needed the user can simply create and manifest puppets to suit the situation such as wooden tendrils in order to grapple onto objects. For example, by swaying one of their arms from left to right the user can release a wide scale array of wooden arms that cover a wide range and race after its target aiming to trample them. Or the user could point their arms towards and release a concentrated bundle of tendrils that can easily pierce or grapple into a target. It is also possible for the user to make use of the Fūinjutsu tags involved in Mutation Fist in order to passively coat one of its attacks in a layer of a specified elemental nature. Lastly, Armageddon holds the ability to create puppet protrusions which will mainly be designed after animals, off of its body such as snakes or other puppet-oriented creations, when doing so they can never exceed being two meters in length and width; the purpose of this can be to passively protract protrusions up to mid range in order to attack with free-form damage. It's main purpose, however, will be to utilize sealing tags located in the puppet's mouth in order to release concentrated elemental blasts at the opponent and is S-rank and extends up to Long range.

Note: Can only last Five turns at most
Note: No jutsu above A-rank next two turns after Jutsu ends.
You must be registered for see images

Approved: Just make sure to note, wide scale S ranks that hit your body would result in death.

(Imada umareteinai) Abyssal Dragon
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: A unique form of Mutation Fist that incorporates basic Fuinjutsu into the style. In order to initiate this technique the user must first activate a sealing tag located anywhere on their body. Upon activation a obsidian colored puppet dragon emerges from the seal. The dragon however is simply extending from the seal itself and has not fully been released. This dragon can extend up to five meters in length or width if needed. Once summoned the dragon will then begin to entrap an object inside of its mouth. In this case the dragon will be used to consume the user in a sense. When the user has been consumed by the dragon, its mouth will snap shut and a seal will activate in response to it. The seal causes for the dragon to resummon itself and the whatever is inside of into an alternate dimension. Essentially, this is a technique which will allow for the user to escape the battlefield if things begin to go awry. In this dimension which is basically a vacuum filled with nothingness the user will remain until time expires. After one turn has passed or if before that, if wanted, the user will be summoned back to the field in an area five meters around where they left. On the other hand, there is another variation of this technique which involves using it offensively. This time around the user will activate the seal as usual, but instead of the dragon consuming the user, it will instead be used to target any objects/people short range of it. Located inside of the dragon’s mouth is a sealing tag capable of sealing matter and the like, so upon a jutsu coming into range of the user they will if possible be able to seal the technique as long as it is within the parameters of five meters in length and width at maximum. Let it be noted, that when sealing objects that a powerful sealing/suctioning force is present which causes techniques to be easily dragged inside and the same could be said for another person. If a living being were to get sealed inside they would be trapped inside of the vacuum unless they possessed a space time-ninjutsu technique and also would have a hard time breathing because this vacuum is devoid of oxygen, something the user has little to worry little of. When the user is sealing themselves the process happens rather quickly and swiflty allowing them to easily avoid many attacks if need be.

Note: Can only be used four times.
Note: The Dragon is capable of sealing techniques up to A-rank.

Declined: Reach. Sealing people like this won’t be approved, fam. I’d suggest using this in a defensive sense, to seal techniques/non-living matter.
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards


(Sandangamae kyouhaku: Sandangamae Nakigoe Mitsugo) Triple Threat Blade Style: Triple Crying Triplets
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra:50
Damage: 90 (-40 to user)
Description: One of the stronger techniques of this style, utilizing the three step process to gain an even bigger advantage over the enemy. This technique can only be used if hes airborne. Once the user is in the air, he will thrust his sword downward in a swift motion. As he is swinging a very loud screech is projecting into the opponent(s) ear causing them to see two doubles of the opponent making it a total of 3 they see overall. This would also cause them to stumble due to the equilibrium being thrown off, not being able to properly stand without stumbling. Unlike most of the other techniques, the second stage of this attack is used to project the trajectory of the destructive sound wave. The user will thrust three times in a triangle type motion, causing a very violent destructive sound wave to travel towards the ground, 10 meters long and 5 meters wide, enough to cause a huge crater in the ground, while also powerful enough to shatter the opponents bones. The unique thing about this technique is that the opponent will see three people performing the same motion, and move, confusing them, making it seem like the attack will be wide spread (The doubles would be roughly one meter apart on both the users right and left, with the real always being in the middle) Though with great power comes great risk. This technique is considered forbidden due to the risk it carries. Every motion the user launch his sword downward, the user takes a bit of that destruction soundwave that is casted below making it that once all 3 are launched, his whole arm would be sprained (Borderline broken) causing pain for several turns afterwards

Note: Can only use once
Note: The user is not able to use said arm be it for blocking, jutsu usage etc for 3 turns
Note: The user will experience +20 damage to its arm
Note: No sound jutsu above A rank in the next two turns

✦ Declined, the main issue is related to the size of the destructive wave and how it travels. In the CFS you wrote "The range of the destructive sound wave can reach up to short range while higher ranks (S and Forbidden) can reach up to 10 meters and can be 1 meter wide", yet in the CFS you make waves that are 10 meters long and 5 meters wide. They can't be that wide and given the size of it decreases, the huge crater doesnt sound likely anymore. ✦

Approval of CFSJ is in the Quote above

(Sandangamae kyouhaku: Sandangamae Nakigoe Mitsugo) Triple Threat Blade Style: Triple Crying Triplets
Type: Offensive
Rank: S
Range: Short - Mid
Chakra:40
Damage: 80
Description: One of the stronger techniques of this style, utilizing the three step process to gain an even bigger advantage over the enemy. This technique can only be used if hes airborne. Once the user is in the air, he will thrust his sword downward in a swift motion. As he is swinging a very loud screech is projecting into the opponent(s) ear causing them to see two doubles of the opponent making it a total of 3 they see overall. This would also cause them to stumble due to the equilibrium being thrown off, not being able to properly stand without stumbling. Unlike most of the other techniques, the second stage of this attack is used to project the trajectory of the destructive sound wave. The user will thrust three times in a triangle type motion, causing a very violent destructive sound wave to travel towards the ground, 10 meters long and 1 meter wide, enough to cause a moderate size crater in the ground, while also powerful enough to shatter the opponents bones. The unique thing about this technique is that the opponent will see three people performing the same motion, and move, confusing them, making it seem like the attack will be wide spread (The doubles would be roughly one meter apart on both the users right and left, with the real always being in the middle)

Note: Can only use twice
Note: The user will experience +20 damage to its arm
Note: No sound jutsu above S rank in the next two turns



CFS LEARNED AND PERMISSION TO SUBMIT CFSJ HERE


Approved CFS HERE:

Dance of the Whirlwind Lancer: Awaken
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This is the core technique of the Whirlwind Lancer fighting style. By using this technique, the user will “awaken” as many of the six lances as he wishes. This simply means that he will coat them in wind chakra to allow them to levitate around him in mid-air. The default positioning of these lances is having three on each side. One in front of the user to the right, one in front to the left, one on each side of the user, one behind the user to the right, and the last one behind the user to the left. From this point, the user is able to, through hand motions described in the actual fighting style itself, control each and every one of the lances. (See the actual fighting style for more information)
Note: All of the lances, being coated with wind chakra, have each of their strikes treated as D-rank techniques that can be dodged without the use of a jutsu (as a normal sword strike or taijutsu attack could be dodged) but due to their enhanced cutting power are capable of slicing through normal weapons as well as D-rank and below techniques. The other techniques in this style are treated with the rank given in their description without any regard to this note.
Note: This technique stays active until the lances come in contact with a technique of equal or higher rank (excluding ration techniques). Once this happens the lance, or lances, that were hit will no longer be coated in wind chakra and the user will need to either reactivate the technique or continue fighting with the missing lance.
Note: Even when attached the lances are still treated as one D-rank technique.

Dance of the Whirlwind Lancer: Bite
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage:60
Description: The user will focus wind chakra into all six of the lances at once. This technique requires two quick movements. First, the user will throw bring each of his hands outward away from each other. The lances will respond by positioning themselves directly in front of the user. Three will be in front of the user to his left, and the other three in front of the user to his right. With one quick movement, the user will clap his hands together from their former position, and the lances will clash into each other. They won’t hit each other head one, but rather they’ll go into each other, so that the result is each of the six lances being “stacked” on top of each other. The three lances to the right will be spread out just enough so that the three lances to the left can fit perfectly in between them, and vice versa. The result of this technique will either skewer the target in front of the user or provide a perfect shield of the lances and wind chakra right in front of the user.

