Custom Fighting Style Technique Submission

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The Mockingjay

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

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

♪ Both Declined: I won't allow you to use this with other liquids/corrosives/alkalines/etc. Technically, 'lava' is a liquid :|. ♪


(Kapuseri Bojutsu/ Ototon: Kanashimi no sutāvu) Capsule Bojutsu/ Sound Release: Stave of Sorrow
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Upon impact with another object, the user will send a shot of sound chakra to the impact point, enhancing the impact and creating a soundwave with varying effects based on the pitch of the sound made.
- A weapon filled with liquid will make a low frequency sound on impact, this will cause the colliding objects to vibrate greatly, making it hard to hold onto and possibly breaking it apart should it be earthen in nature.
- A weapon emptied of liquid will make a high frequency sound on impact, this will cause a fast moving, high frequency sound wave to spark from the sound chakra and thus cause the colliding object to ricochet off of the users weapon with great speed and force.

Note: Usable 4 times per battle
Note: No sound above A rank in the same turn

♪ Approved ♪

(Kapuseri Bojutsu/ Ototon: Fīdobakku) Capsule Bojutsu/ Sound Release: Feedback
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Smashing their weapon against a solid surface, the user will release sound chakra to the point of impact and create an outward pushing soundwave which travels from the point of impact in any given direction (or all, although this can hurt the user) short range from its nucleus. The waves strength and ability will vary depending on the amount of liquid stored within the weapon.
- A full weapon will release a low frequency wave which is capable of crumbling/shattering any earthen or non-chakra enhanced solid within it's effect radius.
- An empty weapon with this effect will release a high pitched, quick travelling sound wave which will push outwards with great force, easily able to deflect oncoming projectiles or add great force to ones travelling outward.

Note: Usable three times per battle
Note: No sound A rank or above in the next turn

♪ Approved ♪

 
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Method

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Approval of CFS:
Permission to Submit:


Akuma Homura: | Satan's Flame: Satan's Sword
Type: Offensive
Rank: A
Range: Short
Chakra: 30 +5 each turn active
Damage: 60
Description: The user must first channel chakra across either both arms or a single one, completely surrounding it. Soon after a blaze of fire then erupts & spreads across the entire arm. The user begins to manipulate the fire & shapes it into a long sword that is able to extend up to 2 meters from the elbow onward. The fire is compressed to a more concentrated form which adds a given solidified property to it though not able to actually clash with solid objects, it does however carry an acidic nature which allows it to burn through objects with great ease as it comes in contact. Covering the sword is a faint aura of heat; ripples that radiate from the sword itself & as the sword makes contact with an object the "aura" leaves a corrosive effect behind. While active the user is only able to use fire related techniques & the sword is active as long as the user feeds it chakra each turn to sustain it.The colour of the blade itself is a bright blue if having mastered the style itself.
- Unable to use other elements while active
- Can be used 3 times

♪ Approved ♪


Akuma Homura: Akuma no kibarashi| Satan's Flame: The Devil's Distraction
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage:
Description: A simple technique which allows the user to distract an opponent who is in close range of the user, usually performed just before either side would attempt to strike. The user would first channel their chakra to a selected portion of the body, preferably either of the user's arms & await for an ideal moment. As they would draw closer the user would manipulate the chakra to create a spontaneous burst of fire which would materialize across the selected area, in turn this would create several common effects which would distract the opponent, including the burst of fire itself, the sudden heat which flares from the fire & the momentary blinding light on creation of the fire. This would allow the user a brief opening to strike down the opponent. This works especially well against doujutsu user's close range of the fire itself.
-Taught by Method


Akuma Homura: Bafumetto no kikku| Satan's Flame: Baphomet's Kick
Type: Offensive | Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40 (+40)
Description: the user simply steps his foot against the ground as he begins to channel his chakra to create a blaze of fire that manifests around both feet, forming around the initiating foot & spreading across to the other thereafter. The fire itself forms as an uncontrollable flame, it's shape completely erratic as if violently struggles beneath the soles of the user. As it forms the user manipulates his chakra to increase the output of fire beneath him& compressing it completely as it builds up between the ground & soles. The intention of the techniques is to augment the force behind the user's kick, increasing both it's speed & power within the process at twice it's usual rate. This is done by intentionally pressing their weight against the ground, creating a reaction from the compressed flames to burst out & thrust the leg out toward the given direction. The results could be devastating it targeted at certain points of the body, especially with an additional burn created upon the point of impact. Following the same concept, this can also be used as an evasive technique or a supplementary one, both performing the same requirements as the original use & either leaping away from an incoming attack, completely avoiding it or aiming forward toward the intended target, hurling themselves at a much faster speed than normal. Either of the latter uses are only effective within a short range distance.
- Though the fire is created around the user, this technique requires a solid medium for the foot to press against. It cannot be used while in mid air or against liquefied substances.
- Can be used 4 times
- Taught by Method
- The initiation of it below
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♪ Both Declined: Clash with Pervy's Power of the Dragon CJs ♪
 
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(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 ♪




(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" and works somewhat in a similar way, in terms of avoiding physical damage. 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 walk on terrain that otherwise would be impossible for him to do (swamp, sticky water etc.), move in and out of shadows (like Hiding in Shadow Technique; will occupy one jutsu slot) 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. He can turn his body or parts tangible and intangible anytime till the end of the technique (costing a jutsu slot +10 chakra every time). 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, DNR: Four turns of being immune to damage? Lol. This CFS is just adding a layer of shadows over your body to enhance taijutsu. Nothing more, nothing less. That doesn't mean you can turn into shadows. ♪

(Arusu Planetarium: Kurohige no tsūru) | Ars Planetarium: Tools of the Blackbeard
Type: Defense/Attack
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Kurohige no tsūru enables the orb to release the chakra it stole from its owner, outwards to create tools and structures that can be used by the user for his benifit. The objects created by the orb follow the basic tool creation techniques which would enable it to create structures like a shield, a chair, a giant elephant etc. But it can never release the element in the form of a jutsu. The orb will always be touching the said element. So for example, the orb can utilize the chakra and create a lightning spear, but it will not be able to release the spear.
Note:
S-Rank variation can only be used twice (requiring three handseals) and no other S-Rank or above techniques in the user's next and same turn after use.
To sustain the tools, the user will channel 5-15 chakra (B-S Rank) every turn (unable to use any other techniques at the same time).
The tools will last a maximum of 3 turns.

♪ Approved, made substantial edits. ♪



(Arusu Planetarium: Wakusei bakugeki) | Ars Planetarium: Planetary Bombardment
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The basic ability of using the CFS allows the user to attack his target using the crystal ball - Dust. While it is a simple and effective technique, opponents often time track the ball quite easily and counter it accordingly. To overcome this situation, Dust physically divides itself into 5 smaller orbs. These orbs, although they have equal strength as the original one, will have only the size of a tennis ball as compared to the original skull size of Dust. The division allows the user to hit his target/s from different angles one after the other. The division also enables the smaller orbs to possess the qualities of the original orb. The orbs automatically re-combine after 4 turns. However, to re-combine, at least one orb should be in working condition. And once it recombines, it will stay inactive for a certain period of time (ex. if two orbs were deactivated, the orb will have to wait two turns to work again etc.) depending on the damage sustained.
Note:
Lasts 4 turns max.
Cannot be used consecutively.
Can be used thrice

✦ Declined, the CW isn't splitting into copies that have it's abilities as well; that's one of the rules against CW. If cloned, only the original keeps the properties of said CW. The rest can just be spheres that work through this jutsu only but not retaining the rest of their abilities. ✦
(Arusu Planetarium: Wakusei bakugeki) | Ars Planetarium: Planetary Bombardment
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The basic ability of using the CFS allows the user to attack his target using the crystal ball - Dust. While it is a simple and effective technique, opponents often time track the ball quite easily and counter it accordingly. To overcome this situation, Dust physically divides itself into 5 smaller orbs. These orbs are weaker in strength than the original one, and will have only the size of a tennis ball as compared to the original skull size of Dust. The division allows the user to hit his target/s from different angles one after the other. The only ability that the smaller orbs receive from the original orb is the ability to fly and their shared vision with the user. The rest of the abilities of the original orb are possessed by the primary orb. The orbs automatically re-combine after 3 turns. However, to re-combine, at least one orb should be in working condition. And once it recombines, it will stay inactive for a certain period of time (ex. if two orbs were deactivated, the orb will have to wait two turns to work again etc.) depending on the damage sustained.
Note:
Lasts 3 turns max.
Cannot be used consecutively.
Can be used thrice.

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



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

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✦ Approved, made some edits. ✦

(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long ( Mid range in width )
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).
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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✦ Approved, made some edits. ✦
 
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BusinessManTeno

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

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

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

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Approval of CFS:
techniques that may need to be considered when checking the below.



