Custom Fighting Style Technique Submission

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Sasori

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(Llusive ken) Illusive Fist
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is a technique the user will use when the enemy is throwing an attack such as a punch or a weapon based attack aimed for the user’s upper body. The user will first hold out one of their hands (If the attack is coming from a specific direction they will hold out that a specific hand in order to counter it basically the opposite hand.) Mainly the user will hold their hand out so that it is facing above, below, or one of the sides of the attack. With their hand now in position they generate chakra threads from their fingers which will attach themselves to the fist or the weapon that is heading in the user’s way. Now that the chakra threads are attached the user pulls their hand in the opposite direction dragging the attack away from them while at the same time opening the enemy up for an attack. While holding out their free arm they close their hand into a rapidly spinning fist to then launch at the target’s chest area most likely crushing or distorting it. Along with their rotating fist the user will also at the same time spin their head rapidly in order for them to head butt the enemy directly on the head which along with the fact their head is spinning would most likely break their skull. Also, considering that the user is a puppet they will not feel any of the recoil of the attack, and also has a wooden head would most likely cause more damage than an ordinary head
Note: Can only be used four times
Note: Can only divert attacks up to B-rank

♪ Approved ♪

(Supiningutābin) Spinning Turbine
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: NA ( +10 to taijutsu and Kenjutsu)
Description: This is a technique the user is able to use when they see an incoming physical attack as well as some projectiles heading for their body. Right before said attack comes in contact with the user they will then begin to spin the body part which was being targeted at an alarmingly fast rate which if it was an attack such as a punch it would possibly break their hand. What is meant by some projectiles is if the enemy threw a kunai or attacked with a sword the sudden fast movement would most likely deflect the weapon. If necessary the user can spin more than one body part at a time. User can also lift one of their body parts in front of them causing it to spin, and use it as a shield to counter the incoming attack. Inversely the user can use this technique as a sort of mode that has their body spinning constantly or in the same time frame as one of their taijutsu or kenjutsu strikes it causes for their body part to start spinning increasing its force and damage. When holding a weapon such as a sword in hand the user will begin to spin their arms rapidly increasing its damage, the same can be said for taijutsu strikes where they will instead of attacking with an ordinary fist turn it into a rapidly spinning one increasing its damage. As an example, say the user uses this technique as a mode for two turns, and then decide they want to switch to using in the same time frame as one of their attacks then they would only be able to use it three times logically same goes for if they want to use it as a defense.
Note: Can only be used five times/turns.
Note: Up to B-rank projectiles can be deflected

♪ Declined, limit it to one limb at a time. Also, while I like the idea, you're essentially making yourself immune to up to B rank tai for two turns. In fact, attacking you would break the opponent's limbs. Tone that down slightly. ♪

(Ningyō no ikari) Wrath of the Puppet
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user starts off by dislocating their arms as well as their head off by a chakra thread. With the help of the thread it will lift their body parts into the air extending their range. By extending their range it allows for the user to attack the enemy from further away locations than normal. Now that their body parts are in the air they cause for them to begin to spin rapidly. Like all other spinning motion moves this gives the same bone crushing, body distorting properties as all the rest. The user will now use the basic puppetry move known as the “ Chakra shield” to create a circular wall of chakra from their hands. Since the user’s hands are already moving at an incredibly fast rate the user would have created a rapidly moving shield of chakra. In most cases the user will use the chakra shield method for defense, but this technique has a different use for them. To start the attack, the user begins by using another basic puppetry technique known as “ Poison Smoke Screen” from their head causing for it to burst a smoke bomb in its mouth which cause for the head to emit a smoke covering its entire head. To take advantage of this the user will manipulate the chakra thread to control their arms to launch at a target like a torpedo sending a chakra shield at them with enough strength crush rather large objects. So the user will have their head which is spinning attack the target directly with bone crushing force and, at the same time spew smoke in their face. Along with the head will be two rotating shields of chakra that close in on the enemy with tremendous force ready to crush them. Also, this technique is also extremely versatile considering how at every moment the user will have control over their body parts being able to use them to attack from different angles or all together. Let it be known that when the head makes contact with an object it will cause for the smoke to be dispersed up to short range of where the head landed.
Note: Can only be used three times
Note: Requires a turn cool down after each usage.

♪ Approved, edits ♪

(Masutā no gairu) Guile Of The Master
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: One of the most versatile Scorpion fist techniques that only masters of the style can use. The user begins by rotating their body from their ankles on up except for their feet. With their entire body now spinning it makes it especially hard to attack them due to the rapid motion. As the user has their body spinning it allows for them to attack enemies with a rapid force. However the user does not stop by simply spinning they will follow up by using the basic puppetry move “Poison Smoke screen” where they start by opening their rapidly spinning mouth which will drop several smoke bombs on themselves that surrounds them in a thick cloud of smoke which makes it harder to see what they are doing while inside (smoke reaches up to short range). The last thing the user does is open their mouth to use another basic puppetry techniques that would be the “ Endless Rain of Senbon” technique to constantly spew out senbon. An important thing to note about these senbon is how because of the user’s head spinning rapidly there will be senbon being fired in an omnidirectional manner except for the ground or air. Also, since spinning rapidly and, having poison smoke bombs being spewed on themselves it causes for the smoke to manifest around the user as a typhoon or tornado of smoke coming just inches off of their body. On to the part where the user attacks directly they begin by charging at the enemy with their body that will end up hitting them with a large variety of different attacks. First, the victim will be hit with the bone crushing force of their spinning body and, also if contact was made the smoke would hit them directly in their face. On top of all of that the user would have been sending out senbon in an almost omnidirectional manner hitting them with senbon from just about every angle which can reach up to Mid-range.
Note: Can only be used once
Note: No A-rank or above Scorpion fist/taijutsu during the turn it’s used and the turn afterwards.

♪ Approved, made edits ♪
 
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Six Paths

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(Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook
Type: Offensive/ Supplementary/ Defensive
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: The user begin, just like with every Renewal Taekwondo technique, by multiplying his weight by x15 or x25 times 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 the set 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 given technique. 3rd Stance Hwechook utilizes 3 specific kicks, done to the opponent, usually aiming the head. 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 (3 if S-rank was used)
Note: No Renewal Taekwondo above A-Rank in the same turn
Note: No Taijutsu above B-Rank in the same turn.

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♪ Declined, there's no need for this to be multi-ranked. Make it either A or B ranked. ♪

(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise). A single Jin Hoechook from Jin Tae-Jin was able to completely decimate an entire mountain in an instant, but left him in an extremely weakened state due to the level he had pushed his body to.

Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather chakra, for that turn.

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♪ Declined - Wrong chakra/Damge info. Forbidden ranks are 50 chakra, and 90 damage. Also, an entire mountain? o_O tone that down severely. ♪
 
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ZK

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(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. Due to the sound, structural integrity of the layered characters the user is not required to continuously maintain the technique after initiating it. 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.

(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.
- Can only be used five (5) times per battle.

(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 and creates any number of regular explosive tags on these. The tags are 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 five (5) times per battle.

(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 semi-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 two (2) turns.
- Can only be used thrice (3) per battle.