All Approved
 
Last edited by a moderator:

Method

Active member
Elite
Joined
Feb 8, 2012
Messages
8,150
Kin
1💸
Kumi
3,000💴
Trait Points
0⚔️
Awards
Approval of CFS:
Permission to Submit:


Akuma Homura: Akuma no tensō| Satan's Flame| Devilish Transfer
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user first begins to channel chakra across their entire body, soon followed by their body being completely engulfed in fire; a bright blue colour if having mastered the style. This technique relies on a single strike, leaving a devastating result on contact, preferably by hand but can be done by any part of the body. The user performs a simple but sturdy strike. on contact, the user manipulates the flame around their body to rapidly travel to the point of release, as if being forcefully sucked in to that single point. After a very brief pause, a blaze of fire violently explodes & spreads out from the point of contact. the intensity of the flame is enough to swiftly burn the opponent alive. The user does suffer a slight burn from the initial release, but it fades over a single turn. The user is able to manipulate the form of the blaze to somewhat of a monstrous image, as if roaring, though this would be purely cosmetic.
- Due to the slight burn, the user is unable to perform Taijutsu of B rank or above the next turn
- Can only use Fire jutsu while the blaze is surrounding the user's body
- Can be used twice
- Must wait at least three turns between each use

✦ Approved, had to edits parts ✦
(Akuma Homura: Puraimarureiji no Hachiou ) Satan's Flame: Primal Rage of the Eight Kings
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user first begins to channel chakra across their entire body, soon followed by their body being completely engulfed in fire; a bright blue color if having mastered the style. This technique relies on a single strike, leaving a devastating result on contact, preferably by hand but can be done by any part of the body. The user performs a simple but sturdy strike. on contact, the user manipulates the flame around their body to rapidly travel to the point of release, as if being forcefully sucked in to that single point. After a very brief pause, a blaze of fire violently explodes & spreads out from the point of contact. the intensity of the flame is enough to swiftly burn the opponent alive,though alternatively, the user can release the fire from the ground by punching/stomping and releasing the fire. This cause a large amount of stone, debris and other material in the ground to fly outwards, potentially obscuring the vision of the enemy, as well as stoning them with heated rocks etc . The user does suffer a slight burn from the initial release, but it fades over a single turn. The user is able to manipulate the form of the blaze to somewhat of a monstrous image, as if roaring, though this would be purely cosmetic.After usage the user is unable to use Taijutsu above B Rank in the next turn, while being able to only to be used twice per battle. Requires a two turn cool down after usage before reusing this technique.

Update Approved
 
Last edited by a moderator:

-Quest-

Active member
Legendary
Joined
Sep 9, 2008
Messages
11,249
Kin
8💸
Kumi
3💴
Trait Points
0⚔️
Awards
(Ryusoken: Ryudoken) Subduing Dragon Claw: Dragon's Divide
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: An advanced technique for claw forms of Ryusoken. The user adds wind nature into their chakra claws, formed at their fingertips/feet. Unlike the standard technique, these claws are shaped so thin that they look like long wires and it's transparency makes it virtually invisible to the naked eye which makes it hard to detect and avoid. As these claws are swung, they can reach up to mid range and each swipe launches 5 extremely sharp slices from each finger, enough to dice anything up to equal rank. The user can perform rapid attacks with this technique, however the power will be divided amongst each strike.
~ 3 times per battle.
~ Useable once every 2 turns.

(Ryusoken: Ryugaken) Subduing Dragon Claw: Dragon Bringer
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: An advanced form of grip techniques, the user manifests a huge claw formed from chakra around their hands, dense enough to have a tangible state. The claws are big enough to grab an entire body of human being within its grasp and its crushing power is nearly immeasurable as it can reduce the strongest materials to dust. This technique is effective against larger targets like giant familiars or summons but it can work on any tangible target. The user can also use this to grapple and throw objects/targets with monstrous strength.
~ 3 times per battle.

Both Declined: CFS Approval link?
 
Last edited by a moderator:

Six Paths

Active member
Legendary
Joined
Oct 27, 2012
Messages
16,506
Kin
121💸
Kumi
4,249💴
Trait Points
0⚔️


(Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Considered to be one of the most powerful techniques known to practitioners of Renewal Taekwondo, the "Recoilless Kick" has similar attributes to the "(Jin Hoechook) Truth Tornado" technique, but with a wildly divergent release and effect. The user starts by multiplying their own weight with Earth Release Chakra, which for the purposes of this technique nears the pinnacle of the Fighting Style's limitations, multiplying the user's own weight 25x over. The user then absorbs the resulting force generated by the ground in opposition, directing it from one leg to the other.
As they do, they initiate the most basic of motions required to perform a roundhouse kick, opening Renewal Taekwondo's typically narrow, side-facing stance by positioning the leg that absorbed the force from the ground in the same direction they are about to pivot to while standing on the balls of their feet, before raising the leg with the generated force channelling it, as they start to twist their body. Upon reaching the optimal angle, the user releases the kick itself, along with the force held within, which is fired off at an incredibly accelerated pace, benefitting from the centrifugal force generated by the arc of the user's kick. Unlike the aforementioned technique, which utilized extreme rotational power for tremendous levels of force, this technique has no such accoutrements, resulting the user in releasing, in simple terms, an incredibly narrow, arced stream of condensed force, akin to a pressurized jet of air, slicing through almost anything within the path of the stream. The resulting attack from the kick, while incredibly thin, and relatively contained, is strong enough to affect both an area as low as several meters beneath ground level, as well as targets as high as cloud-level, making it's effective area very fine and attenuated, yet tall enough to affect a large number of target types, including as aerial and subterranean, as well as those behind cover.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 3 turns.
Note: No A-Rank or higher Taijutsu or Renewal Taekwondo within the same turn this Jutsu is used.

You must be registered for see images

Approved

(Rinyūaru Tekondō: Tengoku no Ō, Jaecheondaesong) | Renewal Taekwondo: King of the Heavens, Jaecheondaesong
Type: Supplementary/ Defensive/ Offensive
Rank: B-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-5 or -10 to user per turn)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the recurrent action of multiplying their own weight, in this case 10x their normal weight, or they utilize a far less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In this case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. The methods, while similar in the act of gathering force, achieve wildly differing applications. In the former, or "traditional", application of multiplying one's own weight, the user then takes the force gathered from this application, and evenly distributes it throughout their body. This results in a temporary damage boost of +20 boost to all of the user's Taijutsu and Kenjutsu techniques due to the presence of additional force in every part of their body, and thus every strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force this results in only a single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks. Finally, thanks to the differing results of each application, how they directly affect the user and are maintained are also different. In the traditional application, due to the force being directly generated, controlled, and distributed evenly thoughout the body by the user themselves, this allows the force from this application to remain active for up to 4 turns, during which time the user takes 5 damage per turn, due to the Fighting Style's warning about retaining force within the body for extended periods of time. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a single-use application, and leaves the user with nothing after it's usage. The modern application's method has it's pro's and cons, namely being that while the user only gets one attack from the redirected force, as they typically aren't retaining it within the body for extended periods of time, they don't automatically succumb to the damage over time aspect found in the former application, however, should the user wish, they can retain the force from this application for up to 3 turns, during which time they take 10 damage per turn.

Note: If the traditional application is used, once it ends, this technique cannot be used for 3 turns. If the modern application is used, once the force is expended, this technique cannot be used for 2 turns.