(ZX Basutā: Souenbu) ZX Buster: Twin Swallow Dance

Rank: B
Range: Short-Mid (One Additional Range Tier)
Type: Supplementary
Chakra Cost: 20
Damage: N/A
Description: As ZX Buster functions off the concept of a marriage of a physical Taijutsu attack and a simultaneous chakra attack, a way was devised within the style to allow the attacks of a ZX Buster practitioner to reach even further lengths. Following a similar premise to the ZX Buster technique "Flying Swallow Feet", Twin Swallow Dance has the ZX Buster user give guidance to the chakra used in the style, rather than letting it flow completely wild. The result of this direction is that all Taijutsu techniques and attacks - including ZX Buster ones- are capable of reaching up to one range tier further than they could before(i.e. short range attacks now reach mid-range). Like Flying Swallow Feet, once this technique's principle is applied, it does not deactivate, and does not require an upkeep of any sort.

♪ Declined, DNR: Like I said in Scaze's check, I won't approve any techniques that remove the close quarters combat portion of a CFS. ♪


(ZX Basutā: Rhongomyniad) ZX Buster: Rhongomyniad

Rank: A
Range: Short
Type: Offensive
Chakra Cost: 30
Damage: 60
Description: The principle attack of the ZX Buster Style, Rhongomyniad is named after a legendary spear due to the "piercing" nature found throughout the ZX Buster Style. Extremely simple in premise, the ZX Buster practitioner will accelerate chakra in the direction of a strike they make to release a powerful blow of chakra at the point of impact that has armor-piercing qualities, and enough force to sling opponents or easily shatter stone.
Top-Right
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♪ Approved ♪
 
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Cursed Prince

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Oni Buki Busō: Arata | Demon Weapon Armaments: Arata
Type: Offensive/Supplementary
Rank: F
Range: Self
Chakra: 50 (-50 per turn)
Damage: N/A
Description: Arata is a transformation done between both the meister and the kishin. The kishin would merge into the Meister’s body while transforming into a specialized armor form known as Arata. It is jet-black, and fits tightly over the users body. While using Arata he can buff his own speed and strength by absorbing the physical power of his Kishin. Having the Kishin give him his nutrients and adrenaline as well double's the users speed. This temporary boost in physical strength and speed comes at the cost of weakening them both. While it is active, Arata protects the Meister’s body while also being a part of the body, and if it happens to be damaged it can be regenerated very quickly. It turns the Meister into a physical tank, giving him a resistance to damage up to B-rank and latent regenerative powers. Its regeneration is much faster than when it used through the standard technique, The user can regenerate even half of a limb in 1 turn. This cellular regeneration allows the user to continue fighting while ignoring damage.
Once per turn, he can heighten his speed by triple his base speed, and can move linearly up to a 10 meter distance away before tiring himself out. This technique is called "Dash"
Note: The user's speed for the duration of this technique is triple his base speed
Note: While using Arata, he can only use Taijutsu, Kenjutsu and basic Ninjutsu. Taijutsu and Kenjutsu moves are increased in damage by +20
Note: The user is able to recover up to 50 hp per turn
Note: Lasts for 6 turns and once used, both the meister and Kishin will be unable to mold chakra above B-rank for 2 turns
Note: "Dash" reduces the turns Arata lasts by 1
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♪ Declined, link to submission? ♪
Sorry, I left the link at your mom's. Had to go through a hell of a hassle to get it back

Oni Buki Busō: Arata | Demon Weapon Armaments: Arata
Type: Offensive/Supplementary
Rank: F
Range: Self
Chakra: 50 (-50 per turn)
Damage: N/A
Description: Arata is a transformation done between both the meister and the kishin. The kishin would merge into the Meister’s body while transforming into a specialized armor form known as Arata. It is jet-black, and fits tightly over the users body. While using Arata he can buff his own speed and strength by absorbing the physical power of his Kishin. Having the Kishin give him his nutrients and adrenaline as well double's the users speed. This temporary boost in physical strength and speed comes at the cost of weakening them both. While it is active, Arata protects the Meister’s body while also being a part of the body, and if it happens to be damaged it can be regenerated very quickly. It turns the Meister into a physical tank, giving him a resistance to damage up to B-rank and latent regenerative powers. Its regeneration is much faster than when it used through the standard technique, The user can recover even from a piercing wound by a kunai or sword in 1 turn. This cellular regeneration allows the user to continue fighting while ignoring damage.
Once per turn, he can heighten his speed by triple his base speed, and can move linearly up to a 10 meter distance away before tiring himself out. This technique is called "Dash"
Note: The user has a resistance to damage from up to B-rank techniques (He will still however be affected by the kinetic forces of attacks
Note: The user's speed for the duration of this technique is triple his base speed
Note: While using Arata, he can only use Taijutsu, Kenjutsu and basic Ninjutsu. Taijutsu and Kenjutsu moves are increased in damage by +20
Note: The user is able to recover up to 50 hp per turn, which means he would be able to recover from large stab wounds, and the concussive force and burns caused by explosives. Half of a limb could be regenerated in 2 turns, while the full loss of a limb would take 4 turns to regenerate.
Note: Lasts for 6 turns and once used, both the meister and Kishin will be unable to mold chakra above B-rank for 2 turns
Note: "Dash" reduces the turns Arata lasts by 1
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✦ Declined, tone it down lol. B rank immunity, x3 speed, recovery from A rank jutsu basically, +20 to Ken and a speed boost run that lets you avoid most things and it lasts 6 turns in all for a Forbidden rank jutsu. All of this needs to be reduced and regeneration might not be allowed ✦


Kādo no Shinigami: Jōkā no Hikō Surasshu | Reaper of the Cards: Flying Slash of the Joker
Type: Offensive
Rank: S
Range: Short- Mid
Chakra: 40
Damage: 80
Description: By channeling chakra into one (or more) of the cards that have been transformed into a scythe using Kakuhenkan, Kama no Katachi, the user will create a joker that is formed with it's hands around the scythe. The Joker will then throw the scythe, causing it to spin which gives it overwhelming cutting power. After the scythe is thrown the user can choose to manifest the joker around the scythe, and uses its hands to immediately stop it, after which the user can make the joker throw the scythe again. The user can use these on up to 2 Scythe's at a time. The Scythe has a length of 5 meters
~Can only be used 2 times per battle
~Must know the Reaper of the Cards
~Cannot use Reaper of the Card techniques in the same turn or next
~This technique can't be used for 2 turns after it used
~Must have activated

✦ Approved, made edits ✦
 
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Summer

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Approved here: Abenjā no hōhō Sosh Zessei/ Ways of an Avenger Correction
Type: Offensive
Rank: F
Range:Short - Long
Chakra: 50
Damage: 90
Description: This is one of the ultimate techniques of the fighting style, the user charges his shield with raw chakra to be point where the shield slightly glows blue while vibrating at immense speeds, from this point, the user can do either of two things, firstly, he can slam the shield on a surface, water/Earth, any will do, upon contact with with the ground, the user will release the stored chakra in a devastating shockwave of Advanced manipulated chakra that spreads outwards in a wide angle from the flat part of the shield completely obliterating everything in a 170° angle destroying everything, the Shockwave even destroys the surface which it was used on leaving a crater, it is said to be capable of destroying a Landmark or instead of slamming it into a surface, the user can even slam the shield directly into an opponent releasing the shockwave into their body, the same result is achieved, the shockwave would tear through the body without reducing in strength.

Restrictions:
+Useable once per battle.
+Cannot use any other shield jutsu in the same turn
+ super soldier status to use.
+ can only be taught by Juha

✦ Declined, lol no to the destroying a landmark bit. Every Forbidden rank jutsu dealing 90 damage isn't going to break landmarks. Maybe there should be an actual scale for it. Anyway, if it's a Forbidden rank, it needs another restriction that actually hinders you. If S rank, it can be used up to 3 times with a break in between usage. ✦


Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Charge
Type: Offensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: This is one of the close range techniques of the avengers art, whenever an opponent launches a short range physical attack on the user e.g Taijutsu or small techniques like rasengan, chidori or even small fireballs, the user will release a short burst of chakra to temporarily increase their speed 2× while stepping in closer to the opponent after which the user slams the edge/flat end of the shield into the opponent (Imagine you trying to hit someone standing within arms length and the person suddenly moves faster than they do normally and gets up close, that cause you to miss). An alternative usage is for the user to sidestep and then move faster before dealing the blow.
Note: Can only be used once every 3 turns

✦ Approved, edited parts ✦

Abenjā no hōhō Sosh Honkyo/ Ways of an Avenger Stronghold
Type: defensive/ offensive
Rank:forbidden
Range:Short
Chakra: 50
Damage: 90(Super soldier 120 dmg for precision blow)
Description:
This is the strongest defense known to the Avengers. The shield is held upright and in front of the user. The user will bend there knees slightly and apply the ideals of violet four corner sealing barrier onto the face of the shield. By focusing on a round form the user can use the edge of the shield as the basis to formulate the barrier method. Then by applying more chakra the user can enlarge the original form of the structure and conspire to enhance it. The shield will glow brightly and will be self sustained for 1 turn with the barrier formed at the front of the shield. It is twice the size of the shield once erected while keeping a thin form basis on the front. Once activated should the shield hit anything it will engulf it into flames. It also has the ability to break through A rank and below barriers through sheer force and not sustain damage. The user can focus the barrier method into one small point or dot on the face of the shield compressing the power to that of forbidden rank specialty rank damage. The barrier would be condensed down to a small red dot on the cent of the face of the shield. Near unnoticeable to the naked eye. The damage upon being struck with a charging thrust from the shield would project an imploding type blast onto the enemy. The user will use a focus three step combo during this rush of a thrust. The steps will be guided with the extra muscle and speed of a super soldier. Utilizing there chakra to draw on the minimal instantenous boost for the close range step. The body of the enemy or object would crumble and or burst from the inside out upon being hit with such a precise condensed form of high class barrier. This is because it projects the power directly onto one singular spot and will insert the power and burning qualities directly into the body.