♪ All declined ♪
 
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Flash

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(Arusu Planetarium: Yuki) | Ars Planetarium: The Departed Soul
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: This is a move made by the orb against the user itself. The soul residing inside the orb is in a constant battle against the user for the control over his mind and body. This is the reason why, the user must have a certain level of sanity so as to prevent the spirit in the orb from taking over his body any time it likes. This usually happens when the user falls unconscious, or gets physically weak like when he's paralyzed where it is physically impossible to move around on his own. This can also happen if the user himself allows the soul to take over the body, giving the entire control to it. When the soul from the orb takes over the body it uses its own strength to move the body around while stealing chakra from the user to use Ninjutsu (this means the user can move even if he is paralyzed; but once the soul leaves, he cannot). When the soul enters the user's body, it moves around in a constant flux, making it impossible for any other chakra (Genjutsu up to A rank) or Soul (Katsuryoku or Yamanaka up to S-Rank) to enter the user's body. The noticeable cosmetic changes that happen is that, the user's voice changes completely, changing it into more of a hoarse and harsh voice. During this time, the orb deactivates and falls back on the ground till the soul gets back to it. As far as abilities goes, in exchange for the his sanity, the user's speed and reaction increases 2x. The increase in speed is accompanied by the increase in damage (+20 to physical/taijutsu attacks) due to the increased force. However, since the abilities does not belong the user himself, he is not acquainted with the physical stress that he has to endure with every hit. Hence, every successful physical hits makes him take an additional damage (10 damage) against himself.
Note:
Lasts for a maximum of 3 turns.
No other Ars Technique while this is active.
The Soul can only enter the user's body and not any else, since it has a connection with the user, and not others.
It does not boost any elemental damage.
Can be used thrice.
The Orb deactivates when the soul enter the user's body, till it gets back to its original body.

✦ Declined, for one your chakra wouldnt be in flux as you explained in the CW description itself that this uses your chakra, so it'd be your own chakra fueling the sphere that allows it to be able to do jutsu. If you are unconscious, you arent able to fuel the sphere any longer, thus it wouldn't be possible to use while KO'd. This shouldn't grant Genjutsu protection nor Katsu and Yamanaka jutsu either. You wouldnt receive any boosts either, that's just an obvious attempt at empowering yourself because of this. Lasting three turns is also a stretch as well ✦
[Idea taken from Cavendish's ability from OnePiece]
(Arusu Planetarium: Yuki) | Ars Planetarium: The Departed Soul
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: This is a move made by the orb against the user itself. The soul residing inside the orb is in a constant battle against the user for the control over his mind and body. This is the reason why, the user must have a certain level of sanity so as to prevent the spirit in the orb from taking over his body any time it likes. This usually happens when the user falls unconscious (but not dead), or gets physically weak like when he's paralyzed where it is physically impossible to move around on his own. This can also happen if the user himself allows the soul to take over the body, giving the entire control to it. When the soul from the orb takes over the body it uses its own strength to move the body around while stealing chakra from the user to use Ninjutsu (this means the user can move even if he is paralyzed; but once the soul leaves, he cannot). The noticeable cosmetic changes that happen is that, the user's voice changes completely, changing it into more of a hoarse and harsh voice. During this time, the orb deactivates and falls back on the ground till the soul gets back to it. As far as abilities goes, in exchange for the his sanity, the user's speed and reaction increases 1.5x. The increase in speed is accompanied by the increase in damage (+20 to physical/taijutsu attacks) due to the increased force. However, since the abilities does not belong the user himself, he is not acquainted with the physical stress that he has to endure with every hit. Hence, every successful physical hits makes him take an additional damage (10 damage) against himself.
Note:
Lasts for a maximum of 3 turns.
No other Ars Technique while this is active.
The Soul can only enter the user's body and not any else, since it has a connection with the user, and not others.
It does not boost any elemental damage.
Can be used thrice.
The Orb deactivates when the soul enter the user's body, till it gets back to its original body.

♪ Declined, LoK was clear when he said no boosts. ♪

Note to checker: The orb passively absorbs chakra from the user. The user does not feed it chakra. Also, removed everything about Genjutsu and Yamanaka.






(Kage no Sento: Shadoudoraibu) | Shadow Combat: Shadow Drive
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Shadow Drive is one of the key techniques that the user is able to perform, only because of his mastery over Shadow Combat. Unlike normal shadows of a Nara Clan member, the shadows of a shadow combat user can travel up his body, and become a part of the body itself. Things that are not possible with normal shadows, can be done using Shadow Combat. The user initially cloaks himself in shadow chakra, before he channels it in his entire body, and instead the shadows traveling over and on the user's body, the shadows will travel inside the body. This would make the user turn into noting but shadows. This is a fast process, and happens as quick as "Water Replacement Technique". However, unlike the Water Replacement technique, this technique also allows the user a variety of abilities, that he could use since he is now a Master of Shadows. The user can passively morph in and out of shadows (like Hiding in Shadow Technique), even shoot above the ground, at very high speeds, allowing for swift, intangible movement and an erratic fighting style, while giving him the ability to move around at the speed of a thrown kunai. Apart from that, his overall physical performance also increases in this form. Now since he is nothing but chakra, his strength, durability and endurance increases exponentially. He can turn his body or parts tangible and intangible anytime passively till the end of the technique. He can manipulate the shadow body, any way he wishes (for example, turn his hands into shadow snakes that can bite the targets (but the snakes will never leave the user's body), or turning his leg into shadow hammer etc. However, the catch is that the user is limited to just Taijutsu, Kenjutsu, Nara Shadows and Shadow Combat techniques while this technique is active. Also, coming in contact with higher level light emitting techniques will make him revert back to his human form.
Note:
Lasts 4 turns max
Can only be used by students of Shadow Combat
Needs a break of two turns before using it again
Can only be used thrice

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✦ Declined, where to start? Passive morphing is a no ofc as well as shadows traveling above grounds as you could passively throw a kunai and merge with the shadow for abuse of this. A thrown kunai is also abusable since I can see someone raising the argument of how fast Itachi threw a kunai. Also, you are a shadow; an intangible personification of darkness. How does that increase your speed and strength or anything? And if it's light from a high ranking technique that you're exposed to, you should take damage equal to it, and not just forced back to human form. ✦
(Kage no Sento: Shadoudoraibu) | Shadow Combat: Shadow Drive
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Shadow Drive is one of the key techniques that the user is able to perform, only because of his mastery over Shadow Combat. Unlike normal shadows of a Nara Clan member, the shadows of a shadow combat user can travel up his body, and become a part of the body itself. Things that are not possible with normal shadows, can be done using Shadow Combat. The user initially cloaks himself in shadow chakra, before he channels it in his entire body, and instead the shadows traveling over and on the user's body, the shadows will travel inside the body. This would make the user turn into noting but shadows. This is a fast process, and happens as quick as "Water Replacement Technique". However, unlike the Water Replacement technique, this technique also allows the user a variety of abilities, that he could use since he is now a Master of Shadows. The user can passively move in and out of shadows (like Hiding in Shadow Technique) on the ground, at very high speeds, allowing for swift, intangible movement and an erratic fighting style, while giving him the ability to move around at an average speed of a thrown kunai. Apart from that, his overall physical performance also increases in this form. Now since he is nothing but chakra, his strength, durability and endurance increases exponentially. He can turn his body or parts tangible and intangible anytime passively till the end of the technique. He can manipulate the shadow body, any way he wishes (for example, turn his hands into shadow snakes that can bite the targets (but the snakes will never leave the user's body), or turning his leg into shadow hammer etc. However, the catch is that the user is limited to just Taijutsu, Kenjutsu, Nara Shadows and Shadow Combat techniques while this technique is active. Also, coming in contact with higher level light emitting techniques will make him revert back to his human form. Note: Light itself cannot harm the user physically, but the matter inside the light can. For example, light from a high ranking fireball will make the user revert back to human form, while the fireball will harm the user.
Note:
Lasts 4 turns max
Can only be used by students of Shadow Combat
Needs a break of two turns before using it again.
Can only be used thrice

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♪ Declined, you really ignored his comments again lmao ♪

Reposting this since you asked me to.


(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can perform hand seals, but can never release elemental chakra through that arm. Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used twice.

✦ Declined, parts of this aren't possible for a few reasons; the stopping of the bleeding will work but shadows do not possess tenketsu. They cannot channel chakra to the body as they are just manipulation of Ninjutsu, like Smoke and Sand manipulation so it will not being able to perform hand seals for you. Shadow jutsu is fine, sure. But this at best can create a limb at a time. ✦
(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can not release elemental chakra through that arm (only shadow related techniques can be performed through that limb). Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used thrice.