You must be registered for see images

Declined: Nice job, but make this jutsu last/boost a single strike. You can make it usable in the same time frame as other physical techniques. You can then make it usable like 3 times total.
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️


( Senken: Saishū bureido ) - Thousand Blades: The Final Blade
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: Considered to be one of the ultimate techniques of the style, it merges all its fundamentals. The user will manifest an amazing amount of blades in their scattered form. The scattered blades will be manipulated to come together and form into that of a being/creature. Said being is purely unique in terms of appearance between users of the style. It manifests as what the user wishes or believes his blade to embody. Be it a warrior or a dragon, the being surrounds the user acting as a defense. With its scattered blade composition shredding whatever it touches. It also pushes the styles offensive capabilities to the max. The being able to manipulate its form to create, release and extend limbs. Or even release portions of itself as projectiles. Naturally the use of the technique differs alot depending on the shape the user wishes the scattered blades to take. Humanoid like beings or ones with arms in general can be capable of also holding a condensed blade in their hands. The being is capable of acting on its own or mirroring both the taijutsu and kenjutsu actions of the user be it technique based or freeform. The size of the creature is up to the user but at most rivals that of the Great Stone Golem. The scattered blades will passively take chakra from the user to sustain and repair itself from damage thus the enemy must fully destroy it rather then gradually weaken it

₪ Lasts for 3 turns.
₪ May only be used 1 times per match.
₪ No other thousand blade techniques while this is active

Approved: Edits made.
 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards



(Tsukareta Ken No Hantei: Sono Nemuri Kage) Jaded Fist of Judgment: The Sleeping Shadow
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20 (-5)
Damage: Dependant
Description: The sleeping shadow requires a prerequisite of having the target(s) under the influence of any other shadow based technique. It allows the user to take control of the targets movements without having to follow said movements himself. The user can only control up to 3 limbs of the target, resulting in a somewhat restricted usage. (Targets are divided into 6 broad 'limbs': legs, arms, head, and spine/stomach/chest.) This could allow for a array of movement performed by the target. However, a downside of this technique is that the target would regain control of the two remaining limbs, allowing for some resistance against the control. The prerequisite shadow technique must have either paralysing qualities, or movement imitation qualities, such as Shadow Paralysis Jutsu and Shadow Imitation respectively. As such, the technique's range is entirely limited to it's precursor technique. If the precursor technique affected multiple targets and the user wished to control multiple targets through The Sleeping Shadow, an additional 5 chakra points must be paid for each target, as well as an additional 5 chakra points per extended turn per target. The technique can last up to three turns, and being usable five time per battle with a turn interval between uses. Additionally, the range of mobility the user has over the target would be a range further than where they were restricted. So if a target was capture by shadow imitation at short range, the user can move the targets up to mid range away from the point of capturing through the sleeping shadow.


Declined

The range extension won't be allowed. Reiterate that you'd unable to perform Non-Nara and Non-Tai based jutsu while holding. This also needs a duration cap, make it the length of the original prerequisite technique or 3 turns, whichever is shorter. No controlling the opponent to perform jutsu or harm themselves either.


(Tsukareta Ken No Hantei: Shikaeshi No Ko) Jaded Fist of Judgment: Reprisal of Sin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: Dependant
Description: Reprisal of Sin is meant for the sole purpose of countering technique utilised by the opponents, specifically those related to close quarter combat. By either establishing contact with the target's shadow through this technique, the user would be capable of diverting an incoming attack away from himself and into another target, be it the opponent themselves, or any other available target. The technique works by having the use taking control of the opponents attacking limb(s) (up to 3 out of 6; legs, arms, head, spine/stomach/chest) and moving them in the most suitable manner to counteract the attack. Naturally this not restricted to taijutsu or kenjutsu, but rather extends to techniques that require bodily movements in order to execute. So for instance it can be used to counter a rasengan as it would be aimed through hand movements. This technique is commonly used in cases where the user is capable of tracking the incoming attack, but lacks the proper physical speed or capabilities to deal with them in time. As such, through the utilisation of one's own shadow they would be capable of having a temporary means of defence that acts as fast as the user can track. The technique can only be used five times per conflict with a turn interval between uses.


Declined

Shadow Speed is not going to be equal to tracking speed. I'll allow it to be a bit faster than your running speed, but not tracking.


(Tsukareta Ken No Hantei: Tenpan No Janguru) Jaded Fist of Judgment: Law of the Jungle
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20
Damage: Dependant
Description: Explicit to those who are capable of using Shadow Arts: Phantasos, Law of the Jungle enables the implementation of the damaging aspect of Phantasos into compatible techniques of Jaded Fist of Judgment. Law of the Jungle essentially works on the rank of the technique it is utilised with, allowing the user to attack the targets through their shadows in accordance to Phantasos. Naturally, only the 'limbs' under the influence of the user would be damaged during the process. The amount of damage correlates to the rank of the technique Law of the Jungle is utilised with. The damage would be divided between the number of limbs under the user's control, however, the user can chose to affect a lower number of limbs to achieve a higher damage margin. Damage equivalent to twenty points to a particular results in side effects in respect to said limb. For a leg, twenty damage results in a decrease of 3 speed levels, lasting for 3 turns. For a hand, it results in the inability to perform more than 5 hand seals and a decrease in one rank for kenjutsu or taijutsu using said hand/arm, lasting 3 turns. For damage done to the head, it results in the lowering of tracking capabilities by 4 levels. As for damage done to spinal area and chest/stomach, it results in the inability to perform attacks that require breathing/exhaling above A ranks, for instance the great flame technique. This also extend to techniques that were initially A rank but were boosted to S rank. This lasts for 2 turns. For higher damage dealt to the 'limbs', the side-effects follow a 10 point increase. So it comes into effect for 30, 40, 50 etc, with each increase resulting in a +1 in effect to the affected limb. So, 4 speed level decrease in case of 30 damage, 4 hand seals for a hand, 5 speed levels deduction in tracking for head, and inability to perform breathing/exhaling techniques higher than B ranks for chest/spine. This trend continues similarly for higher damage to the limb, with only the duration of the effect being constant. However, for damage exceeding 60 to a single limb, it results in the inability to use said limb whatsoever for the remainder of the event, unless healed. In case of the head it results in knocking out the target for three turns, while for spine/chest, it results in the inability to perform techniques requiring inhaling and/or exhaling while also making the area sore and more prone to damage, resulting in a passive twenty point increase for attacks dealt to the chest/spine for three turns. The technique occurs in the same t/f, and in regards to the ability to affect limbs instead of all, the user can only remove one 'limb' for receiving damage for techniques that affect 4 or less limbs, while for techniques that affect more, he can only remove two limbs. The technique is usable 4 times per battle, and costs an additional 5 chakra points per target if the initial technique affected multiple targets.


Techs referenced
cannon shiz


( Kage Mane ) - Shadow Imitation
Rank: D
Type: Supplementary
Range: Short - Mid Range (, long range if additional shadow/s.)
Chakra cost: 10 (-5 per turn)
Damage Points: N/A
Description: This technique allows the user to control their shadow as far as possible whilst it has sufficient area, additional area can be added by joining with another shadow. Once it comes into contact with the targets shadow, the two merge and the target is forced to imitate the users movements until the bond is broken.

(Kage Shibari no Jutsu) Shadow Paralysis Jutsu
Rank: A
Type: Supplementary
Range: Short - Mid Range (Time of day variant.) (Long range if additional shadow/s.)
Chakra cost: N/A
Damage points: 60
Description: Technique allows the user to extend their shadow as far as possible whilst it has sufficient area, additional area can be added by joining with another shadow. Once it comes into contact with the targets shadow, the two merge and the target becomes paralyzed until the bond is broken. Note that this bond is stronger then Shadow Possession Jutsu (Kagemane no Jutsu) because it doesn't force the target to move.
^
Highkey needs an update, but I aint complaining .-.


(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.


(Kage: Phantasos) - Shadow Arts: Phantasos
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A technique based on the very core of the nara clan. It is essentially an advancement and refinement of the basic paralysation technique. A nara commonly takes control of the shadow of the target and inversely prevents their movement or move them around. This shows a direct correlation between the targets shadow and their muscles/body. Phantasos makes use of this correlation in order to grant the nara unprecedented advantage when combating durable target with great physical prowess. Phantasos allows the user to utilise his shadow in order to attack the targets muscle via their own shadow. Essentially the technique works in a modified way of the basic technique. Instead of controlling the target’s muscles to move the target, the user would forcibly move the targets muscle in order to cause damage. For instance, instead of moving the leg muscles in order to move the target, the user would have the muscles constrict on themselves, causing damage to the target’s legs, potentially preventing proper movement for future turns, similar to what the effects of a strong kick to the back of the leg could result in. The technique’s range can be increased similar to other shadow techniques, of course under the condition that the users shadow has enough area to increase it’s range. The technique can be used thrice per battle and four times per event.