Restrictions:
+ Can only be used once per battle.
+ Cannot use any S ranks or above in the same turn
+ no shield jutsu in for the duration of the battle.
+ super soldier specialty can only be used be high ranking shield users.
+ can only be taught by Juha

✦ Declined, follow the template. 90 damage max. If this uses a Fuuin barrier, then label it as a Fuuinjutsu and list the rank of the barrier itself. Once that's done, we can fully check it ✦
 
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Panthalassa

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( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela

Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Netela is a form of enhanced movement, where the user will direct the weapon's motions towards the ground, creating localized burst of wind from the entrapped air drag which will propel them towards a target at great speed. The user can also use this technique to immediately halt their own moment, creating a safe wind cushion for them to land on or stop mid-air, or even propel themselves a different direction mid-air. This works on themselves or others, as the burst is essentially non damaging.

♪ Declined: Using the air to propel you in such a manner would infringe on Nathan's CFS. ♪
Ressubmitting with Nathan's permission:


( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela

Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Netela is a form of enhanced movement, where the user will direct the weapon's motions towards the ground, creating localized burst of wind from the entrapped air drag which will propel them towards a target at great speed. The user can also use this technique to immediately halt their own moment, creating a safe wind cushion for them to land on or stop mid-air, or even propel themselves a different direction mid-air. This works on themselves or others, as the burst is essentially non damaging.

♪ Approved ♪

Pharaoh Sickles:

( Oukouchuu Toujutsu: Tenso-hime Kakumau ) Pharaoh Sickles: Aegis Shading the Moonlit Netjeret

Type: Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user manipulates chitin to produce a giant round shield. This aggregates layer upon layer of tightly compact filaments in a blink of an eye, serving as the ultimate protection of the style. The density and architecture of the shield create a smooth surface because all the irregularities are unnaturally even, creating microscopic spikes that perform a chakraphobic surface, similar to hydrophobic like some plants and insects' exosqueletons. When a chakra-created technique, including elemental ninjutsu, of the same rank, collides with the shield, it structure and power is dispersed all around the shield, protecting the user once. When the user moves the shield around, the spikes reflect the light in such a way that instead of showing a multitude of colors, they can divert light and give the appearance of invisibility to anything standing behind the shield. The user is able to create smaller shields that have no special properties, but are even faster in their creation. They can still protect against Taijutsu up to one rank above them, but are only A rank in strength, 30 chakra.

Note: Can stay or 3 turns until neutralized or overpowered.
Note: Non-Chakra Techniques behave with the shield like a normal Pharaoh Weapon.
Note: Can only be used three times per battle.
Note: Requires 3 turns cooldown. The user can't perform other Pharaoh techniques in the next turn, or Forbidden techniques in the next two.
Note: Lower ranked version can be used 3 times, requires 2 turns cooldown.

✦ Declined, S rank is too high for this imo as it's a simple shield or chitin that protects from attacks. There's nothing to show have an S rank magnitude while tanking almost all Canon elemental and Tai attacks. I'd have edited but you might want to alter your restrictions accordingly. ✦
( Oukouchuu Toujutsu: Tenso-hime Kakumau ) Pharaoh Sickles: Aegis Shading the Moonlit Netjeret

Type: Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user manipulates chitin to produce a giant round shield 15 meters in diameter at its maximum. This aggregates layer upon layer of tightly compact filaments in a blink of an eye, serving as the ultimate protection of the style. The density and architecture of the shield create a smooth surface because all the irregularities are unnaturally even, creating microscopic spikes that perform a chakraphobic surface, similar to hydrophobic like some plants and insects' exosqueletons. When a chakra-created technique, including elemental ninjutsu, of the same rank, collides with the shield, it structure and power is dispersed all around the shield, protecting the user once. When the user moves the shield around, the spikes reflect the light in such a way that instead of showing a multitude of colors, they can divert light and give the appearance of invisibility to anything standing behind the shield. The user is able to create smaller shields, human sized, but are even faster in their creation. They can still protect against Taijutsu up to one rank above them, but are only A rank in strength, 30 chakra, and the user can create up to 3, to protect other targets.

Note: Stays only for the turn that it is created on, and one other turn
Note: Non-Chakra Techniques behave with the shield like a normal Pharaoh Weapon.
Note: Can only be used two times per battle.
Note: Requires 3 turns cooldown. The user can't perform other Pharaoh techniques in the next turn, or Forbidden techniques in the next two.
Note: Lower ranked version can be used 3 times, requires 2 turns cooldown.

♪ Approved: Made edits. ♪

( Oukouchuu Toujutsu: Kabutokubiwa ) Pharaoh Sickles: Scarab Pectorals

Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Scarab Pectoral is a supportive technique where the user will clap his hands, exploding an harmless and invisible mist of chitin within mid-range. The mist will cling to the user and anything chakra-linked to them, such as his own techniques summons, clones or insects, which will make them glow similar to the armor of a scarab. As they grip to the user's chakra, they will form small spicules, spike-like protusions that will enhance the defensive and damage dealing properties of the object. When the user is coated with it, contact taijutsu will be stronger and more damaging. When their weapons are coated with it, Bukijutsu and kenjutsu, including Pharaoh Scythes will also be stronger. When their insects are coated with it, Aburame Techniques are also stronger. The strength translates into a +20 damage boost, with the spicules translating most blunt damage into highly shredding and piercing blows, as if coated by a sheen of spiked metal.

Note: Can only be used three times per battle. It lasts 3 turns, after which the user is unable to perform other Pharaoh Techniques for 2 turns, or unable to use Pharaoh Techniques above B rank for 3 turns.
Note: The mist can be blown away, preventing new objects from being coated by the spicules, but won't blow away objects already coated unless they're dealt with directly by a sufficiently strong technique.

♪ Declined: How do you expel a "mist" of chitin? Considering that the material is attained
through insects shedding their exoskeletons, I mean. ♪
 
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Joker

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(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wristlauncher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock passively. It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Lightning, this elemental familiar can passively diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can passively transition between being tangible and intangible wind. In it's tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique. It can disperse into a mist that spans short-range around a target or it can merge into one of the user's own Fire Release techniques to increase their damage by +20. Water, this elemental familiar is composed of chakra absorbing mist. It's body will be capable of absorbing techniques following Suiton's elemental S/W. This translates to being able to absorb A-Rank and below of neutral elements (S-Ranks for strengths; B-Ranks for weaknesses). It will also be capable of sapping 50 chakra on each contact with the opponent.

Note: Can only be used thrice per battle (once per familiar)
Note: No S-Rank or above Trick Archery in the user's next turn

✦ Declined, remove the passive lines. It should count as a jutsu each turn you use those abilities. The merging with fire jutsu to boost it is a no as well as the chakra absorbing mist. Those restrictions are also pretty light for an S rank jutsu. ✦

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (Barrier is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wristlauncher with an arrowhead that has the Kanji for "Drain" for applied. At any point after the arrowhead is released, the user can unseal a barrier from within the kanji that will expand five-meters in every direction. The barrier will exhibit the same properties as the Chakra Draining Seal. Everything inside the barrier will have it's chakra drained and people will become unable to mold chakra while inside of it. However much like the predecessor technique, the effects of this jutsu can be dispelled by merely leaving the barrier.

Note: Can only be used thrice per battle

✦ Declined, CFS doesn't allow for barrier use with arrowheads, only seals. ✦



(Torikkuācherī: Ta torikkushotto | Trick Archery: Trick Shot)
Type: Supplementary/ Offensive
Rank: C-A
Range: Short - Long
Chakra: 15 - 30
Damage: 30 - 60
Description: "Trick Shot" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle, weaponry, adhesives, props, and ect of various strengths and sizes.