♪ Approved, just don't go trying to replace your head, heart, etc ♪
 
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Professor Sarutobi

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(Ryuuchou Kawazoi Ryuujoukohaku: Akuma Dedoko) Flowing River of Fierce Fighting: Devil's Exit
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30 (-5 per turn)
Damage Points: 60 (Boiling Splash)
Description: The user will begin by entering a full hydrified state while maintaining a normal physical appearance as he focuses water chakra around them to gather the moisture in the air into their body. As the moisture is being gathered, the user would normally grow in size. However, by using advanced shape manipulation and concentration, the user forcefully creates a dense layer of chakra around his entire person, preventing his body from expanding outwards to enlarge his muscles. Once locked absorbed, the user begins to vibrate the moisture along with water that's pressurized inside the user's body, naturally causing friction to form, heating up the body to a boiling point. This would cause steam to escape from the user's "pores". The special ability granted by this state is the after-effect of taijutsu-related techniques or moves. Upon physical contact with something or someone whilst striking, the built up pressure will be released from said portion of the body, causing boiling hot water to be released outwards along with the blunt damage produced by the strike. The boiled water is hot enough to deal third degree burns. The water released is roughly a slash of about three gallons.

- Can be used four times per battle.
- State can only be maintained for a maximum of 2 turns.
- Must wait 2 turns before using again.
- While active, the user can only mold Water Techniques along with non-elemental abilities.

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✦ Approved ✦

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Clashing Tsunamis
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user will enter a hydrified state with his arms and hands as he gathers the moisture in the air and focuses his water chakra in order to grow his muscles to abnormal size, rivaling the Akimichi Clan's Expansion technique. Using the increase in strength as well as body mass, the user will forcefully clap his hands together, causing a large shock-wave to be released in a 360 degree wave outwards. The user is not limited to clapping his hands but also striking target(s), object(s) or other things in between his hands for a deadly attack. The muscle enlargement allows the user to reach out to the maximum distance of short range for increased reach. (5m)

-Can be used four times per battle.

✦ Declined, the shockwave ability isn't one of your CFS and collides with canon Sound techs and due to it's water nature, clashes directly with Gyojin abilities. ✦

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Cleanse
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 40
Damage Points: N/A
The user utilizes their knowledge of the body's muscular structure in combination with the special ability granted by the fighting style. The user will liquefy specific muscles or muscle group(s) in the body by entering a partly or wholly hydrified state. The liquefied muscles will then cause a rapid diluting of all of the lactic acids as well as other fatigue inducing substances within the body to fully cleanse one's self. This ability allows the user to fully recover from any fatigue induced state or otherwise paralyzed state by refreshing the muscles with water chakra. This technique by no means, heals the user in any way, it simply refreshes the muscles and removes fatigue as well as restores bodily functions from paralyzed states.

-Once per turn.
-Can't use for one turn afterwards.

✦ Declined, this needs an overall usage restriction and won't apply towards the drawbacks of using Forbidden ranked jutsu, only S ranks and below. ✦


(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Clashing Tsunamis
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user will enter a hydrified state with his arms and hands as he gathers the moisture in the air and focuses his water chakra in order to grow his muscles to abnormal size, rivaling the Akimichi Clan's Expansion technique. Using the increase in strength as well as body mass the user is able to use the enlarged limbs to either attack with standard Taijutsu and Hozuki Techniques or in combination with other Flowing River of Fierce Fighting style techniques to strike target(s), object(s) or other things with his hands for a deadly attack. The muscle enlargement allows the user to reach out to the maximum distance of short range for increased reach. (5m)

-Can be used four times per battle.
-Lasts Three turns per use or until Canceled.

(Ryuuchou Kawazoi Ryuujoukohaku: Gekitotsu Tsunami) Flowing River of Fierce Fighting: Cleanse
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 40
Damage Points: N/A
The user utilizes their knowledge of the body's muscular structure in combination with the special ability granted by the fighting style. The user will liquefy specific muscles or muscle group(s) in the body by entering a partly or wholly hydrified state. The liquefied muscles will then cause a rapid diluting of all of the lactic acids as well as other fatigue inducing substances within the body to fully cleanse one's self. This ability allows the user to fully recover from any fatigue induced state or otherwise paralyzed state by refreshing the muscles with water chakra. This technique by no means, heals the user in any way, it simply refreshes the muscles and removes fatigue as well as restores bodily functions from paralyzed states.

-Once per turn.
-Can't use for one turn afterwards.
- usable four times per battle.
-Can only be used to remove S rank and below drawback effects and paralyzing effects


♪ Both Approved, "draw backs" won't mean you can use elements you're restricted from using by a CJ. ♪
 
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Summer

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Approved cfs here:

Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Elemental Enlarge
Type:Supplementary
Rank:C-A
Range:Short
Chakra:15-30
Damage:30-60
Description: This is the standard elemental defensive core for the ways of the avenger. The user can envelop themselves completly in a sphere of elemental chakra. This is achieve by using the round shield as a catalyst for creating a barrier like sphere of defensive elemental chakra around the user. All the forms of the spheres can be slightly adjusted on the fly to focus higher concentration of chakra at points of impact as well. This form will stay active for one full turn and will move with the users shield and user.

Earth- when the user envelops an earth form of sphere chakra around themselves they will enhance anything the chakra touches. This chakra is the same as super light weight earth style, or super added weight earth style. Which will have a unique effect against any solids that come into contact with the sphere. It will remove the weight or add weight to solid objects making the impact against the shield or body minimal in damage or more detrimental.

Fire- this form of the sphere will encompass extremely condensed sphere of fire chakra. This will ignite things that come into contact with the sphere be it elemental interaction or taijutsu interactions.

Water- a core fundamental for defending this sphere of water chakra will water log and slow some force from the incoming jutsu's. This is achieved because of the highly condensed layer of water chakra being used that acts like a cushion of sorts.

Wind- this form of wind sphere chakra will work like a cutting zone. Very fine sharp blades of wind chakra will be circling the user and will slice objects that come into contact with the sphere of wind chakra.

Lightning- the Lightning form sphere is likely the most dangerous usage of this style. It has raw power and also paralysis type after effects as well. It can serve as a great taijutsu defensive ability or a swarming type of ability. Forcing yourself towards the enemy with this active will be a way to close the distance of range between yourselves. It has more of a net type of focus rather then cutting. Which will focus more on paralysis due to this aspect.

Note: each elemental form can only be used twice per battle and only once per turn.
Depending on wether the user focuses on a single point to enhance the defense will determine the rank of the elemental sphere.

♪ Declined, this doesn't need to be a multi ranked jutsu. Pick one rank, and stick to it."
 