Declined

So it's cool, but can't be approved. Damage done to a certain limb will only cause certain effects if they follow the Official Health System Rules, which have certain effects for damage done to legs, arms, and torso/stomach. It can't translate now with the new system when 20 damage to a S-Class's arm is no longer the same as 20 damage to a Sage's arm


(Tsukareta Ken No Hantei: Otoko Ni Sono Tsuki) Jaded Fist of Judgment: Man on the Moon
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10)
Damage: N/a
Description: By establishing contact with the targets shadow either through this technique or another, the user would gain the ability to fully control the bodily functions of the target, allowing the user to essentially use the target as a living puppet. Through the control the user gains on the target, the user can perform any close quarter related techniques through the target, utilising them as puppets that lack any will of their own. The user can control multiple targets at a cost of 10 chakra per turn for each, and utilise the targets as soldiers. The technique is restricted to not forcing the target(s) to directly injure themselves, but for instance they can be controlled to jump of a cliff. Typically, this is used on two or more targets and forcing the targets to fight each other to death with their strongest moves. An additional aspect is that techniques utilised through the puppets would count towards said puppets allocated move slot, and not the user's, allowing the user to severely limit the target's defensive capabilities on the next turn. However, the user is restricted to using just two of the move slots of the opponent, giving them a chance to counter the technique. This can last for three turns, with each target costing ten chakra points per turn. Additionally, the technique is only usable thrice per battle, and by those who specialise in either shadow arts or similar fighting styles, such as shadow combat, or this style itself. Finally, the technique can be applied on summons or non-human sentient beings alike, with it being given that movement would slightly vary if Manda was captured instead of a human.


Declined

Absolute no to using opponent's move slots. Also, I'm hard pressed on allowing this at all since it's got means of controlling opponents in ways even Koto can't do. For one, you'd have to specify that you can also only control their physical movements, meaning chakraless techniques like Tai and Ken only. They're still free to use their own chakra to attack you or effectively change their momentum. Other than that, this needs serious restrictions too
 
Last edited by a moderator:

ZandaT

Active member
Legendary
Joined
Aug 18, 2012
Messages
12,448
Kin
207💸
Kumi
8,739💴
Trait Points
0⚔️
Awards


(Tai Tan no kakuchō) - Titan Expansion
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/a (+20 to Taijutsu)
Description: Passed down to the few select prodigies seen within the Akimichi clan, Titan Expansion is an alternate form of the multi-size technique, and thus utilizes the same principle conversion of calories into chakra in order to increase the size of the user's body at will. Although, unlike its parent technique the Titan Expansion solely focuses on the increase of the user's muscle mass along with their bone structure in order to create an enhanced superhuman body during battle. Via activation the user can freely alter their overall body muscle size and or limb muscle size at will, albeit not to the extent of the parent multi-size technique, keeping the maximum range listed within this cfs's submission. Titan Expansion is the core ability of this unique Akimichi fighting style, setting its practitioners apart from other clansmen, while the ability to maintain increased control of this limited technique sets specialists apart from normal practitioners. Specialists of this fighting style also have access to the super-partial size variation of Titan Expansion which allows them to increase their muscular size of a single limb beyond imagine yet still only being a fraction size of the parent technique. This jutsu lasts 4 turns but can be canceled at anytime.
Notes
►Can be activated 2x per battle with a 3 turn cooldown in between each use
►No other expansions can be used while active
►During cooldown the user is restricted from Taijutsu/Akimichi techs above B rank due to strain
Specialists can activate this tech 4x per battle, with a 2 turn cooldown, and won't be affected by the strain afterwards

♪ Declined: This is a mode, not an activation technique for the style. Remove the boost to Tai, and just make this the basic usage technique of the style instead. ♪


(Tai Tan no kakuchō) - Titan Expansion
Type: Supplementary
Rank: D
Range: Short
Chakra: 5 (-5 per turn)
Damage: N/a
Description: Passed down to the few select prodigies seen within the Akimichi clan Titan Expansion is an alternate form of the multi-size technique, utilizing the same principle conversion of calories into chakra in order to increase the size of the user's body, but instead focuses on the increase of the user's muscle mass along with their bone structure. Allowing the user to alter their muscle mass structure at will, Titan Expansion creates an enhanced superhuman body during battle for any Akimichi clan member who knows the skill, albeit, not having the full size increase as the parent multi-size technique. Titan Expansion is the core ability of this unique Akimichi fighting style, setting its practitioners apart from other clansmen, while the ability to supersede the muscular mass limit within a single limb sets specialists apart from normal practitioners. For specialist, this jutsu lasts until cancelled or another expansion form is activated, were they will then revert to their plump size, while only lasting 5 turns for non-specialist.


(Tai Tan no kakuchō: Maināakurobatto) - Titan Expansion: Minor Acrobats
Type: Supplementary
Rank: C
Range: Short-Mid.
Chakra: 20
Damage: (+10 Physical Damage)
Description: The basic application of the sound aspect of Titan Expansion, Minor Acrobats is an early skill learned by practioners that becomes almost second in nature the more time harnessed. This jutsu aids the user's close quarter combat with high frequency sound waves that are continuously created and manipulated from the user's body while remaining within 2 inches of it in order to build up destructive pressure as the sound waves repeatedly bounce back and forth within that realm. This adds to the concussive force of physical attacks non-related to this fighting style while boosting the user's movement as the built up pressure releases upon the physical surface with great force considerably pushing the target or the user at high speeds. There seemingly isn't any visual change of the user upon activation of this technique, a translucent hue taking over their body, but with the increase of the user's physical prowess as they maneuver the opponent will surely notice a difference during battle. This jutsu lasts for the entire turn activated in, leaving the user to utilize sound and non chakra physical techniques, but can be cancelled at any moment.
Notes
►Titan Expansion must be active
►Has a one turn cool-down after every two uses

Both Declined: Make these into one jutsu, remove the damage boost and just make one basic usage technique for the style (not an activation tech). You’ll save slots like that, and be able to make more focused and specific techniques to use up your others slots.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
CFS:

Note:
If this is approved, I plan for it to serve as a CW and a slot on my CFS.

(Osore) Fear
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: After experimenting with his Mutation Fist Custom Fighting Style for a long period of time and through trial and error; Sasori was capable of utilizing his fighting style in order to develop an advanced body capable of containing his heart.This Custom Weapon, however, is not solely based on Mutation Fist, but as also involves the usage of Fuinjutsu and as well as other components of puppetry. Fear is essentially another host body for Sasori to use as he pleases hence the reason why it can only function while he is inside. Once inside, the user’s core will remain dormant in the center of Fear’s chest. Unlike Hiruko, which served the purpose of being a protective armor, Fear instead will serve the purpose of acting as an enhanced main body. Appearance wise, Fear is composed of some of the most endurant and sturdy puppet materials available, giving it a metallic look and allowing it to sustain up to S-rank damage. On its body, it has two pairs of arms giving it a total of four arms. Other noteworthy characteristics of this puppet, would be that it has a tail emerging from its rear and a pair of horns on top of its head. The most noteworthy characteristics, however, would be how Sasori’s main body now resembles that of a grotesque monster. On to the features of the armor, due to this armor being the pinnacle of all Mutation Fist techniques, it is possible for the user to easily manipulate his body as he pleases which just means that it is possible for the user to easily replace missing limbs or grow additional ones or make other kinds of attachments. One important thing to note about any attachments made via this body is that they can be done passively and are considered freeform damage, but due to Fear’s unique structure and how it is already composed of present material the user can also produce attachments up to and equal to S-rank damage/Mid ranged at just the cost of a move and nothing more and can coat them in an element of their choice. If desired, they can remodel their body as a whole or individual parts or create new attachments such as another tail, but the attachments but be feasible and logical and the user cannot create any unreasonably large attachments. The attachments can extend up to ten meters at most or submerge themselves underground and can disperse after serving a purpose if wanted. While in this form Sasori will be able to passively hover above the ground with the help of chakra being poured out of his feet and is activated as a battle starts. If wanted the user can passively deactivate it and when moving around in this form the user is only as fast as his base speed. Additionally, on its head is a compartment that the user is capable of opening and allows the user to produce One Hundred Chakra threads which allow Sasori to utilize any techniques that require them, but still follows the same rules and stipulations for the technique.