Basic Tools - Through these "trick" arrows, the user will be capable of releasing various basic ninja tools as projectiles towards a target with the intent to harm, bind, or hinder depending on the tool itself. Offensively tools such as kunai or shuriken, even paper bombs can be released in barrages to overwhelm the opponent. While other ninja tools of a more supplementary usage can be used such as ninja wire to wrap around and bind the target, or tools such as flash bombs and smoke bombs to effectively blind and or hinder vision. The amount of chakra used dictates the amount of the tools released from the arrow(s) and thus the overall power of the technique itself. This ability is C-Rank.

Props - Through these "trick" arrows, the user will be capable of releasing various "props" as projectiles towards a target with the intent to harm, hinder, or bind. Unlike the release of basic weaponry, the props released in reality can be anything within reason. Classified as props due to their potentially creative nature as almost anything can be released. From a normal boxing glove to a spiked steel glove, mist that envelops the field, flowers, even food or clothes. The only real restriction when it comes to props is the inability to release anything living or sentient such as animal, and or lesser creatures. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. This ability is B-Rank.

Corrosives and Adhesives - Last but not least these "trick" arrows are capable of releasing various adhesives and corrosives toward a target meant to harm or bind. The adhesives all revolve around a liquid of varying compositions that once latching onto something spreads entirely over the target entrapping it in a sticky cocoon of sorts. While the corrosives liquids all revolve around chemical burns of various intensities and or the devouring/destruction of solid materials. The chakra used dictates the strength of an adhesives binding and the intensity of a corrosive ranging from first degree burns to severe third degree burns, corroding solid materials and or construct of the same rank. This is ability is A-Rank and can only be used once every four turns.

♪ Declined: This should be resubmitted as three different techniques, rather than one over-arching jutsu as each of the applications is different enough to warrant that. ♪
As discussed, I removed Acids.

(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive
Rank: B-A
Range: Short - Long
Chakra: 20 - 30
Damage: 40 - 60
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle, weaponry, adhesives, props, and etc of various strengths and sizes. First there are the basic tools, through these "trick" arrows, the user will be capable of releasing various basic ninja tools as projectiles towards a target with the intent to harm, bind, or hinder depending on the tool itself. Offensively tools such as kunai or shuriken, even paper bombs can be released in barrages to overwhelm the opponent. While other ninja tools of a more supplementary usage can be used such as ninja wire to wrap around and bind the target, or tools such as flash bombs and smoke bombs to effectively blind and or hinder vision. The amount of chakra used dictates the amount of the tools released from the arrow(s) and thus the overall power of the technique itself. This ability is B-Rank. Next there are props, through these "trick" arrows, the user will be capable of releasing various "props" as projectiles towards a target with the intent to harm, hinder, or bind. Unlike the release of basic weaponry, the props released in reality can be anything within reason. Classified as props due to their potentially creative nature as almost anything can be released. From a normal boxing glove to a spiked steel glove, mist that envelops the field, flowers, even food or clothes. The only real restriction when it comes to props is the inability to release anything living or sentient such as animal, and or lesser creatures. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. This ability is A-Rank.

✦ Declined, Vex's last check is still accurate; seeing as the entire CFS is based on trick arrows, the A rank version would technically prevent any other CFSJ from being used. The B rank version is fine, but the A rank will need to be submitted individually due to how much this can range. ✦
 
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Never

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Way of the Sai :

(Sai no Michi : Karitori fukku) Way of the Sai : Reaping Hook
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+20 If performed on Water)
Description:
The user utilises both their Sai, The first is thrown into the air and charged with Lightning chakra and also used as a feint/distraction. With the Second the user will perform a low sweep but instead of knocking them down with their leg they will extend their arm with one of the Sai in a Munoichi Grip and charged with lightning they will use the Yoku (one of the prongs on either end of the Sai blade and dig it into the leg, usually stabbed into the calf muscle and continue their spin around, sweeping the opponent from their feet. This will send a stream of lightning through the opponent's legs, paralysing their lower half for a turn - it will also permanently damage their struck calf for the rest of the match making them slower. Once the full 360 sweep is finished the user will do a couple of back flips making some distance between the user and it's target.

The Sai that was thrown into the Air also charged with lightning chakra will suddenly flare and shoot down with some speed acting like a bolt of lightning, finishing the swept up target and also drilling them into the ground, buckling the earth wherever it strikes so that the jagged rocks surround the enemy almost essentially burying them. If performed whilst standing on water, the water will be charged with lightning causing extra sustained damage when the Sai hits their legs and even more so when the second strikes it.

- Lightning is split between the Sai, meaning each is charged with A-Ranked Lightning
- Can only be Performed Twice.
- Two turn Way of the Sai Cooldown
- Must Know Way of the Sai

♪ Approved ♪

Original Sub :

(Sai no Michi : Nokogiri o karitori) Way of the Sai : Mowing Buzzsaws
Type: Offensive / Defensive
Rank: B
Range: Short (- Long)
Chakra: 20
Damage: 40
Description:
This requires the use of the Spinning Aspect when holding the Sai. The user will spin both or one of their Sai at an extremely fast pace whilst channeling Wind or Lightning Chakra into them to increase speed or deadliness, Wind is Usually used to increase the speed of the spin to defend against attacks whilst lightning is used to increase deadliness when attacking - though they can use either to defend or attack. The spinning Sai will create two circle like shields that can deflect CQC jutsu or jutsu big enough to cover the user from different sides because the elements expand the size of the spinning Sai's radius, though the size of the spinning radius is controlled by the user whether they want them to cover their whole bodies or not (Shields are a Max 2 Meters in Diameter).

When used for attacking the blades thrust forward and spun at the same time acting like buzz saws the severely cut the enemy. Or the user can swipe their arms in two different directions horizontally in front of them whilst spinning the Sai blades, the way these spinning blades are used is up to the user as long as it makes sense. The user can even spin their body around whilst spinning their blades at the same time whether it be in mid air or on the ground. They can also be thrown, giving them a Long range reach.

- Must be taught by Professor Shino
- Must know Way of the Sai
- Has a two turn cool down

♪ Approved ♪

( Kakuhenkan, Kama no Katachi ) | Transmutation, Scythe Form
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20 (+10 to Reaper of the cards techniques)
Damage: N/A
Description: By channeling chakra into one of the card's that the user has under his control, he will manipulate any number of cards' form into that of a large double-sided scythe, exactly the scythe that the joker conjures to attack. These scythes can all be controlled as the cards would be, however when using reaper of the card techniques through these scythes, a joker materializes with his hands around the scythe, ready to slash. This allows for a more in-depth fighting style and combo's.
Note: Can only be used three times, lasts for 6 turns
Note: Specifically allows for the technique to be used
Note: Must Know the Fighting Style Reaper of the Cards
Note:
Note:

✦ Approved, though you should start counting your CFSJ as I think you are nearing 10 ✦
Resubmitting, might've been a small oversight on our part :

( Kakuhenkan, Kama no Katachi ) | Transmutation, Scythe Form
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: N/A (+20 to Reaper of the cards techniques)
Description: By channeling chakra into one of the card's that the user has under his control, he will manipulate any number of cards' form into that of a large double-sided scythe, exactly the scythe that the joker conjures to attack. These scythes can all be controlled as the cards would be, however when using reaper of the card techniques through these scythes, a joker materializes with his hands around the scythe, ready to slash. This allows for a more in-depth fighting style and combo's.
Note: Can only be used four times, lasts for 6 turns
Note: Specifically allows for the technique to be used
Note: Must Know the Fighting Style Reaper of the Cards
Note:
Note:

♪ Declined: The original is fine, I won't allow a +20 boost that lasts for 24 turns. ♪

Permission to submit :
 
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BlacKing

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I resubmitted again as I noticed that I forgot the Link to the technique in the one above and could not edit it into it at all. Figuring it would be declined above. Thank you.