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Sasori

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(Ningyō no bōsei) Tyranny of the Puppet
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the most powerful and deadliest attacks out of the entire style of Scorpion fist that Sasori has developed. Due to how destructive and lethal this attack is it greatly hurts not only the target, but also will limit and hurt the user from then on. Sasori developed this attack specifically to fit his puppet body allowing for him to use it to its fullest. It is because of the overall damage and results that are left on the user’s body from the collision of the attack that this is considered a forbidden rank attack. To start off, Sasori opens his chest compartment on his chest enabling him the ability to use a stronger version of the basic puppetry move known as “Chakra Threads”. Now that the threads are unleashed the user sends an array of One-Hundred threads towards the target. Sasori manipulates the threads so that they are grouped into four different groups each composed out of twenty-five threads. Sasori has the threads assembled into four groups so that they are aimed at a specific body part of the enemy. The four groups of chakra threads are each aimed for a body part of the enemy such as: the left leg, right leg, left arm, and right arm. Once connection has been made with said body parts it restricts the enemy’s movements as well as sticking to them with the sticky properties chakra threads have been shown to have when holding puppets up. In order for the technique to have effect and to use it the target has to at least be Mid-range away in order for this technique to be usable. Now that contact has been made with the target the user follows up by spinning each of their body part’s at an alarming rate creating a full body spin. Like other previous Scorpion Style techniques the spinning holds enough speed and force to hit a target with bone crushing force. With the previously attached chakra threads the user controls them to then retract pulling the target towards them at an extremely fast rate. While the enemy is closing in on the user they finally hold out both of their hands utilizing another basic puppetry technique known as the “ Chakra shield”. Finally, the full effects of this technique comes into play when the target will hit the user with extreme force head on most likely breaking every bone in the target’s body as well as the user’s if they had any. When contact has been made the enemy is hit with the blunt force of the spinning chakra shields followed up with the spinning force of all of their body parts creating a tremendous damage to be hit with. It is also because of the help of the chakra threads that a lot of the force was picked up as the user dragged the target in. While the enemy will be most likely destroyed the user will have their entire body demolished, which if they were a normal person be killed, instead they will have their body parts shattered. However due to Sasori's ability to repair his body parts he would instantly heal after a few seconds, though limiting him greatly the next following turns. Due to the amount of damage done to user’s body they are hindered to the point that their body is unable to handle even some of the most basic taijutsu strikes considering how the material of their body has been reduced to a weakened state, even visually one could see this because the user's body would be layered with cracks. It is also possible for the user to use this jutsu in reverse which just mean if there any landmarks such as trees around the user can use them to catapult themselves at the target having the same results as the normal version. Likewise said landmarks have to be at least Mid-range away in order for this technique to be usable because it in order for this technique to have full effect the user will need to pick up the needed speed and velocity for the collision.
Note: Can only be used once
Note: Threads can be used grapple onto even larger objects and not limited to just people.
Note: No taijutsu/scorpion fist next three turns and No S-rank or above jutsu next turn.
Note: Also due to how weakened the user’s body frame is now Direct Elemental attacks on their body deal +10 damage and Taijutsu from the enemy will deal +15 damage for the next two turns.

♪ Approved, cool jutsu. Just a note, these threads can be broken by A rank ninjutsu/kenjutsu/taijutsu. ♪

(Eien no utsukushi-sa) Eternal Beauty of the Creator
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Another one of the most advanced Scorpion fist techniques that Sasori developed especially for his body. While this technique does not necessarily have to be used to attack it does have the potential to. in battle the user will in most cases use this technique to slow down the force and impact coming from most enemy techniques. The user is not even restricted to just slowing down taijutsu strikes,but can also use this technique to slow down a large projectile. To start off, Sasori will first open his chest compartment to utilize the basic puppetry technique known as “chakra threads” but this version is to a larger and more powerful extent. From the user's body will be a total of one hundred chakra threads that will race towards their target. The aim of the chakra threads will be to attach themselves to the body part the enemy is using to attack or if there isn't one the user can simply have them grapple on the object. Once the chakra threads have grabbed the enemy they will then pull the enemy in the opposite direction of the attack. For example if the attack was a punch the threads will attach themselves to the arm and drag enemy backwards so that the force and momentum behind their attack is gone , but also are rendered immobile due to the threads. If wanted the user can stop their attack but they can also go on the offensive by dragging the victim towards them, and as the threads retract closer Sasori begins to spin everyone one of his limbs at a rapid pace. This speed alone is enough to destroy an enemy but the user does not stop there. Using another property that masters of Scorpion Fist have learned which would be perfect rotation and bending. So as the enemy is closing in on the target the user extends their arms in a horizontal manner and then begin to rotate their arms so that they are rotating in an omnidirectional manner so that anything from there sides would be hit immediately, though this doesn't attack from the air or ground. When the enemy finally closes in they will be hit with a barrage of attacks from the user's arm around the chest area, while at the same time the user thrusts their spinning head at the enemy’s which would most likely break the enemy's skull and give them a concussion. On top of all of this the user will have extended one of their spinning legs and thrust it directly into the enemy’s waist area if they had one which would painful fully distort it if it was a person.
Note: Can only be used twice
Note: No B rank or above taijutsu/Scorpion fist next turn
Note: Can stop attacks/objects up to S-rank

♪ Declined, the speed alone won't kill an enemy. Also, make sure to note that you need to be able to track an opponent before being able to utilize this jutsu. ♪

(Supiningutābin) Spinning Turbine
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: NA ( +10 to taijutsu and Kenjutsu)
Description: This is a technique the user is able to use when they see an incoming physical attack as well as some projectiles heading for their body. Right before said attack comes in contact with the user they will then begin to spin the body part which was being targeted at an alarmingly fast rate which if it was an attack such as a punch it would possibly break their hand. What is meant by some projectiles is if the enemy threw a kunai or attacked with a sword the sudden fast movement would most likely deflect the weapon. If necessary the user can spin more than one body part at a time. User can also lift one of their body parts in front of them causing it to spin, and use it as a shield to counter the incoming attack. Inversely the user can use this technique as a sort of mode that has their body spinning constantly or in the same time frame as one of their taijutsu or kenjutsu strikes it causes for their body part to start spinning increasing its force and damage. When holding a weapon such as a sword in hand the user will begin to spin their arms rapidly increasing its damage, the same can be said for taijutsu strikes where they will instead of attacking with an ordinary fist turn it into a rapidly spinning one increasing its damage. As an example, say the user uses this technique as a mode for two turns, and then decide they want to switch to using in the same time frame as one of their attacks then they would only be able to use it three times logically same goes for if they want to use it as a defense.
Note: Can only be used five times/turns.
Note: Up to B-rank projectiles can be deflected

♪ Declined, limit it to one limb at a time. Also, while I like the idea, you're essentially making yourself immune to up to B rank tai for two turns. In fact, attacking you would break the opponent's limbs. Tone that down slightly. ♪


(Supiningutābin) Spinning Turbine
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: NA ( +10 to taijutsu and Kenjutsu)
Description: This is a technique the user is able to use when they see an incoming physical attack as well as some projectiles heading for their body. Right before said attack comes in contact with the user they will then begin to spin the body part which was being targeted at an alarmingly fast rate which if it was an attack such as a punch it would possibly bruise their hand. What is meant by some projectiles is if the enemy threw a kunai or attacked with a sword the sudden fast movement would most likely deflect the weapon. However the user can Only spin one body part/limb at a time. User can also lift one of their body parts in front of them causing it to spin, and use it as a shield to counter the incoming attack. Inversely the user can use this technique as a sort of mode that has their body spinning constantly for one turn or in the same time frame as one of their taijutsu or kenjutsu strikes it causes for their body part to start spinning increasing its force and damage. When holding a weapon such as a sword in hand the user will begin to spin their arms rapidly increasing its damage, the same can be said for taijutsu strikes where they will instead of attacking with an ordinary fist turn it into a rapidly spinning one increasing its damage. As an example, say the user wanted to use this technique as a mode they would only be able to for one turn since the affects only last one turn and do not drag on for a longer time , and then decide they want to switch to using in the same time frame as one of their attacks then they would only be able to use it three more times logically same goes for if they want to use it as a defense.
Note: Can only be used five times
Note: Up to B-rank projectiles can be deflected

♪ Approved ♪
 
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Vegeta

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CFS approved

(Senken: Chire) Thousand Blades: Scatter
Type: Offensive/ Defensive/ Supplementary
Rank: D-Rank - S-Rank
Range: Short - Mid
Chakra: 10 - 40
Damage: 20 - 80
Description: The user begins by gathering Chakra within their hands, and creates, depending on the amount of Chakra gathered, a number of blades in their hand(s) or surrounding their person. The user then can either engage in Kenjutsu with the formed blades, or “scatter” them and perform Taijutsu-centric movements and actions, with the scattered blades following the user’s actions, and allowing them to fight at a distance with their created blades. This technique encompasses the fundamental concepts of the Fighting Style, and allows the user to apply those in an unrestricted manner, allowing users of the Fighting Style to attack and perform the basics of the Fighting Style in a freeform manner.