Abilities:
Ability wise, due to Fear’s unique frame, it allowed/enabled Sasori the ability to manipulate his puppets in a more unique and advanced manner which was meant when it stated that this technique is composed of more than just Mutation Fist. Whenever a puppet it released from Sasori or is on the field, Fuinjutsu tags scattered inside of its body will activate in response to it. Emerging from Fear’s body will be an array of tentacles that Sasori will release from his body. By channeling chakra through the tentacles, Sasori will be capable of producing chakra threads that will branch off into several strings and give the user full autonomy over the puppet. For each puppet summoned, one tentacle will sprout strings towards it giving the user control over the puppet. The strings can be already attached the start of a battle or the user can choose to do so when they summon a puppet. The thing so special about these strings is that upon being created the user will have passively coated them inside of a red transparent barrier which can extend up to long range and allows the user to maneuver the puppet with a heightened ability and the barrier ninjutsu allows the threads to sustain up to B-rank damage before being severed. Each time a puppet is summoned or on the field, these barrier strings will activate passively and will drain the user of fifteen chakra points each turn overall. Once the strings are attached to the puppet they will then begin to coat the puppet with a thin, skin tight, crimson coating essentially giving the puppet a mini barrier over its frame. This barrier will also cover its entire body and will coat any physical weapons in it as well. The main purpose of the crimson coating will be to give the puppet a passive boost of twenty damage points to its physical weapons and increase its endurance allowing it to sustain up to B-rank damage. The strings increase the puppet’s weapons because it will essentially coat any of its physical weapons such as a sword in a thin crimson colored barrier that will increase the force and damage done by the attack. However, it does not apply to attacks of the puppet that are purely an elemental attack and instead has to have some sort of weapon/physical like form. Lastly, by using this form of chakra threads the user will be capable of applying the barriers to up to three puppets, but the user is still free to use this as a basic way of connecting ordinary chakra threads to their puppets.

Note: Can only be used by the user Sasori
Note: If the user gets hit by an A-rank attack, Fear’s regeneration does not allow for it to restore its endurance back to S-rank. It simply means that the user can retract broken pieces of their body or reproduce them. Also, if the puppet suffers an S-rank attack and is destroyed, Sasori can still retract the pieces of the body as long as his core is intact, but if doing so the reconstructed puppet could be destroyed or hurt by any ranked attack. Ths functions just as Sasori core body mainly does.
Note: Must be stated in the user’s biography or the beginning of a battle if the user is choosing to use this as his replacement of his main body.
Note: The user can produce or replace up to five attachments with a single move.
Note: Can only use S-rank attachments three times

Appearance:
You must be registered for see images

⛧Declined on Sasori's request⛧

-Updating
-removed an note as it didn't make sense anymore.
(Nasushī) Nascency
Type: Offensive/Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: A form of Mutation Fist that takes advantage of the user’s innate ability to summon forth protrusions such as extra puppet limbs and utilize them in order to release elemental blasts. By activating any sealing tag scattered across their body they will summon forth a head protrusion depending on where the seal was summoned from. Upon summoning a head the user must specify which elemental tag is located inside of it ranging from: A fire, water, earth, lightning, or wind tag or any KG/CE the user possesses. When activating the sealing tag the user is able to release a streamed elemental blast ranging from Short-Mid range.The user also has some leeway with the direction of the blast, meaning they can adjust its trajectory within reason. Every time the elemental blast is activated one must spend a move, but upon spending a move to summon forth the head, the user is able to release the elemental blast upon its protrusion in one move if wanted. While the head is not in action, the user can choose to manipulate the heads to release basic puppetry techniques or act as simple attachments of the user, that can act alongside the user at the same time as themselves or disperse them. At the most two heads can be summoned at once, but costs two moves if doing so. Let it be noted, that if using two heads at once they cannot be of different elemental natures, simply meaning it could only be used with two wind heads for example or if its a KG/CE then the user can use that specific element as well as an element that the Custom Element is based on.

Note: Can only be summoned four times.
Note: Only two heads can be present on the user at one time.
Note: Heads/limbs disperse after they release a singluar elemental blast/use a single puppetry technique.

♪ Approved ♪


- I already said the arms collectively equal S-rank so each one was already A-rank in strength, but I'll just bold to make it clearer.

(Karon no fukushū) Vengeance of Charon
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: NA (80)
Description: By first sending chakra into a seal located on their back the user summons forth a massive mechanical doll that will burst forth hunched over the user's body. This mechanical doll rises at least five meters across and above the user. Due to how large and hunched over the puppet is, it provides an excellent defense from aerial attacks. The main purpose of this technique is to act as a sort of extension of the user simply meaning that once that once the puppet is on the field the user can use it to lash out its limbs to do blunt damage at a target who is at max ten meters away. At most the user can have this extension on the field for a maximum of three turns, but can be destroyed by an S-rank or higher attack. By spending a move the user can manipulate the puppets massive fist to deal the blunt damage of S-rank damage which will be divided upon the two fist so each one individually will be A-rank. Along with simply crushing a target, it is possible for the user to utilize the puppets hands in order to restrict a target/object by gripping it with the puppets hands. When gripping onto an object the user will be able to grab hold of objects around the size of a large boulder. Let it be noted that the user is able to utilize this mechanical doll to release basic puppetry moves such as Endless Rain of Senbon or the Poison Smoke screen as long as a they spend a move to do so. Lastly, when using the puppets arms it is possible for the user to place both arms side by side in order to create a frontal shield of anything five meters in width. Any of its actions cost a move.

Note: Can only be used once.
Note: If using for prolonged usage, No A-rank or above Mutation Fist the following turn.

♪ Approved ♪

(Harumagedon) Armageddon
Type: Offensive/Supplementary/Defense
Rank: Forbidden
Range: Self
Chakra: 50 (-10 per turn)
Damage: NA
Description: One of the more advanced techniques available in the Style of Mutation fist. This technique calls for the need to manipulate a plethora of puppet material and intensive control when utilizing them which is why this technique is considered Forbidden rank. First off, in order to initiate this technique the user will focus chakra throughout just about every seal located across their body therefore causing a large amount of puppet parts to be released upon their body. In a matter of seconds their body will be submerged inside of a multitude of puppet materials until their body resembles that of a grotesque humanoid monster. While this technique is active the user's core body will essentially be concealed inside of a thick layer of wooden and metallic based puppets. Once the technique has been completed the user's semblance can be noted to have a wide variety of several types of limbs and tendrils as well as just about anything the user can fathom as long as it is feasible can be modeled on to their body.

One of the most basic abilities made available while this mode is active is the user's innate ability to regenerate and regrow any missing appendages. This just goes to say that while concealed inside of Armageddon if the user's arm were to be severed it would be possible for them to use the available material to instantly and passively replace the limb. Due to how Sasori's puppet body functions there is no exact limit to how much damage it can regenerate against. Essentially, Sasori's only weakness will be his core as always. Of course it is still possible for the armor to be offensively overpowered simply meaning that it is possible for a S-ranked attack directed towards the user's entire body to destroy the armor; meaning that it can regenerate from S-ranks if it does not target more than half of their body, but if doing so costs forty chakra points. However, the user is left immune to A-rank and below attacks due to them not possessing the necessary strength to plow through the armor in one go without its regenerative properties coming into place, but still require chakra equivalent to the attack used. As a last resort the user can expel a bundle of puppet material into an area Mid-ranged away which manifests itself into a rudimentary humanoid puppet. While expelling the material the user's heart contained will be contained inside of it and allows the user to escape potentially dangerous attacks.