Hojōjutsu: Hakai no ringu | Hidden Rope Arts: Ring of Destruction
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (+5) Elemental Chakra
Description: The user mentally controls their hojojutsu chains to have them slam onto the ground and causes either a circular wall of chakra or an element to rise out of the ground upwards and into the air. This wall can either be used to trap an opponent inside, in which the user can have the chakra/element to go inwards to close in upon the opponent(s), or as a protective barrier around the user, where the user then controls the chakra/element to go outwards in every direction away from the user.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: User must wait 2 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn

♪ Declined: 85 damage is an awkward number and largely cosmetic, leave it at 80 or increase to 90 and update the restrictions. ♪

Hojōjutsu: Kōdona Uzumaki Chakurachēn Seigyo | Hidden Rope Arts: Advanced Uzumaki Chakra Chain Control
Type: Supplementary/Defense
Rank: S
Range: Self
Chakra: 40 (additional chakra taken every time a Hojojutsu Arts technique or Chakra chain technique is used)
Damage: +20 to all Hojojutsu Arts Techniques and Chakra Chain Techniques
Description: The user, being an (Advanced) Uzumaki Clan member, and having become a Grandmaster of the Hojojutsu/Nawajutsu Hidden Rope Arts, is capable of using the Uzumaki Clan Chakra Chains as a means of defending and attacking under the parameters of the Hidden Rope Arts. This gives the user complete mental control of the chakra chains and allows the user to infuse any element that the user knows into the chains. This passive technique automatically absorbs chakra from the user with every Hojojutsu/Hidden Rope Arts technique that is used, which is why Uzumaki's abnormally large clan chakra is ideally needed or else it would drain the user's chakra entirely too quickly. This technique provides a constant S Rank Damage protection and activated his Chakra Chains, causing 5 chains to come out of his back. When Chakra Chains is activated, 5 chains appear from the back of the user. One of them wrapped around his torso, and the rest individually wrapped around both arms and legs for a total of 5 chains; leaving only his head exposed. The chains were wrapped in such a way that they completely covered the user's body but could be extended outwards from the arms and the bottom of his legs with ease, and that the chain wrapped around the torso was hung behind him like a tail to come out easily as well.
Note: Need only be activated once per battle.
Note: Can only be used twice per battle.
Note: Passively activates with the Physical Activation of the Chakra Chains technique.
Note: Must be an Advanced Uzumaki as well as a Grandmaster of the Hojojutsu/Nawajutsu style in order to use.
Note: Drains the user of 10 additional chakra every time an Uzumaki clan or Hojojutsu/Nawajutsu technique is used.
Note: Can still be used with sealing Uzumaki clan techniques.
Note: The turn it is activated counts as 1/3 moves in a turn.

♪ Approved: S rank protection was too much. Reduced the chakra drain on the user from 40 to 10 lol, that restriction was too harsh. ♪

Hojōjutsu: Ketsugō chēn) | Hidden Rope Arts: Binding Chains
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user sends 3 chains into the ground in an attempt to come up from the opponent and bind the opponent with the chains while squeezing/crushing them. The opponent will be bound by two of the chains in such a way that handseals will be incapable of being performed. The user will then have the third chain, which carries a seal to immobilize the opponent.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Crushes), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Can only be performed 3x per battle.

♪ Approved: Nice tech. ♪
 
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Pervyy

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[Yari no Michi: Saisho no fōmu, furō] - The way of the Bisento: First form, Flow
Type: Attack/Defense/Supplementary
Rank: D
Range: Short - mid
Chakra: 10
Damage: 20
Description: This is the most basic form of the Bisento arts akin to the "Drunken Fist" style, using body flow along with the bisento for exagerated movements to increase their basic close combat fighting style. The bisento is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal chakra but still deadly. The first form of this, is swinging the bisento, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements. With a quick swing of their arm the user could roll the bisento around their back, coming around form the other side using the momentum from the roll for a crushing strike. The second form of this basic style is large swings, using the length of the bisento to their advantage to do ranged leg sweeps infused with chakra, this allows the user to keep their target at a range while still attacking them. The third unique form of this style is one where the user will use the length of their bisento, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the blade of their bisento into the ground to push themself up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles), or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the bisento to make a "larger movement" moving up to 6m at a time. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. Or simply stabbing the bisento into the ground, holding oneself up with their hands for a side kick relying on the bisento for balance. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the bisento.



[Yari no Michi: Dai 2 no keishiki, kakuchō] - The way of the Bisento: Second form, Extend
Type: Attack/Defense/Supplementary
Rank: B/A
Range: Short- Mid
Chakra: 20/30
Damage: 40/60
Description: This technique is one of the most basic for this style, using basic knowledge to infuse the staff with a chosen element, surrounding it, and also being able to extend it's range. A simple way to imagine this would be how a shinobi extends the range of chidori into a chidori spear through shape control. For each element it will be different, the user can simply cover the staff in the element to increase it's potential (B rank) or extend the element to give a greater range to their attacks, each outlined below:

Katon: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank fire, which when used to strike, on contact will explode outwards in a short range burst of flames. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of flames reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Suiton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank water, which when used to strike, on contact will explode outwards in a short range wave of water, enough to douse small fires the size of the user. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed water reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Fuuton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank wind with cutting properties like wind blade, which when used to strike, on contact will explode outwards in a short range burst of slicing wind, like the wind blade technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed wind which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Lightning: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank lightning with destructive lightning properties like chidori remei, which when used to strike, on contact will explode outwards in a short range burst of destructive lightning that would more shock to burn a person than numb them like conventional lightning, like the chidori remei technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed lightning which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Doton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank solid, jagged rocks (not impaling the users hands), which when used to strike, on contact will explode outwards in a short range burst of sharp rocks to impale anything within range in the direction the staff is swung. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed solid compressed sharpened earth which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

It is important to note that all the elements that form are made in a way as to not harm the user, much like when you infuse an element into a kunai without hurting yourself or coat your body in an element.

Note: Only one element can be used at a time.
Note: B rank coating can only be used twice per element lasting up to two turns. After this that ability can't be used again for 1 turn. It can be ended at any point. The blast released on contact is B rank also, taking up a move per turn if the user wants to maintain the element around their bisento.
Note: A rank extension can be used once per turn, with two turns between uses. Each element can only use 3 times and only lasts for that one turn/attack.


[Yari no Michi: Dai 3 no keishiki, kaiten] - The way of the Bisento: Third form, Rotate
Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: Using the basis of the second form, the user will release a surge of elemental chakra through their staff and being to rapidly spin it infront of them, this can be done with one or both hands, and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the Bisento will release the chosen element outwards forming a circle shield of the element taking the full size of the bisento, as can be seen in the gif below. The element released will be like a focussed chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control.
Note: A rank can be used 4 times per battle with 2 turns between uses, only one element can be used at a time
Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn.

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(Mato sono Kanningu: Uso Chiito Nusumu)- Mark of the Trickster: Lie Cheat Steal
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
A quite simple and fast jutsu for a practitioner of MoT, this technique is primarily a counter strike attack, allowing the user to swiftly and smoothly execute a dodge/block and strike at the same time. With an attack approaching them the user will release a particularly bright and intense flash at the same moment that they begin to dodge or block ensuring it is hidden from their targets sight. This flash will be a trigger for a genjutsu that prolongs the opponents ‘whited out’ vision while also causing a loud and disorienting buzzing noise in the opponents ears until released. These openings allow the user to block and counter as they would like, for example, knocking the opponents arm to open up their ribs for a strike or to chain this together with another taijutsu attack. Due to the unique intensity of the initial flash the opponent would find their vision blurred once released from the genjutsu and they will take one turn to fully recover from its effects.

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

(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: Nanpa)- Mark of the Trickster: Grifter
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: (60 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 dormant illusion upon the opponent that is triggered the next time they see water created from a water jutsu. Upon seeing this the illusion will activate making the water seem to expand many times over creating an oceans worth of liquid covering and obscuring the battlefield up to many meters overhead. They will find themselves not able to breathe while their movement speed is reduced by 25% due to moving through the liquid, these effects last until the illusion is released. Failure to release the illusion within two turns causes the opponent to pass out as their body is tricked into thinking it is in a state of oxygen deprivation.

Note:
~Can only be used 4 times
~The dormant illusion is A rank in strength
~Can only be taught by Houdinii

♪ Both Approved. ♪
 
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Summer

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Approved here: Abenjā no hōhō Sosh Zessei/ Ways of an Avenger Correction
Type: Offensive
Rank: F
Range:Short - Long
Chakra: 50
Damage: 90
Description: This is one of the ultimate techniques of the fighting style, the user charges his shield with raw chakra to be point where the shield slightly glows blue while vibrating at immense speeds, from this point, the user can do either of two things, firstly, he can slam the shield on a surface, water/Earth, any will do, upon contact with with the ground, the user will release the stored chakra in a devastating shockwave of Advanced manipulated chakra that spreads outwards in a wide angle from the flat part of the shield completely obliterating everything in a 170° angle destroying everything, the Shockwave even destroys the surface which it was used on leaving a crater, it is said to be capable of destroying a Landmark or instead of slamming it into a surface, the user can even slam the shield directly into an opponent releasing the shockwave into their body, the same result is achieved, the shockwave would tear through the body without reducing in strength.