Note: S-Rank usage of this technique can be used a max of 4 times per battle. After using the A-Rank and above usage, this technique can’t be used for 2 turns.
Note: Must be Senior Apprentices or Masters to use the S rank variation

♪ Declined, pick a single rank for the basic usage of the CFS - this isn't a CE. You should make a lower ranked variant and a higher ranked one. That's just a suggestion though. If you want to make this S ranked, there'll be harsher restrictions and a two handseal requirement. ♪
 
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Houdinii

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(Mato sono Kanningu: Nanpa)- Mark of the Trickster: Grifter
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: (40 if used to attack)
Description:
This is one of the core techniques for those bearing the Mark of the Trickster (MoT). With this technique the user can create several bright flashes (Up to 3) in tandem with their movement, their attack upon the opponent or their defense of an enemy's attack. The chakra generated flash would fade over a small duration after being triggered and is emitted from the users torso. The fading of a flash is used to place a genjutsu of the users choosing upon the opponent(s) including if they wish a dormant illusion. In the case of the dormant genjutsu the illusion is triggered by the next body movement the opponent makes. Once triggered the dormant illusion would cause the opponents surroundings to ‘turn’ against them within the illusion, ensnaring their body and slowing their movements down.(Earth wrapping around them, Sticky water bursting up from the ground, etc.) The result of this hindrance slows the opponents speed by half while they are in the effects of the illusion.

Note:
~Cannot be used in consecutive turns
~The dormant illusion is B rank in strength
~Can only be taught by Houdinii

♪ Declined, I won't allow this much freedom when you make the illusions as this pretty much allows you to create any number of situations. It would also clash with existing CJs. ♪

(Mato sono Kanningu: Tou jin Buraindo)- Mark of the Trickster: Rob ‘em Blind
Rank: A
Type: Offensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: 60
The user begins this technique by initiating a flash from their chest, arm or leg, from which they will continue to produce continuous flashes with very small intervals in between. The small degree of light fading between each pulse is used to place a genjutsu on the opponent, the genjutsu affects the opponents main five senses, muting them slightly making it more difficult for the opponent to notice and react to the user. (Hearing becomes muffled, vision becomes blurred etc) This effect is compounded with each successive flash as the opponents senses grow weaker, culminating with them disappearing completely as long as the illusion is active. The user can utilise the opening created by the flashes to chain together a combo of punches or kicks(Up to 5 strikes), transitioning between the two as they see fit while the opponent would be vulnerable from the bright light and illusion.

Note:
~Can only be used 3 times
~The illusion is B rank in strength
~Can only be taught by Houdinii

♪ Approved ♪

(Mato sono Kanningu: Ikasa Sakka)- Mark of the Trickster: Con Artist
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
This is a specialty technique for those who possess the MoT for it is best used when they are falling, off balance or simply need to evade as it allows them to act both quickly and efficiently. The user will begin this technique by creating an initial flash from their limb or chest towards the opponent while they hold a second flash ready, the initial flash blinds the opponent temporarily and initiates a genjutsu as it fades. Timed with the flash of light the user will utilise their current posture and momentum to react accordingly, for example turning a fall into a roll along the ground to the side of the opponent following with a low leg kick to the opponent from a crouched position. This is but one example as this technique is limited only by how well the user can utilise their momentum, as they could do anything up to even turning a stumble backwards from an enemy’s successful attack into a back handspring while kicking the opponent in the jaw as they flip. The genjutsu that is initiated after the flash hides the user and causes the opponent to see an illusionary version of the user as the light fades, this illusionary clone appears to have jumped towards the enemy in an attempt to tackle them, spouting a loud war cry the entire time.

Note:
~Cannot be used in consecutive turns
~The illusion is C rank in strength
~Can only be taught by Houdinii

♪ Approved, just a note - your illusions last a turn max unless otherwise stated ♪
 
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Lytes

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Mugen Yontōryū Sashimasu - Infinite Quad wielding Stab
Rank: B/A
Type: Offense
Range: Short
Chakra cost: 20/30
Damage Points: 40/60
Description : The user uses chakra to amplify the user's speed of his strikes for a moment, causing the tip of the knife to hit the opponent multiple times in 1 single attack. This is controlled by the user who slightly bend their arm, jerking their blade into their opponent, focusing on a specific spot of the body. The strikes are delivered in quick succession, appearing as one strike. Although, showing less force behind the strike than attended, the damage sustain is more severe, the user's striking hand moves at twice his speed for the duration of the strike. This move can be used immediately after the user parries or deflects an enemy strike.
¬Bi wielders and above can perform the jutsu with both hands stabbing two different spots while the highest rank can perform this jutsu from up to mid range using their chakra to manipulate the blade similarly to Infinite Quad wielding - Control and stabbing their target.
Mugen Yontōryū Kontororu - Infinite Quad wielding Control
Rank: C - S
Type: Supplementary/Offense/Defense
Range: Short - Long
Chakra cost: 15 - 40
Damage Points: 30 - 80
Description : This is the core jutsu of the flying knives aspect of the Infinite Quad wielding style created by Kurapika himself, knowing he could only wield four knives at a time with his hands, he decided to use his chakra to control the blades and this allowed him to control more blades similar to telekinesis which can be used in various ways, attacking from an opponent's blind spot, going around opponent's defenses to strike them, changing targets or even gathering into a formation to form a defensive wall around the user, the blades can be controlled fluidly to move in all directions. This weapons however can be infused with elemental chakra to deal more damage when hitting a target or to be capable of defending better from an attack, each element has its own effect when being used either offensively or defensively. The user can use his chakra to mark a target as the starting point of his blades and the blades would go after the target as long as the target is within sight/smelling/hearing/sensing range of the user, this jutsu costs B rank chakra and deals B rank damage.

Offense - The knives upon hitting any target would send spikes of compressed water in all direction up to short range except the user's direction but the user can activate this prematurely.
Defense - When been used defensively starchy syrup leaks out from all the blades as they spin while connecting to the nearest wieldings creating a network of impenetrable wielding-water combo , this is most effective against other water jutsus as the syrup seals the cracks between the formation making it water proof



Offense - Knives infused with fire chakra grow red as the blades get extremely hot leaving a red trail as it moves, upon hitting a target, not only would the wielding deal third degree burns to the affected area, they would also explode violently in a 1 meter radius sending hot shards of metal into the area, the user can will it to explode before making contact.
Defense - The wieldings after attaining the formation mentally ordered by the user would begin radiating heat towards a direction or all direction if the user wishes it, if an human (even the user) comes 1 meter within the range of the heatwave, he/she would get terrible third degree burns, this is effective against CQC users and also wind jutsus as the heat ignites them causing them to explode safely from the user.

.

Offense - Wieldings possess more cutting power and the air 1 meter in diameter around them spins with them making the knives look like fuma shurikens
Defense - Wieldings constantly release a terrifying breeze which blows away everything in a direction, this is capable of even blowing a grown man out of short range.



Offense - Wieldings numb targets on impact while A rank and above would electrocute the target on contact.
Defense - Wieldings after attaining a formation get connected by ropes of lightning while been charged with Lightning, this isn't water proof like the Suiton counter part however it is effective against earth and solid elements.



Offense - The wieldings' weight can be increased or reduced to either deal more damage or move faster
Defense - The wieldings gain an increase in weight and durability, this is especially effectively against heavy earth jutsus.


¬When infused with chakra, the weapons play on equal footing with elemental techniques although the size of elemental technique must be put within reason
¬Quad wielders can passively launch the knives at a target telepathically although the direction can't be altered, this has no special damage boost, it's simply an alternative to throwing normal knives with the user's hands.
¬The knives under the effect of this jutsu are always spinning, spinning fast.
¬S rank usage can be used five times, A rank can be used seven times and once the user can use it on an F rank scale.