On to Armageddon's offensive abilities, due to the puppet material able to be called forth while in this mode it is possible for the user to release wide scale or concentrated stream of puppets with simple hand gestures alone or by simply releasing the material from a desired location such as their back. The type of attacks the user can release is entirely up to the user as long as it is reasonable. The attacks however will never exceed that of S-rank and up to Long range and will always cost a move. Depending upon what's needed the user can simply create and manifest puppets to suit the situation such as wooden tendrils in order to grapple onto objects. For example, by swaying one of their arms from left to right the user can release a wide scale array of wooden arms that cover a wide range and race after its target aiming to trampede them. Or the user could point their arms towards and release a concentrated bundle of tendrils that can easily pierce or grapple into a target. It is also possible for the user to make use of the Fūinjutsu tags involved in Mutation Fist in order to passively coat one of its attacks in a layer of a specified elemental nature. Lastly, Armageddon holds the ability to create puppet protrusions which will mainly be designed after animals, off of its body such as snakes or other puppet oriented creations, when doing so they can never exceed being two meters in length and width; the purpose of this can be to passively protract protrusions up to mid range in order to attack with free form damage. It's main purpose however will be to utilize sealing tags located in the puppets mouth in order to release concentrated elemental blasts at the opponent and is S-rank and extends up to Long range.

Note: Can only last Five turns at most
Note: No Mutation Fist for two turns after usage ends
Note: No jutsu above S-rank following the techniques end.
You must be registered for see images

♪ Declined: Tone down the immunity/healing factor a bit. S ranks of any size should be able to penetrate deep enough to hit the core. Also, the restrictions are really lacking. ♪


Updating Rebirth
Expanded upon it basically

(Kigen) Genesis
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle.

Note: A-rank version can only be used four times with a turn cool down between usages.

♪ Approved: This is really well done. ♪

Updating:
(Kigen) Genesis
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle. There is also a passive function of this technique that enables the user to produce limbs such as hands or legs in order to perform hand seals or jutsu requirements. For example, if the user's hands are preoccupied they can use this to passively produce hands in order to perform the hand seals requires for the jutsu to be activated. In no way can this be used in order to use another jutsu at the same time as the user is currently performing one. This will only allow the user to more conveniently perform the requirements for certain techniques and the process of summoning the hands and performing the jutsu requirements happens pretty smoothly. With this version the user can also create passive attachments equivalent to free form, but the attachments must still follow the rules stated above.

Note: A-rank version can only be used four times with a turn cool down between usages.


Approved

Edited "in order to use another elemental jutsu" to just "in order to use another jutsu"
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Resubmitting the first CFSJ. Updating the second for clarification, and to tweak the wording. Too many changes in the latter to bold;

(Rinyūaru Tekondō: Tengoku no Ō, Jaecheondaesong) | Renewal Taekwondo: King of the Heavens, Jaecheondaesong
Type: Supplementary/ Defensive/ Offensive
Rank: B-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-5 or -10 to user per turn)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the recurrent action of multiplying their own weight, in this case 10x their normal weight, or they utilize a far less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In this case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. The methods, while similar in the act of gathering force, achieve wildly differing applications. In the former, or "traditional", application of multiplying one's own weight, the user then takes the force gathered from this application, and evenly distributes it throughout their body. This results in a temporary damage boost of +20 boost to all of the user's Taijutsu and Kenjutsu techniques due to the presence of additional force in every part of their body, and thus every strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force this results in only a single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks. Finally, thanks to the differing results of each application, how they directly affect the user and are maintained are also different. In the traditional application, due to the force being directly generated, controlled, and distributed evenly thoughout the body by the user themselves, this allows the force from this application to remain active for up to 4 turns, during which time the user takes 5 damage per turn, due to the Fighting Style's warning about retaining force within the body for extended periods of time. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a single-use application, and leaves the user with nothing after it's usage. The modern application's method has it's pro's and cons, namely being that while the user only gets one attack from the redirected force, as they typically aren't retaining it within the body for extended periods of time, they don't automatically succumb to the damage over time aspect found in the former application, however, should the user wish, they can retain the force from this application for up to 3 turns, during which time they take 10 damage per turn.

Note: If the traditional application is used, once it ends, this technique cannot be used for 3 turns. If the modern application is used, once the force is expended, this technique cannot be used for 2 turns.

You must be registered for see images

Declined: Nice job, but make this jutsu last/boost a single strike. You can make it usable in the same time frame as other physical techniques. You can then make it usable like 3 times total.
(Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook
Type: Offensive/ Supplementary/ Defensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begin, just like with every Renewal Taekwondo technique, by multiplying his weight by x15 for a brief instant. From there on, he channels the energy from one foot to the other using a special property. When the force which is being channeled, reacher the pelvis, the user adds the desired rotation to the energy. The specific property of this technique, is the continuous addition of weight, which together add up to A rank, given in the technique. Let us say for example, by doing the first step, the user will generate enough force for half of the estimated rank of the technique, the second step, will generate the rest of the force, having both of the said kicks, equal to the strength of the technique. 3rd Stance Hwechook utilizes 3 specific kicks, done to the opponent, usually aiming at the head. Generally the first kick, begins with the user channeling 1/4th of the force from the ground, towards one of the sides of the user’s head. The second one, will have the user kick the enemy, at the opposite side of the head, while the 3rd one will result into releasing half of the energy of the technique onto the back of the head. The efficiency of these kicks, is not simply the release. Or for that matter the breaking of the power into multiple kicks, but due to the previously mentioned rotation of the pelvis, the kicks, will have the released force turn into very specific rotation, which he will determine in a freeform matter before he releases the kick, hitting the air with high enough amounts of force to be able to create insanely strong turbulations, if said strike does not land on a solid object. These kicks, strength and rank will vary only half of the full power of the technique for the first 2 strikes, while the last one will encompass the other half. The turbulations of air, will have the same strength backing them, and due to the immense force of friction, it will buffer anything it may come into contact with, similarly to Renewal Taekwondo: Kick of the Blue Dragon.
Note: Can only be used 3 times per battle/event.
Note: This technique can only be used once every 2 turns
Note: No Renewal Taekwondo above A-Rank in the same turn
Note: No Taijutsu above B-Rank in the same turn.

You must be registered for see images

✦ Approved, made some edits. ✦


CFS Approval:

Permission to submit CFSJ on Six Pāths' behalf:

(Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-10 to user (Modern Application)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the staple action of multiplying their own weight, in this case 15x their normal weight, or they utilize a less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In the latter case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. In the former, or "traditional", application of multiplying one's own weight, the user takes the force gathered from this application, and evenly channels it throughout their body, giving them a very refined, controlled distribution of energy. This results in a damage boost of +20 boost to any one of the user's Taijutsu or Kenjutsu techniques, due to the presence of additional force in every part of their body, and thus every kind of strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force, this results in a self-harming, single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks, within the same timeframe. Finally, thanks to the differing results of each application, how they can affect the user also differ. In the traditional application, due to the force being directly generated, manipulated, and distributed by the user themselves, the user attains a modest boost to their physical attacks, without the danger of self-inflicted recoil as it's controlled in the same manner as other Renewal Taekwondo techniques. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a potentially more powerful, single use application, but at the cost of self-inflicted recoil from redirecting a source of power the user themselves did not create.

Note: Can only be used 3 times per battle/ event, and after it's used, neither application this technique cannot be used for 2 turns.