Restrictions:
+Useable once per battle.
+Cannot use any other shield jutsu in the same turn
+ super soldier status to use.
+ can only be taught by Juha

✦ Declined, lol no to the destroying a landmark bit. Every Forbidden rank jutsu dealing 90 damage isn't going to break landmarks. Maybe there should be an actual scale for it. Anyway, if it's a Forbidden rank, it needs another restriction that actually hinders you. If S rank, it can be used up to 3 times with a break in between usage. ✦


Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Charge
Type: Offensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: This is one of the close range techniques of the avengers art, whenever an opponent launches a short range physical attack on the user e.g Taijutsu or small techniques like rasengan, chidori or even small fireballs, the user will release a short burst of chakra to temporarily increase their speed 2× while stepping in closer to the opponent after which the user slams the edge/flat end of the shield into the opponent (Imagine you trying to hit someone standing within arms length and the person suddenly moves faster than they do normally and gets up close, that cause you to miss). An alternative usage is for the user to sidestep and then move faster before dealing the blow.
Note: Can only be used once every 3 turns

✦ Approved, edited parts ✦

Abenjā no hōhō Sosh Honkyo/ Ways of an Avenger Stronghold
Type: defensive/ offensive
Rank:forbidden
Range:Short
Chakra: 50
Damage: 90(Super soldier 120 dmg for precision blow)
Description:
This is the strongest defense known to the Avengers. The shield is held upright and in front of the user. The user will bend there knees slightly and apply the ideals of violet four corner sealing barrier onto the face of the shield. By focusing on a round form the user can use the edge of the shield as the basis to formulate the barrier method. Then by applying more chakra the user can enlarge the original form of the structure and conspire to enhance it. The shield will glow brightly and will be self sustained for 1 turn with the barrier formed at the front of the shield. It is twice the size of the shield once erected while keeping a thin form basis on the front. Once activated should the shield hit anything it will engulf it into flames. It also has the ability to break through A rank and below barriers through sheer force and not sustain damage. The user can focus the barrier method into one small point or dot on the face of the shield compressing the power to that of forbidden rank specialty rank damage. The barrier would be condensed down to a small red dot on the cent of the face of the shield. Near unnoticeable to the naked eye. The damage upon being struck with a charging thrust from the shield would project an imploding type blast onto the enemy. The user will use a focus three step combo during this rush of a thrust. The steps will be guided with the extra muscle and speed of a super soldier. Utilizing there chakra to draw on the minimal instantenous boost for the close range step. The body of the enemy or object would crumble and or burst from the inside out upon being hit with such a precise condensed form of high class barrier. This is because it projects the power directly onto one singular spot and will insert the power and burning qualities directly into the body.

Restrictions:
+ Can only be used once per battle.
+ Cannot use any S ranks or above in the same turn
+ no shield jutsu in for the duration of the battle.
+ super soldier specialty can only be used be high ranking shield users.
+ can only be taught by Juha

✦ Declined, follow the template. 90 damage max. If this uses a Fuuin barrier, then label it as a Fuuinjutsu and list the rank of the barrier itself. Once that's done, we can fully check it ✦
Approved cfs here:

Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Elemental Enlarge
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage: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 once per battle. Requires a two turn cool down before re-use.

Bolded change of rank.

♪ Approved, slightly edited restrictions. ♪
Slight edits made


Abenjā no hōhō Soshi Kakuda/ Ways of an Avenger Elemental Enlarge
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage: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. There are two methods to the forms of this jutsu the first being that of* Kakuda this is to enlarge the face of the shield with elemental chakra. Doing this will be able to double the shields radius size and add a near impenetrable defense. Having this form activated the user will have a -2 point to there speed rating.
The next phase of the elemental control can be more of a precision based mode. The elemental chakra is focused solely on the face of the shield and compressing it and maintaining it to that size only. While doing this the user can freely move and evade easily. While focusing harder on taijutsu style of combat with your shield. While in this state of free compression the user will be able to utilize there +2 speed boost that comes with the super soldier rank. This is largely in part due to only focusing on a thin layer that’s compressed around the entire form of the user and shield. Being hit by the shield while in a compressed chakra state the enemy will take a +15 Damage due to the precision of the chakra and control being exerted.


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 have a sticky water type coating on the face of the shield . 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 much like a pillow of sorts if the enemy is able to put that much force directed towards you. The wind will have immense blowing capabilities, even capable of redirecting attacks before the hit the shield

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. While only once per turn.

♪ Declined: Keep the original. Blowing away attacks would make them not hit the shield, letting it keep its defenses indefinitely. The restriction doesn't make any sense lol, and you didn't bold the changes you made to it (I'll give you the benefit of the doubt here just make sure to bold all your changes next time or it'll result in a ban from the thread). Also, why would making your shield smaller increase your speed if the mass/weight is still the same? Why would it increase your running speed even if the weight was decreased? ♪

Fuinjutsu Abenjā no hōhō Sosh Honkyo/Sealing arts Ways of an Avenger Stronghold
Type: defensive/ offensive
Rank:Forbidden
Range:Short
Chakra: 50
Damage: 100
Description:
This is the strongest defense known to the Avengers. The shield is held upright and in front of the user. The user will bend there knees slightly and apply the ideals of violet four corner sealing barrier onto the face of the shield which is a Canon S rank basis . By focusing on a round form the user can use the edge of the shield as the basis to formulate the barrier method. Then by applying more chakra the user can enlarge the original form of the structure and conspire to enhance it. The shield will glow brightly and will be self sustained for 1 turn with the barrier formed at the front of the shield. It is twice the size of the shield once erected while keeping a thin form basis on the front. Once activated should the shield hit anything it will engulf it into flames. It also has the ability to break through A rank and below barriers through sheer force and not sustain damage. The user can focus the barrier method into one small point or dot on the face of the shield compressing the power to that of forbidden rank specialty rank damage. The barrier would be condensed down to a small red dot on the cent of the face of the shield. Near unnoticeable to the naked eye. The damage upon being struck with a charging thrust from the shield would project an imploding type blast onto the enemy. The user will use a focus three step combo during this rush of a thrust. The steps will be guided with the extra muscle and speed of a super soldier. Utilizing there chakra to draw on the minimal instantenous boost for the close range step. The body of the enemy or object would crumble and or burst from the inside out upon being hit with such a precise condensed form of high class barrier. This is because it projects the power directly onto one singular spot and will insert the power and burning qualities directly into the body.

Should the user have there shield draped a crossed there back. They can simply form three handsigns and ignite the barrier on the shield to counter a sneak attack from behind. This will only encompass the face of the shield however and cannot be enlarged to a bigger size or smaller.

Restrictions:
+ Can only be used once per battle.
+ Cannot use any S ranks or above in the same turn or following.
+ The users hands become burned with second degree burns. Making them unable to form handsigns for three turns.
+ no shield jutsu in for the duration of the battle.
+ Can only be used by those with the cfs as a specialty.
+ can only be taught by Juha

♪ Declined: If the seal/barrier is S ranked it would require permission from LoK. Also, the maximum amount of damage for an F rank is 90, regardless of specialty. ♪

Approved here:

Abenjā no hōhō Sosh Zessei/ Ways of an Avenger Correction
Type: Offensive
Rank: S rank
Range:Short - Long
Chakra: 40
Damage: 80
Description: This is one of the ultimate techniques of the fighting style, the user charges his shield with raw chakra to be point where the shield slightly glows blue while vibrating at immense speeds, from this point, the user can do either of two things, firstly, he can slam the shield on a surface, water/Earth, any will do, upon contact with with the ground, the user will release the stored chakra in a devastating shockwave of Advanced manipulated chakra that spreads outwards in a wide angle from the flat part of the shield completely obliterating everything in a 170° angle destroying everything, the Shockwave even destroys the surface which it was used on leaving a crater, it is said to be capable of destroying a 30 meter radius or instead of slamming it into a surface, the user can even slam the shield directly into an opponent releasing the shockwave into their body, the same result is achieved, the shockwave would tear through the body without reducing in strength. The destructive force of this charged shield jutsu is enough to completly obliterate the triple Rashōmon gates.

Restrictions:
+Useable 3 times per battle.
+Cannot use any other shield jutsu in the same turn
+ requires a one turn wait between usages
+ super soldier status to use.
+ can only be taught by Juha

♪ Pending: Link isn't working, VM it to me and I'll recheck this. ♪
 
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Mugen Yontōryū Baunsu - Infinite Quad Wielding Bounce
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage Points: N/A ( +20 If used with a taijutsu related jutsu )
Description: The user snaps his finger purely cosmetic and he uses his chakra to summon several spinning karambits all over the battlefield and one beneath both feet or even one foot/hand. The karambits have a chakra pad on their flat surfaces to prevent them from harming the user, when the user steps on the karambit, the chakra launches the user from short - mid range, the user can bounce from one platform to another to cover more distance or to change directions doubling their speed with each platform. As all chakra infused karambits, the user can move the karambits to create new paths, the summoned karambits remain for three turns before dispersing.
¬ Can be used once every three turns
 

Gutsy

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Tomahōku no Michi: Chimalpopoca ‘Kitsuen shīrudo’ | The Way of the Tomahawk: Chimalpopoca ‘Smoking Shield’
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Smoking Shield technique is a technique that relies on deceit and quick precise movements and strikes. When the opponent is in close range and hand to hand combat is initiated or the opponent more preferably is utilizing a katana, sword, spear or any bladed weapon, the user will be utilizing two tomahawks. When the opponent goes to strike with the blade(s), the user will utilize two tomahawks to intercept the blades either by letting the blades go through the holes in the center of the tomahawks so that he may quickly redirect them, or he may intercept the one blade with both tomahawks enhancing their powers with the chakra he flows through them effectively locking the sword in place before shattering it. After which the wielder quickly assaults the target delivering powerful downwards strike with an enhanced tomahawk with blunt power as the chakra forms around it while the other tomahawk used is smashed into the chest of the target with the blunt side as well smashing the air out of the target and caving the ribs in.
Note:
- The technique may be performed trice per battle
- Each of the Tomahawks blunt sides has the equavalant power of a B-rank technique
- The Tomahawks in hand can be used to counter A-rank Taijutsu and Kenjutsu techniques within reason