♪ Both Declined, pick a single rank for both. There's no need for these to be multi ranked. Also, the fire portion of your second technique clashes with my CFS. The first jutsu doesn't make much sense either. If it's multiple stabs, then how is it 1 attack? ♪
 
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Gobi Gobletsson

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Reference to my CFS;


Updating;

Tsubaki no Hayashita Sennin: Shiro Someru | Dance of the Bearded Sage: White Dye
Rank: C
Type: Supplementary
Range: Short
Chakra: 15
Damage: N/A
Description: The user can channel chakra into his hair allowing him to change the colour into any colour the user wishes. The hair can be different coloured at many places, meaning the user can colour each hair a different colour if he wishes. This is best used for camouflage and hiding from the opponent to then strike him when the user is ready.

±± Approved ±± Loved it ^^


Tsubaki no Hayashita Sennin: Shiro Someru | Dance of the Bearded Sage: White Dye
Rank: C
Type: Supplementary
Range: Short-Long
Chakra: 15 (+5, when applied to a technique)
Damage: N/A
Description: This technique is capable of being applied to all Hair techniques. The user can channel chakra into his hair allowing him to change the colour into any colour the user wishes. The hair can be different coloured at many places, meaning the user can colour each hair a different colour if he wishes. This is best used for camouflage and hiding from the opponent to then strike him when the user is ready. The technique is applied in accordance with other techniques once activated which is instant, as it merely requires a mental note by the user, and thus can actively and passively be applied to upcoming, or pre-existing techniques created by the user. It lasts untill deactivated.

♪ Declined, you want to make your hair jutsus invisible as soon as they materialize? Keep the original. ♪

New;

Tsubaki no Hayashita Sennin: Midarana Furaito no Gokena Kekkyo | Dance of the Bearded Sage: Lascivious Flight of the Virile Homosapien
Type: Defensive/Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user gains the ability to merge within hair sources throughout the field. However, this only accounts for hair sources which are in direct contact with the user, and is highly advantagous for tactical purposes such as retreat, advancing or overall re-locating on the field of battle. While merged with the hair constructs the user is freely capable of virtually exiting the construct at any location of the construct itself imminently. Whilst emerged, the user is capable of ultilizing Dance of the Bearded Sage Techniques, Non-elemental Ninjutsu and overall Taijutsu, without fully emerging from the source, i.e an arm may emerge partially leaving the rest of the body of the user within the hair.
The technique can be used four times per battle, and five per NW conflict. The user can stay merged for up to two turns. Should the construct be demolished with the user inside, he will merely revert back to his original self.

♪ Declined, DNR. This is a CFS, you're trying too hard to make it into some sort of Pseudo-Kaguya or Hidden Ability. ♪
 
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Omega

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Link to my CFS:

Togiretogire Zenreijutsu: Nuru Sa-buru | Shattered Soul Arts: Null Saber
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will channel his chakra into the special blade Hollow and separate all sections of the blade while keeping them in line. Each segment will be three inches apart from the other. By the users will, all of the segments will begin to rotate in place rapidly and violently to the point that dangerous shock waves capable of carving through solid objects will be emitted in about a foot radius from the actual rotating segments imbued with the user's chakra; moreover, the rotations are so fast that the blade generates a sound similar to that of a fast moving turbine. Once this is complete, the user will then slash the enemy with the rotating blade resulting in severe damage if unhindered. As with all of the Shattered Soul techniques, a layer of condensed basic chakra is placed around the segmented blades to contend with elemental jutsu of the same rank.

Restrictions/Notes
-Can only be taught by Omega
-Must be of Fragmented Soul rank or higher
-Can be used 3 times

(Togiretogire Zenreijutsu|Boketsu Gosunkugi)-Shattered Soul Arts: Grave Spike
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A basic technique in which the user will coat a single segment of Hollow with condensed chakra, and then release it into the ground. The user will guide it toward the enemy at which point it will shoot out of the ground and skewer the enemy.

Restrictions/Note:
Must be taught by Omega
Must be at Fragmented Soul rank or higher to use.

(Togiretogire Zenreijutsu| Dyuaru Serei)-Shattered Soul Arts: Dual Spirit
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will channel his chakra into Hollow and coat it with condensed basic chakra, before separating it into two pieces, for attack and defense, that will seemingly float freely on their own although the user is in control. Because of Hollow's abilities, these blades can move up to mid range to reach opponents; moreover, each blade can be used to perform non elemental kenjutsu based techniques as well as techniques that fall under the Shattered Soul Arts ( A rank and below for both) The user himself is only able to perform non elemental taijutsu and kenjutsu while this is active.

Restrictions/Notes
-Can be used twice
-Lasts four turns.
-Can only be taught by Omega
-Can only be those of Zero Soul rank
-No S rank kenjutsu, Shattered Soul Techniques after deactivated

♪ All declined, if you refer to a CW link it as well. ♪
 
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ᴍᴏᴏғʏ

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(Gorimuchuu Genkotsu: Kiri Suika) - Mystified Fist: Mist Hydrificaiton
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20 (-5 Per turn)
Damage: N/A
Description: The core ability of the fighting style, allowing the user to turn into an enhanced Mist-variation of the Hōzuki clan's Hydrification technique, following the same key concepts. After activation, this Mist-Hydrification allows the user to passively turn portions of his body into condensed crystalline-like liquid in order to deal more sharp or blunt-force attacks should he choose to do so by solidifying the mist-particles, or even defend from certain situations. This state allows the user to apply all of the style's basic attributes and abilities, like utilizing the moisture in the air to absorb and produce a large enough source of mist for them to deal ranged attacks by extending their limbs/body parts. Or even disperse themselves into mist and infuse their body into already naturally or self made sources of mist/water vapor. All attacks dealt in this form without being enhanced in some shape or form (By other techniques) can be classified as dealing the equivalent of free-form damage. In this state, the user is able to disperse his body into a mist that can be manipulated by his own will. The thickness or thinness of the mist can be freely changed by the user with ease depending on the situation at hand should he choose to sport a mist-like appearance instead of their traditional 'human' look. The distance in which the user can extend their limbs/body part(s) is dependent on whether or not they specialize the fighting style.

♪ Approved ♪



(Kuinshī Ninpo: Kougake Enhansumento) - Quincy Arts: Gauntlet's Enhancement
Type: Supplementary/Defensive/Offensive
Rank: B-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: The user will unseal one of the four elemental affinities stored within his seals, enhancing one of his arrows before release. This is a supplementary technique allowing it to be used in virtually the same time-frame, being one of the core aspects of the style for enhancement. The user is not only limited to infusing arrows that he is holding or are being released from his body, but also ones that are potentially hovering around his short range, as they utilize the style's bow/arrow hovering manipulation methods. (Wielding multiple bows/arrows by levitating them around the user.) Then technique is able to be activated in unison with the release of the user's arrow's or after the creation of them so long as they are within range. The successful infusion of elemental chakra will create a water/selected elemental affinity combination, increasing the original's host technique's rank like any other combo-type method, this being heavily dependent on the rank utilized. The user is not only limited to infusing his arrows but also his Arrow-Like sword(s) & Shield(s). The elemental chakra is infused and manipulated in a way that wouldn't hinder the user's own performance like with the lightning attribute as it is their own chakra. The infusing abilities are as followed;

Lightning - A layer of vibrating lightning chakra that increases the penetrating/cutting force of the arrow/sword/shield. The second tied-on ability is unfocused lightning crackling around said arrow(s)/sword/shield, giving numbing and paralyzing capabilities upon contact. This could also be applied to the shield, within reason, so long as the user is manipulating through a hovering fashion or is in a purified state.