You must be registered for see images






(Rinyūaru Tekondō: Dai Shisei Hwechook) | Renewal Taekwondo: 3rd Stance Hwechook
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user starts by following the basic requirement for all Renewal Taekwondo techniques, multiplying their weight, this time by x15 for an instant, generating opposing force in the ground as a result. From there, they gather, and channel this force from one foot to the other, adding a rotational change in shape as they do so. What sets this technique apart from similar techniques where a rotation is added to the generated force, like with the "(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon" is that this technique doesn't utilize the change in the force's shape as a projectile, rather, it is utilized in a physical sense, to assist and influence the user's physical motions. The force gathered in the user's leg is split into three portions, each released on a separate strike on the target's head in a specific sequence created to inflict as much damage as possible upon the target. The first strike is typically performed on either of the target's temples with the corresponding leg, eg: left temple with left leg. As soon as the strike connects, the user expends the first portion of the gathered force, releasing it upon the side of the target's head in the form of a shockwave. As a result, the shockwave propels the user's leg in the opposing direction. Instead of fighting against this, the user follows through, pivoting in place with their other leg as they deliver a second strike to the opposing temple. They then repeat the previous step, releasing the second portion of the energy into the side of the target's head, and once more pivots, this time spinning around the back of the target, performing a full 360° turn and delivers a final strike to the back of the target's head, where the spine meets the skull. [SUP][ ][/SUP] While the individual strikes themselves aren't particularly strong, the placement of the strikes on the target's body carry powerful negative side-effects for the target. As the user transitions from the first strike to the second, in the brief interval between the two, the targets brain is knocked to the opposite side of their head, and with the second strike, they cause it to come to an abrupt halt. Even if the final strike to the back of the head is defended against, avoided, countered, etc, the combined force these two strikes alone exert upon the opponent causes them to experience extreme disorientation in the form of loss of balance, hampered movements, etc. For two turns the target's movement, tracking and reaction speed are halved, while any seals they attempt to weave fail, as factors such as their hand-eye coordination are also affected. Finally, if the any two strikes fail to hit a solid target, so long as they are consecutive, thanks to the rotation of the user's body, combined with the power of their kicks, they instead affect the air surrounding the target. Through the powerful rotational energy released in their kicks, the user is able to manipulate the flow of air surrounding the target, creating a brief, but powerful turbulent force which keep the target trapped as they buffer them, similar to the effects of the aforementioned "Kick of the Blue Dragon". While this miniature vortex carries no damage in itself, as it is the unintentional after-effect of a failed physical assault, it does have the aforementioned effect of locking the target in place, preventing them from moving for several seconds, before returning to normal, releasing the target with a miniature implosion as the air rushes to fill the space where it had been pushed and manipulated by the user's kicks. This is classified as an A-Rank elementally neutral 1m radius vortex, with the target at it's center, similar to "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used 3 times per battle/event.
Note: This technique can only be used once every 2 turns
Note: No Taijutsu above A-Rank, including Renewal Taekwondo, can be used in the same turn after this technique is used.

You must be registered for see images


Both Approved

 
Last edited by a moderator:

Selendrile

Active member
Legendary
Joined
Jun 26, 2011
Messages
18,231
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards


(Ken'nomai o Nageki: Karitoru Rizumu)- Wailing Sword Dance: Reaper’s Rhythm
Type: Offensive/Defensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage points: 30-80
Description: This technique can be considered the founding technique of the Wailing Sword Dance. Utilizing the weapon(s) wielded by the user, he is able to release blasts, waves, pulses, streams, etc through the movements made with the weapon. This allows the user to cover the weapon in sound chakra and then release it in the manner desired.
- A-rank is usable three times; S-rank is usable twice

(Ken'nomai o Nageki: Ouchināto)- Wailing Sword Dance: Owling Ostinato
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: 15 (-5 per turn)
Damage points: (-10 per strike, x2 if within short range)
Description: This technique allows the user to passively imbue all of his wielded weapons with small amounts of sound chakra. Wielded weapons can range from held weapons (such as a katana, kunai, etc) and also applies to weapons attached to the user (such as those connected by wires, ropes, etc).This activation is passive because of the small amount of chakra used, but still counts as a single move of the user when initially used. By infusing his chakra into his weapon, he is able to release an instant, high frequency sound wave upon contact with another object (such as the clash of two swords, sword vs armor, etc). Immediately when the object makes contact with the user's weapon (producing the sound which the user then manipulates), the user manipulates this sound to be a single, piercing screech that will be heard by any foe within mid range of the point of contact. While the screeches are not super powerful individually, their true strength lies in an extended battle, where the compounding screeches will wear down an opponent over a length of time.
- Usable three times per battle
- Lasts three turns



Both Approved

 
Last edited by a moderator:

Typhon

Active member
Legendary
Joined
Apr 29, 2009
Messages
15,991
Kin
664💸
Kumi
6,684💴
Trait Points
0⚔️
CFS:

(Hikasazanami-Ken: Ishi o tobasu) - Chop Hanging Rippling Fist: Skipping Stones
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: One of the few ranged applications of the Chop Hanging Rippling Fist, this technique aims to emulate the act of "skipping stones" across surfaces. The user will first charge a small object (rock, ninja tool, etc.) with their chakra, or, they can generate a small rock-like chakra construct in their hand. They then throw the object either directly at their target, or across a surface. If thrown directly at the target it will released the chakra rippling outward from the point of impact, deal damage to that area. If skipped along a surface, a ripple of chakra will be released with each impact, capable of tearing up meter-wide sections of earth with each bounce. The object would be thrown in such a way so that the object strikes the desired target after the final bounce. Multiple objects can be skipped per usage, though the strength becomes divided that many times.
-Can be used four times per battle.


Approved



(Hikasazanami-Ken: Inkyubētosutoraiki) - Chop Hanging Ripple Fist: Incubating Strike
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage: 80 (-10 to user)
Description: The practitioner will initiate this technique by stomping one foot on the ground while creating a ripple of chakra. However, rather than releasing this ripple of chakra as is usually done, the practitioner will instead cause the ripple to recoil into their own body, using careful chakra control to guide it. It will start at the foot, travel up the leg, continue through the torso, and then get funneled down one of their arms. As it travels the ripple becomes more powerful, growing in size as it enters the torso, and then condensing as it is forced down the arm. The practitioner will then strike the target with that hand and release the ripple which explodes outward with more power than usual, capable of impacting the entire surface of a medium-sized summon and knocking them back a full range.
-Can be used twice per battle.
-User suffers 10 damage from the ripple traveling through their own body.


Approved



Resubmitting:


(Hikasazanami-Ken Genjutsu: Hi-hirate kuresshendo) | Chop Hanging Rippling Fist Illusion Technique: Hidden Palm Crescendo
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: For this technique the practitioner will form two hand seals and then slowly assume the basic stance of the Chop-Hanging Fist style. This activates the illusion portion of the technique. The opponent will see the user slowly lower their body, leaving brief after images. Once the stance has been reached the opponent sees the user disappear in a swirl of wind. In reality the user will have been focusing large amounts of chakra to their legs and will burst forwards once the illusion activates, closing distance at high speeds and unleashes a barrage of eight palms strikes in the blink of an eye, never stopping their forwards movement. The strikes and the damage from them will break the opponent out of the genjutsu (should they still be in it) by the time of which the user will have moves past them by about three meters.
-Can be used three times per battle.
(Hikasazanami-Ken Genjutsu: Hi-hirate kuresshendo) | Chop Hanging Rippling Fist Illusion Technique: Hidden Palm Crescendo
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: For this technique the practitioner will form two hand seals and then slowly assume the basic stance of the Chop-Hanging Fist style. This activates the illusion portion of the technique. The opponent will see the user slowly lower their body, leaving brief after images. Once the stance has been reached the opponent sees the user disappear in a swirl of wind. In reality the user will have been focusing large amounts of chakra to their legs and will burst forwards once the illusion activates, closing distance at two times their base speed and unleashes a barrage of eight palms strikes, each causing ripple effects on contact, in the blink of an eye, never stopping their forwards movement. The strikes and the damage from them will break the opponent out of the genjutsu (should they still be in it) by the time of which the user will have moved past them by about three meters.
-Can be used three times per battle.

Just clarifying the speed.


Approved with Edits

 
Last edited by a moderator:

ZandaT

Active member
Legendary
Joined
Aug 18, 2012
Messages
12,448
Kin
207💸
Kumi
8,739💴
Trait Points
0⚔️
Awards


(Tai Tan no kakuchō) - Titan Expansion
Type: Supplementary
Rank: D
Range: Short
Chakra: 5 (-5 per turn)
Damage: N/a
Description: Passed down to the few select prodigies seen within the Akimichi clan Titan Expansion is an alternate form of the multi-size technique, utilizing the same principle conversion of calories into chakra in order to increase the size of the user's body, but instead focuses on the increase of the user's muscle mass along with their bone structure. Allowing the user to alter their muscle mass structure at will, Titan Expansion creates an enhanced superhuman body during battle for any Akimichi clan member who knows the skill, albeit, not having the full size increase as the parent multi-size technique. Titan Expansion is the core ability of this unique Akimichi fighting style, setting its practitioners apart from other clansmen, while the ability to supersede the muscular mass limit within a single limb sets specialists apart from normal practitioners. For specialist, this jutsu lasts until cancelled or another expansion form is activated, were they will then revert to their plump size, while only lasting 5 turns for non-specialist.