Tomahōku no Michi: Īguruandāzasan | The Way of the Tomahawk: The Eagle Under The Sun
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A very lethal technique where the user will utilize their precision and extreme reflexes to strike the target with two tomahawks, slashing forward with both arms in two horizontal slashed across the opponents chest, slashing open their skin and flash and straight through their ribs. The user while slashing have enhanced the blades with chakra extending the length of the blades and the piercing and slicing abilities of the blades allowing them to slash through skin, flesh and bones like butter. The main focus of the slashes are to strike where the lungs are, slicing them open with quick clean slashes making the enemy incapable of breathing. The tricky part of the entire technique is actually something which happens even before the entire technique is initiated, as the wielder pulls out tomahawks to perform the Eagle Under the Sun, he actually pulls out three tomahawks but before slashing forward he flicks a tomahawk behind his back or out of eye sight into the air, straight up in an angle so that it would land down upon the target, this specific tomahawk being enhanced in size and blunt force would come down upon the target with enough to shatter their skull or shoulder, wherever it is intended to strike. The tomahawk striking from above just after the wielder has slashed through the enemies’ lungs. The two tomahawks utilized for the slashes being enhanced with chakra for slicing capabilities have become strong enough to slice through metals including other blades and armor.
Note:
- The technique may be performed trice per battle
- Each of the Tomahawks in hand has the equivalent power of a B-rank technique
- The Tomahawks in hand can be used to counter A-rank Taijutsu and Kenjutsu techniques within reason

Tomahōku no Michi: Mubōna suingu | The Way of the Tomahawk: Reckless Swing
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The power of the reckless swing, the user wielding two tomahawks at the same time will leap through the air, or if already in the air, to deliver two downwards slashes upon the enemy. Both tomahawks enhanced with chakra to the point where the weight is increased as well as the pure blunt force of it. The strikes are aimed anywhere on the opponent, ranging from the shoulders, arms, head etc. When the two tomahawks are smashed down with great force it will be delivered with enough momentum to force the opponent into a kneeling position, cracking the ground and forcefully shatter their heads or dislocate their shoulders.
Note:
- The technique may be performed trice per battle
- Each of the Tomahawks blunt force has the equivalent power of a B-rank technique

♪ All Approved, I think you mean thrice instead of trice lol ♪
 
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Robot Boy

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( Oshie sono Gekiryuu Yajuu: Brynhild no busō) – Teachings of the Raging Beast: Brynhild’s Armament
Type:Defensive/Offensive
Rank:S
Range:Short
Chakra:40
Damage:n/a (60)
Description: In order to counter physical attacks from underground and through the activation of the Teachings of the Raging Beast: Fenrir, the user will jump into air and with either claw, they will straighten their hand out, pointing at the ground, while focusing massive amounts of chakra to shape the claw into a long and gigantic spear with the “blade” resembling a shield, which they use to block the emerging attack. The claw is long and wide enough to cover three humans. When not dealing with underground attacks, the user can create, a smaller, A-ranked version and wield it much like a spear, and use it to target the muscles and tender areas.

-Can only be used twice per battle with a two turn cool down.
-Must be a member of the Inuzuka Clan and have mastered the teachings
-User needs to be aware of attack prior to usage and can only block attacks of Elemental natures A rank and below, due to being a raw chakra barrier.
-If the user uses it offensively, they will not be able to use S-rank and above teachings next turn.

♪ Declined: The original is fine. ♪

( Oshie sono Gekiryuu Yajuu: Urufufukku) – Teachings of the Raging Beast: Wolf Hook
Type:Supplementary/Defensive
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: A technique created to grab hold of surfaces and physical attacks. The user can extend their straightened claw(s) to pierce into the solid surface and prevent them from being knocked over or lifted by punches, kicks, and jutsu that would grab and pull the user. When securing themselves and bracing for a kick or punch, especially one with repeated assaults, the user will focus more chakra to manipulate the chakra-like wolf on their claw and have it bite/grab the limb together with the stabbed claw in the ground prevent its advancement. With this, the user can remove their claw from the ground and then counter with a quick kick.

-Can only be used twice per battle
-The user must wait two turns before using this again.

♪ Approved ♪

( Oshie sono Gekiryuu Yajuu: Fenriru no pawā) - Teachings of the Raging Beast: Fenrir’s Power
Type:Attack/Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: With the expelled chakra in the already existing cloak, the user will spin ferociously at an opponent’s tender area. The user will then expel chakra to form a barrier/cloak, into and around the drill. In this state, the attack appears more drill like, appearing jagged with spikes around it. It is hard enough to deflect kunai, shred one earth technique up to and including S-rank, and shield the user from kunai explosive tags. When contact with the target is made, it is twisted along with the space they are in and ripped in half.
-Can only be used three times per battle.
-Must have been in the four legged technique.
-No Inuzuka techniques above A-rank in the same turn.
-Must be in the Fenrir technique for use.

♪ Declined: Be more specific, where exactly is this 'tender area'? Are you referring to the groin? The thigh? All of these can be considered tender areas. What do you mean by twisting the space that they're in? ♪

( Oshie sono Gekiryuu Yajuu: Mangetsu no ōkami) - Teachings of the Raging Beast: Full Moon Wolf
Type:Supplementary
Rank:S
Range:Short
Chakra:40 (-100 per turn)
Damage:n/a (+20 TotRB techniques and +15 Taijutsu)
Description: Is a technique of the teachings that combines all previous transformations and forms of the inuzuka clan into one powerful and risky state. The user’s chakra cloak expands several inches and produces a head that resembles Fenrir over the user’s head, as well as growing a chakra wolf-tail. Even their feet form barrier claws along with the chakra-like wolf as proof of mastery, and the chakra shapes into a dense “fur” on the shoulders, chest, and back. The user stands on his two legs like that of a human. While in this form they can increase the size of their barrier-like claws from small to medium or pour more chakra on the already existing chakra-claw barrier and have it spiral, resembling more of the tip/head of a pole arm. In this manner, the user gain an increase in damage when performing teachings of the raging beast techniques, but only attacks that go and strike specific parts on the body, such as the returning slash. The further increase in strength and the cloak becoming denser also increases the damage of the user’s taijutsu attacks compared to Fenrir. Also, the cloak protects the user from temperature alterations such as the surrounding area being filled with intense heat due to the effect of an opponent’s jutsu and not something natural and weapon-based attacks both elemental and regular. However, an S-rank weapon attack ends the usage of the form and causes the cloak to dissolve after it “catches” and blocks the attack.

-Can only be used once per battle.
-Must be in TotRB: Fenrir before using this
-Lasts for four turns.
-After using this, the user is unable to perform Inuzuka, Teachings, and Taijutsu techniques of A-rank and above for the rest of match.

♪ Declined, DNR: I'm not going to allow modes that boost damage as CFSJ. ♪
permission:
cfs:
fenrir:

-Resubmitting-

( Oshie sono Gekiryuu Yajuu: Fenriru no pawā) - Teachings of the Raging Beast: Fenrir’s Power
Type:Attack/Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: With the expelled chakra in the already existing cloak, the user will spin ferociously at an opponent’s torso. The user will then expel chakra to form a barrier/cloak, into and around the drill. In this state, the attack appears more drill like, appearing jagged with spikes around it. It is hard enough to deflect kunai, shred one earth technique up to and including S-rank, and shield the user from kunai explosive tags. When in several feet of the target (diaphragm), that part of the body is twisted along with the space they are in and ripped out. The body would also have tears around the targeted area.
-Can only be used three times per battle.
-Must have been in the four legged technique.
-No Inuzuka techniques above A-rank in the same turn.
-Must be in the Fenrir technique for use.

♪ Approved. ♪
 
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System001

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Permission to take control from Better;

Style approval;




Resubmitting: Everything is completely rewritten so I omitted the bold;

(Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will grab the opponent, lowering their weight by 7x as they make contact, allowing the user to spin an opponent around like a rag doll before finally slamming them into a construct such as the ground. As the user slams the opponent they will return their weight to normal and then increase it by a further 5x so as to deliver a ground shattering impact. The user can swing the opponent as they wish, horizontally, vertically, in circles, figures eights or the like, with an opponent often becoming completely disorientated as they're swung due to the immense speed that the throw occurs at as a result of the weight manipulation. The user can transition directly into Southern Wave or Northern wave as they finish this technique, such as striking or body slamming into a downed opponent, with the leftover momentum from this technique increasing the power of Southern or Northern Wave by +20. (Providing that it forms a logical combo, for instance swinging someone over your head into the ground behind them and flipping over to body slam them, slamming them to your side and then rolling your body into them to deliver an elbow/shoulder attack etc, swinging someone into a wall and then suplexing them, etc. can also be combed with successive iterations of itself for the added boost)

Notes:
- Once used 3x the user must wait 9 turns before using again.
- No earth Jutsu above S rank for the rest of the turn.
- While the initial grab can be considered to be a slow attack compared to the many fast paced strikes rampant in the world of ninja, the actual swing from start to finish is surprisingly quick on account of the weight alteration and footwork, so fast in fact that an unassuming Shinobi won't realise what's happened until they're flat on their back.
- The combination damage boost is typical of the style, while the user may have trouble getting to the opponent, once they do they're capable of delivering successive attacks that deal devastating amounts of damage.