Fire - The ability to infuse the arrow(s) with enough heat to have them reach a boiling point without full dissipating. However a higher temperature can be reached in order to turn the arrow(s) into pure steam, thus be used as a source for mist-related techniques or simply to obscure the target's vision. This could also be applied to the shield within reason & arrow sword.

Wind - A coating of wind allowing it to disperse lightning-related techniques by following the elemental interactions between wind & lightning. Not only that but increased cutting potential by having a tight sharp edge coating around the arrow(s) and/or shield/sword.

Earth - The ability to either petrify upon contact and turn to stone or increase/decrease the object(s)/person(s) weight accordingly to the Super Lightweight/Weight increase techniques. The petrified object(s)/thing(s) will be subject to crumbling away if struck with a blunt-force attack or something of similar nature. The surface area of petrification is dependent on the number of arrow(s) utilized or the sword/shield used to strike. The weight increase or decrease lasts for up to two turns if not dealt with accordingly same as the petrification. By default mud-like substances and anything remotely similar will crumble away after being petrified if struck or tampered with.

⋩ The strength of the infusion will divided between the objects infused.
⋩ The A Ranked version can be used five times per battle.
⋩ The S Ranked version can be used three times per battle.

♪ Declined, So if you have an arrow jutsu that already does base damage you could potentially add 80 damage to it? Make it +20 damage at max, and reduce the rank to A. Usable three times per battle max, with a few additional restrictions ♪

(Kuinshī Ninpo: Kousa Pendanto Junsei) - Quincy Arts: Cross Pendant's Purification
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will activate one of the pendant's special seals, allowing him to be completely cleansed as all impurities throughout a short range radius around and inside the user are sealed inside the pendant like a vacuum. This is not only limited to purifying the user's Hydrified state but also anything foreign that may be lingering inside of him like chakra, or around them like binding techniques. (Syrup, Adhesive, Mud, Debris, etc)

⋩ Five times per battle, A Ranked binding/hindering/infecting/affecting techniques can be sealed.
⋩ Three times per battle, S Ranked binding/hindering/infecting/affecting techniques can be sealed.

♪ Declined, S rank variation should only be usable twice per battle max. A ranks are generally 3-4 times per battle, although I'll allow it to be 4 times in this case. Largest issue is that this is essentially a better version of Kai. I won't allow it to absorb foreign chakra for that reason, as that would pretty much void the point of a Yin release specialty. ♪

(Kuinshī Ninpo: Sogekihei Danmaku ) - Quincy Arts: Sniper's Barrage
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will enter his hydrification state or manipulate his already active state in order to release a barrage of condensed arrow(s). The arrows can be released from any point of the body so long as it is Hydrified and the size could range from as small and thin as a needle, to as large as an ordinary sword. The number of released projectiles will be divided in power accordingly.

⋩ Can be used four times per battle

♪ Approved ♪
 
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Six Paths

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(Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook
Type: Offensive/ Supplementary/ Defensive
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: The user begin, just like with every Renewal Taekwondo technique, by multiplying his weight by x15 or x25 times 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 the set 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 given technique. 3rd Stance Hwechook utilizes 3 specific kicks, done to the opponent, usually aiming the head. 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 (3 if S-rank was used)
Note: No Renewal Taekwondo above A-Rank in the same turn
Note: No Taijutsu above B-Rank in the same turn.
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♪ Declined, there's no need for this to be multi-ranked. Make it either A or B ranked. ♪
(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise). A single Jin Hoechook from Jin Tae-Jin was able to completely decimate an entire mountain in an instant, but left him in an extremely weakened state due to the level he had pushed his body to.

Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather chakra, for that turn.


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♪ Declined - Wrong chakra/Damge info. Forbidden ranks are 50 chakra, and 90 damage. Also, an entire mountain? o_O tone that down severely. ♪
Approval of the CFS:



(Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook
Type: Offensive/ Supplementary/ Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user begin, just like with every Renewal Taekwondo technique, by multiplying his weight by x15 or x25 times 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 the set 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 given technique. 3rd Stance Hwechook utilizes 3 specific kicks, done to the opponent, usually aiming 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 kicks however can vary in strength and rank, and are dependent on what the user elaborates in descriptions. 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.

♪ Declined, is ignoring checking comments your specialty or something? ♪


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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise). A single Jin Hoechook from Jin Tae-Jin was able level entire landscapes behind the force which is used from it. The strength of the kick plays on par with elemental techniques.

Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather chakra, for that turn.

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♪ Declined:

"This kick is capable of destroying entire mountains"
"Tone that down"
"This kick is capable of destroying entire landscapes"

One more shot.. ♪
 
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BusinessManTeno

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Approval of CFS:


(Sandangamae kyouhaku: Sanpo Kenju) Triple Threat Blade Style: Three-Step Sword Beast
]Type: Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short
Chakra 30
Damage: 60
Description:
This is a basic concept of the style, aiming to affectively remove a target's limb with a single blow if not properly defended from. The user will start by swinging his sword to directly attack the target, whether it's a diagonal slash, horizontal, vertical etc, letting off high frequency sound waves that almost instantly take affect on them. The sound waves enter the body, vibrating with enough force to cause stiffening and contracting within the muscles and tissues in the body. This specifically targets the muscles inside of the arms and legs, essentially immobilizing those body parts so that the user can complete his strike. In that same motion, the chakra fueled slash would be aiming to hit the a limb in an area that would allow them to easily dismember their target's limb, i.e the shoulder, elbow, knee, or even the neck. The swing would be followed by a destructive sound wave that is thinly aligned with the blade, being clearly noticeable by the eye, but looking as if it was a simple distortion within the air from the raw strength and speed of the blow. This sound wave would serve as a "third" strike, following the hindering sound wave and the strike of the sword; Causing pure cutting force a split second after the sword. Even if the sword strike were to come up short or be stopped by being physically stopped, the destructive sound wave would continue with full force to cut through the limb the sword intended to cut. This sound wave would extend and reach up to 5m away from the initial sword strike, though it will die out and dissipate once it passes that point.

Note: Can use a max of 3 times
Note: Cant use back to back
Note: Cant use any sound jutsus above S rank in the same turn as this

♪ Declined, you know well enough that the last restriction is a filler. Also, your style's hindering portion is meant to make the opponent see doubles, blind him, etc. He's not supposed to have his limbs immobilized. ♪
 
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Panthalassa

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Serengeti Spear Approval:

( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele

Type: Supplementary/Offensive
Rank: D
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 20
Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target.

Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can throw up to 4 projectiles per usage.
Note: Can only be used once per turn.

♪ Approved ♪

( Ouryuujin Yarijutsu: Seidoukijidai ) Serengeti Spears: Benin Bronzes

Type: Offensive/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: 30
Descritpion: Benin Bronzes is a form of blade wielding that allows the user to slash at an opponent while gracefully infusing the blade with wind by allowing it to pick up drag. The form consists of up to 5 cutting or parrying motions, allowing the wind to hone the blade for wider and wilder wounds, or for the wind to cushion an attack for a more efficient parry.

Note: This also allows the practitioner to passively wield a honed blade without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can only be used once per turn.

♪ Approved ♪

( Ouryuujin Yarijutsu: Kokudo ) Serengeti Spears: Nok Terracotta

Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Descritpion: Nok Terracotta is a form of parry that creates a strong and steady sheen of wind across a honed blade by spiraling it across oneself, before inverting it into a close-body parry, which will explode the wind outwards, like a human-size oval shield, cushioning a blow and pushing any short-range target outwards damagelessly.

Note: Can only be used once every 2 turns.

♪ Approved ♪

( Ouryuujin Yarijutsu: Takeyari ) Serengeti Spears: Assegai

Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Descritpion: Assegai is a form of blade wielding that has the practitioner slowly rotate the blade while pushing it forward, dragging the blade through the air. As it carries the wind, the blade will darken, and the heaviness of the sword will increase tenfold, making it very slow as it goes forth for a second. Suddenly, the practitioner will flick their wrist and the carried drag will shift, allowing the blade to cut through the air easily. The sudden shift in muscle effort required to move the blade will push the blade forward at super-human speed, piercing lightning speed onto an unsuspecting target, before the tip of the blade releases a spear of wind that widens the puncture dealing great damage.