(Tai Tan no kakuchō: Maināakurobatto) - Titan Expansion: Minor Acrobats
Type: Supplementary
Rank: C
Range: Short-Mid.
Chakra: 20
Damage: (+10 Physical Damage)
Description: The basic application of the sound aspect of Titan Expansion, Minor Acrobats is an early skill learned by practioners that becomes almost second in nature the more time harnessed. This jutsu aids the user's close quarter combat with high frequency sound waves that are continuously created and manipulated from the user's body while remaining within 2 inches of it in order to build up destructive pressure as the sound waves repeatedly bounce back and forth within that realm. This adds to the concussive force of physical attacks non-related to this fighting style while boosting the user's movement as the built up pressure releases upon the physical surface with great force considerably pushing the target or the user at high speeds. There seemingly isn't any visual change of the user upon activation of this technique, a translucent hue taking over their body, but with the increase of the user's physical prowess as they maneuver the opponent will surely notice a difference during battle. This jutsu lasts for the entire turn activated in, leaving the user to utilize sound and non chakra physical techniques, but can be cancelled at any moment.
Notes
►Titan Expansion must be active
►Has a one turn cool-down after every two uses

Both Declined: Make these into one jutsu, remove the damage boost and just make one basic usage technique for the style (not an activation tech). You’ll save slots like that, and be able to make more focused and specific techniques to use up your others slots.


(Tai Tan no kakuchō: Hageshī kyokugei-shi) - Titan Expansion: Fierce Acrobats
Type: Supplementary
Rank: C
Range: Short/Long
Chakra: 15
Damage: N/a
Description: Being one of the most basic applications of Titan Expansion, Fierce Acrobats allows the user to maneuver at higher speeds during battle after its initiation. The act of initiation is quite simple and uses the secrete techniques of this cfs in order to not only increase the user's overall muscle structure, near instantaneously taking on a more muscular appearance, but the constant emission of pressurized sound waves bouncing back and fourth close knit to the body. Upon activation of this technique any physical bindings constricting the user of equal rank, unless elementally weak to sound, and below will be propelled off of the user who seemingly empowers as they take on an overall muscular figure while their body is coated in a translucent whitish hue. While active the user's base speed is maximized by x1.5 when moving on, or when soaring on a linear path after jumping/leaping off, a solid surface as the accumulated pressure of the sound waves release on contact of said structure in combination with the user's enhanced physique.
Specialists: For specialists this jutsu can last for the entire turn used in, leaving the user to utilize sound, basic chakra, or non-chakra techniques while active, but can be cancelled at any moment.
Notes
►Usable 6x per battle



Approved



(Tai Tan no kakuchō: ) - Titan Expansion: Pressure Blitz
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Expanding, taking on a more overall muscular appearance, the user takes their initial form of this cfs as they emit special pressurized waves of sound from their body that stays close knit accumulating more pressure. Upon taking form the user lowers their stance as they further expand the muscles in their legs for maximum energy before lunging forwards at extreme speeds as pressurized sound releases with every leap, cracking the ground beneath. Moving at 1.5x their base speed when lunging, upon initiation the user has a total of two linear lunges, each covering a maximum distance of 5m, as they try to enclose distance or enter into range at an unorthodox angle before initiating part two of the technique. Once in range, or within arms length which is 6m from the user, the user will expand the muscular structures of their arms in order to swiftly expand and reach out and grab the target who will be constraint and crushed within the user's expanded muscular hands as the pressurized sound waves within that realm add to the destructive force of the user. Reverting back to normal arm length, consequently pulling the user towards the opponent, the user then delivers a powerful rising knee to the target's gut upon release forcefully sending them off into the distance.
Specialists: Can use 1 additional lunge when performing this move, and base speed will cumulate to x2 if used with Fierce Acrobats.
Notes
►Usable 4x per battle
►Has a 1 turn cooldown


Approved with Edits

Note that the speed only translates in the actual lunge, and how it is linear. Your physical movements like the hand grabbing or knee rising are still normal speed.



 
Last edited by a moderator:

KeotsuEclipse

Active member
Elite
Joined
Jan 14, 2009
Messages
9,347
Kin
154💸
Kumi
114💴
Trait Points
0⚔️
Approval of CFS:


Important exerts:

There is a specific name for this mechanic: Chakra Charge. Simply put, chakra charge is withholding chakra before impact. This is because when more chakra is accelerated by the user before impact, it results in more of the “leaked” chakra being pulled by it; this effect is similarly affected by momentum.
Because of the reliance on Chakra, the “One-Inch Punch” is an integral part of the style; were as the total damage is supposed to be composed of 50% Physical Damage and 50% Chakra damage, that ratio can be vastly changed via the Chakra Charge mechanic; put simply, Charging Chakra increases the force behind a blow.
-Most ZX techniques have moderate chakra cost and are reusable, as they draw from the chakra that is naturally leaked, reducing the “actual” chakra cost.
-Due to training to withstand their own Chakra Blows, ZX Buster users are incredibly sturdy, having amazing stamina and endurance, when compared to even Strong Fist Masters.
(ZX Basutā: Sarani Mukō E) ZX Buster: Go Beyond
Rank: S
Range: Short (Mid)
Type: Offensive
Chakra Cost: 40
Damage: 80
Description: Where as Rhongomyniad is the principle technique of the ZX Buster style, utilizing the premise of chakra flow to create a powerful attack, this technique exists for when that strength is not enough. A blow delivered with every bit of physical strength a ZX Buster user can muster, and augmented by forcing their chakra flow in the same direction in order to charge the blow with additional strength and create a power that goes even further beyond what they should be capable of, the force behind this technique is enough to cause a visible shockwave in the air and fling the things it hits up to mid-range away. Uninterrupted, consecutive uses of this technique in a single turn have +10 Chakra Cost and +20 Damage due to the Chakra Charge mechanic of the ZX Buster Style; this resets between turns.

You must be registered for see images
This needs restrictions, especially since it's an S-rank and has a stacking effect. Limit this to twice per battle, excluding double usage(Meaning that using this and then using it consecutively for the +20 counts as one usage, but takes up two TF slots). When single usage is used, no ZX buster techs above A-rank in the same turn and none above S-rank in the next. When double usage is used(the consecutive version), no ZX buster techniques can be used in the same turn and next and no Taijutsu above A-rank in the same turn. Needs a one turn cooldown for single usage and two turn cooldown for double/consecutive usage.


(ZX Basutā: Plus Ultra!) ZX Buster: Plus Ultra!
Rank: Forbidden
Range: Short-Long
Type: Offensive
Chakra Cost: 50
Damage: 90
Description: When Rhongomyniad is not enough, the ZX Buster user must Go Beyond. For some, even that is not enough, and this technique exists for the few ZX Buster users who must Go Even Further Beyond - those who have mastered the Eight Inner Gates. Usable only when at least the 6th Gate is open, the combined force of an Eight Inner Gates master using ZX Buster, and guiding that released energy from opening the Gates results in a blow nearly unrivaled in power; and likewise, the more Gates are open, the more powerful the technique becomes. At the 6th Gate, the technique is strong enough that upon impact with any surface, the combined powers of the physical attack and the chakra blow cause the air not to ignite, but to explode, allowing the technique to do its damage in an short-range AoE attack. At the 7th Gate, the power is such that the force itself is projected through a long-range distance as an explosion of air pressure, and retain the power gained from the 6th Gate though the explosion is now mid-ranged. When, and if, this technique is used while the 8th Gate is open, the armor-piercing capabilites of ZX Buster along with the incredible might granted by the 8th Gate causes the base power to double to 180, and retains the power granted by the 6th and 7th Gates, though the explosion is now long-ranged.

You must be registered for see images

This is pretty wild. With the Eight Inner Gates giving a boost to Taijutsu already, having that stack onto this potentially reaching 180 damage is a no. Applying EIG to this in general isn't gonna be allowed.
 
Last edited by a moderator:
Status
Not open for further replies.
Top