Note: While fast in it's delivery, the preparatory push will open the practitioner to a counter before being able to unleash the strike.
Note: Can only be used once every three turns.

♪ Declined, tone down the deliver speed a bit ♪
 
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KeotsuEclipse

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They were left pending and never checked. I'm resubmitting them without any changes.


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.
(ZX Basutā: Chakurachāji) ZX Buster: Chakra Charge
Rank: B (Lv1), A (Lv2), S (Lv3)
Range: Short-Mid
Type: Supplementary | Offensive
Chakra Cost: +20 (Lv1), +30 (Lv2), +40 (Lv3)
Damage: See below
Description: Chakra Charge is an inbuilt mechanic of the ZX Buster style designed to make the style work at maximum efficiency. If the way ZX Buster’s inbuilt mechanics work can be likened to that of a river, then this technique builds a dam. While the method of withholding additional chakra prior to release is the same regardless,the increase in power differs between freeform strikes and ZX Buster techniques.

In freeform, ZX Buster techniques' damage is made up of the physical and chakra blow added together, and can be shot up to short-range away with half that force due to the inbuilt "Ranged Taijutsu" aspect. When charged to at least Lv1 with Chakra Charge, their range is extended to reach to Mid-range, and the power increases depending on the amount of chakra charged up before releasing. A Level 1 charge is equivalent to a B-rank jutsu. A level 2 charge is equivalent to an A rank jutsu. A level 3 charge is equivalent to an S-rank jutsu. They also have the respective chakra costs of using techniques of those ranks. Because of the way ZX Buster functions, this can be applied to both Punches and Kicks from the Style, the ranged Taijutsu chakra shots, chakra constructs, and weaponry attacks. Since ZX Buster does two simultaneous strikes, a physical and chakra blow, it should be noted that the increase in damage from this technique is solely from the chakra; the user’s physical strength is not increasing. The assigned damage values for this technique apply to the chakra attack. When shot from the hands or feet, as a “shot”, the chakra takes on the appearance of a large blast; when used from a weapon it takes the form of a splash-wave (see ZX Buster Submission Videos; appearances are marked with time-stamps).

When done on a technique, all that is done is that additional chakra is added to the technique, and thus adding more force to the blow; to stay with the water analogy, more water means more mass, and thus more force. Simply put, increasing the chakra in the technique increases the amount of damage that said chakra does.

Charging for a Level One technique can be done instantly, but charging for a Level two technique takes three seconds; a Max Level Charge takes Five seconds. A level one charge creates a blue aura around the area being charged; level two, green; Max Level, gold.

For reference:

Freeform (Chakra Cost, Damage)| Lv1: (20,40); Lv2: (30,60); Lv3: (40,80)
ZX Buster Technique (Chakra Cost, +Damage)| Lv1: (+20, +20), Lv2: (+30, +30); Lv3: (+40,+40)


*Can only be used on freeform (Taijutsu or Weaponplay) or ZX Buster Techniques.
*Using a Charged Technique in freeform counts as a move per turn.
*Charging a ZX Buster technique does not count as another move, but increases the time taken to perform it, due to the charge time.

♪ Declined: I won't approve any techs that boost damage for this style, not will I boost techniques that boost range (for any style). Don't resubmit. ♪


Parent Technique:

(ZX Basutā: Hienkyaku) ZX Buster: Flying Swallow Feet
Rank: B
Type: Supplementary
Range: Short to Mid
Chakra Cost: 20
Damage: N/A
Description: A movement based technique, Flying Swallow Feet works by focusing chakra into the soles of the user’s feet, super-charging the chakra-metal present in their shoes. Since there is less of the chakra pathway focused in the user’s feet than other locations on the body, this helps the chakra metal amplify any chakra passed through it that’s used for the ZX Buster style. More specifically, Flying Swallow Feet allows bursts of chakra to be fired from the user’s feet that can be used to accelerate short distances (known as “dashing”). Dashing can be done either in the air or on the ground and helps as it allows the user to put more momentum behind their strikes. When dashing, a visible burst of chakra is seen from the user’s feet, and they tend to have an “afterimage”; this comes about simply a trick of the eye, and is nothing special. As the chakra metal will retain its “super-charge,” and once activated, this technique does not deactivate. The user, although moving in a fast pace/burst of speed is still trackable by normal eyesight.
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(ZX Basutā: Noba Kōgeki) ZX Buster: Nova Strike
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage:60
Description:The user, utilizing Hienkyaku, will quickly leap into the air and release a massive burst of chakra from their feet, while cloaking their body in chakra; the result is a massive aura that surrounds the user and accelerates them forward at high speeds, protecting them from damage and allowing them to act as a virtual cannonball in a type of full-body flying tackle.
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♪ Approved ♪

New Submission:

(ZX Basutā: Rakuhōha) ZX Buster: Falling Phoenix Crush
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage:60
Description: Where as ZX Buster has its fondations in the concept of a style between Strong Fist and Gentle Fist, Rakuhōha could be considred a "hard fist" version of the Gentle Fist's Rotation. Utilizing the aspects of ZX Buster, the user will direct their chakra forward while punching the ground, releasing the power outwards in a powerful burst, repelling attackers and incomers and forcing them back. Like all ZX Buster techniques, this technqiue has some measure of "armor-piercing" qualities, able to strike through the defenses provided by techniques like Earth Spear.
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♪ Approved: Realize it still follows normal strengths/weaknesses. It won't burst through anything unless it overpowers it. ♪
 
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Akuma

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CFS Approval:

(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.
X Usable x5 per battle.

♪ Approved, removed the "nearly impossible to dodge" portion ♪

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

♪ Approved, saying things like "in an instant" don't translate to a speed boost; just so you know. ♪

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.
x Can only be used twice per battle.
x No other Pencak Silat jutsu in the same turn
x No taijutsu A rank or above next turn

♪ Approved, cool (added some restrictions though, as this is an S rank) ^^ ♪

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.

♪ Declined, removed the pre-existing earth bit as that wouldn't really make much sense in terms of adhesive mud type jutsus. The stealing earth jutsu from your opponent bit won't fly either. Also, this is an S rank...where are your restrictions? ♪
 
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McRazor

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Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students
✦ Approved ✦
Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Offensive/Supplementary
Rank: C/A rank
Range: Short
Chakra: 15/30
Damage: 30/60
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.
Note: C rank can only be used 4 times per battle
Note: B rank can only be used 3 times per battle
Note: A rank can only be used 2 times per battle

Note: Can only be used by Sound Propulsion students

♪ Declined, keep the original. ♪

Oto Suishin: Sekushīna gurō | Sound Propulsion: Sexy Taunt
Type: Supplementary/Defensive
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: A unique technique that bases its principles on Sexy Jutsu and Hiding in cloth technique, entwined with the effects and workings of the Sound Propulsion style. Following the basic principles of the style, the user will propulse his body in a desired direction, in order to charge at the opponent or to avoid an imminent thread. As he does so, he will use the residue chakra in order to place an illusion on the opponent. Within the illusion, the opponent will see the user propulse himself while simultaneously turning into a beautiful naked female, with perky attributes and a lovable smile. On the other hand, the users originals clothes will be left levitating in their original position. As the naked beauty taunts the opponent by sending him kisses and flashing her attributes, the clothes will start attacking the opponent. In reality, the user simply moved from his original position and is using the advantage of the confused opponent in order to strike.

♪ ...Approved, I guess ._.
Although, this can't dictate how your opponent will react. For example, my old Vex bio would be affected, but my current bios wouldn't see any difference between attacking you and a female. ♪
 
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