(Kuro Ten to Chi: Kita u~ēbu) | Black Heaven and Earth: Northern Wave
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the users body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. With this technique comes a range of possible attacks, such as drop kicks, punches, body slams and dive bombs - all of which will be characteristic of the style in that they will be somewhat slower and wider reaching, yet in turn host greater destructive power.

- Once used 3x the user must wait 9 turns before using again.
- Maximum weight increase of 9x
- The user must pay -10 chakra per turn if sustained for dynamic or static usages, and while sustained the user cannot access elemental affinities other than Doton.
- No earth Jutsu above S rank for the rest of the turn.

(Kuro Ten to Chi: Minami U~ēbu) | Black Heaven and Earth: Southern Wave
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A simple technique in which the user will grab the opponent and deliver a suplex. The type of suplex is up to the users discretion and variations can be made, the most important aspect however is the weight lowering of the enemy as the user grabs the opponent, and the weight increasing as they slam them into the ground/a nearby construct so as to deliver lethal damage. The user can alter the opponents weight by 15x either way, for instance they can decrease their weight by 10x, return it back to normal and then increase it by 5x, or vice versa and variations thereof. The user can transition from this technique directly into South Rage or Northern Wave, with the carried over momentum increasing the power of South Rage/Northern Wave by +20. (Only works if the user forms a logical combo, for instance German Suplexing the opponent into the ground, and then immediately transitioning into South Rage to flip the opponents body up and slam them in to the ground in front, or even a wall, at which point the user could then potentially suplex the opponent again or transition into Northern Rage.)

Notes:
- Once used 3x the user must wait 9 turns before using again.
- No earth Jutsu above S rank for the rest of the turn.
- The combination damage boost is typical of the style, while the user may have trouble getting to the opponent, once they do they're capable of delivering successive attacks that deal devastating amounts of damage.

(Kuro Ten to Chi: Minami Inpakuto) | Black Heaven and Earth: Southern Impact
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40
Damage: 80
Description: The user will either stomp on, or strike the ground, channeling chakra to the limb used as they do so to drastically increase its weight and strengthen it by hardening skin, the result will of course be a ground shattering impact that will upturn all of the ground within short range of the user. This technique, developed due to the difficulty that BHaE users sometimes experience in catching opponents to utilise their generally slower to initiate techniques, will have the ground within short range of the user quake, shatter and most importantly forcefully upturn so as to violently throw all opponents towards the epicentre of the mayhem - towards the user, who will lie in wait and through use of this technique be easily capable of catching faster opponents off guard, as they're sent flying towards the user airborne, easy pickings even for the slowest of BHaE users. The user can also take advantage of the opponents momentum as they hurl towards them, and can boost the power of Northern and Southern Wave, and South Rage by +20 through a well timed combination attack.

Notes:
- Can only be used once every three turns.
- Can only be used 3x
- Weight increase is 30x.
- No Earth above S rank for the rest of the turn.


✦ Both Pending, taking a slight break in checking these ✦


CFS Approvals:



Permission from Better to Submit:

(Genkotsu Kamakiri: Naibu Kiseihachi: Shin'nyū ) Mantis Fist: Form of the Gypsy Moth
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Form of the Gypsy Moth involves the release of hundreds of threads of lightning chakra from the users finger tips that will spiral out to surround the user, forming a thick web that extends up to the reaches of short range. The threads, completely intangible and as a result utterly incapable of interacting with anything but opposing lightning techniques, serve only one purpose, and that is to act as a medium to further the Mantis Fist style. By default, the threads will apply the effect of numbness to enemies that it contacts, however other Mantis Fist techniques can be used through Gypsy Moth as a combination to impart specific and specialised effects. When the threads are inert however, that is not being actively controlled by the user through use of the ‘Sever’ method, the effects that it inflicts are stunted, for instance inflicted numbness would not be enough to cause loss of movement even in an opponent that wades in the threads, instead it would merely lower their speed to a stage blow the users, or a stage below their current speed - whichever is worse. The unique ability of the threads however, entitled ‘Sever’, is that through immense dexterity and the usage of finger movements, the user is capable of accurately controlling each and every thread and, by doing so can manipulate threads to pull, lash, or slice through an opponent. (Naturally this does no corporeal damage as the threads are intangible.) As the user only has ten fingers, only ten threads can be controlled at any one time, however the benefit is that moving threads have their hindering capabilities greatly intensified - in this case, someone who has had a ‘Sever’ manipulated thread slash across a limb joint would not experience mere numbness, but instead complete numbness to the point that they lose all feeling of that limb and find themselves incapable of further manipulating it. Threads under the influence of ‘Sever’ can reach up to mid range. Inert threads are translucent blue, virtually invisible to the naked eye unless one approaches within close proximity of them (1 meter). Threads being manipulated by ‘Sever’ are still hard to see, having visibility just lower than that of your typical ninja wire. As a result unsuspecting opponents might find it strange when a user of Gypsy Moth breaks out into a stance, such as Chu Gar or any other preying Mantis associated form, and begin to rhythmically jab out with their fingers for no apparent purpose. Although, as with all Mantis Fist techniques, the manner in which this technique may be used is both flexible and adaptable so that the user may always retain some degree of unpredictability and capitalise on any openings.

Notes:
Gypsy Moth lasts for four turns, can only be used 3x, and has a three turn cooldown between usages (Countdown starting from when Gypsy Moth ends)
While the Gypsy Moth is active the user should refrain from performing powerful Lightning techniques. Lightning Techniques above A rank will interfere with the placement of threads and cancel out Gypsy Moth.
The ‘Sever’ ability is capable of interacting with, ‘lassoing’ and repositioning any residue from Mantis Fist Techniques, such as that from Form of the Ecdysis Scythes.
Combinations function by the user sacrificing additional chakra, and by doing so can draw on the properties of a specific mantis fist technique and apply them to Gypsy Moth in tandem to, or as a replacement to the default numbness. If done at the creation of Gypsy Moth this combination counts as but a single move and costs an additional 10 chakra, if done after the initial creation to alter the effects of an existing Gypsy Moth then it counts as a move and costs 30 chakra.

♪ Declined, DNR: This is simply an attempt to remove the taijutsu/'fighting' portion of your CFS, and make into a set of ninjutsu customs. Additionally, if you make references to other jutsu, link them or quote them. Finally, the restrictions are almost non existent and barely hinder you, if at all. ♪

(Genkotsu Kamakiri: Naibu Kiseihachi: Shin'nyū ) Mantis Fist: Prayer of the Mantis
Type:Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Despite largely being an internal style, Prayer of the Mantis is a technique that stands as a reminder of the more physical aspects of Mantis Fist. Prayer of the Mantis is a representation of the rigorous training that Mantis Fist users go through and the profound effect that it has had on their tool of combat - their fingers. Once activated, Prayer of the Mantis will course chakra to the users hands, augmenting their already well trained physique to just above their absolute physical peak. As a result, when a Mantis Fist user attacks, what once would have been a mere painful finger jab, will instead turn into a finger strike with all the destructive and penetrative force of either a sword, or a warhammer. More graceful uses would involve strikes that are reminiscent of a swordless style, using a finger to parry and pierce a target - precise, delicate and nimble. Whereas rougher styles would use overwhelming brute force to bludgeon finger sized holes into a target - erratic, destructive and rigid. The prior would hold the advantage of being able to deflect and divert weapon and focused physical strikes of equal rank and below through precise diversion of pressure, whereas those that incorporate brute force will be capable of shattering through C rank and below physical structures.

Notes:
Once activated, last for the rest of the battle or until deactivated.
Mantis Fist techniques that deliver physical strikes gain a bonus +20 damage, as does Taijutsu involving the hands.

♪ Declined: Almost a DNR. I won't approve a technique where you gain the ability to passively break through C ranks, deflect weaponry, and get a boost to your damage have no duration limit. ♪

(Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30 (+10 per turn if sustained)
Damage Points: 60
Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the user's body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. Ultimately, while under the influence of this technique the user will be capable of delivering strikes of immense power, and become capable of shattering through solids of the same rank and lower while being highly resilient to damage. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides.

Note:
- The user can increase the weight of a select body part up to 100kgs. In the case of full bodied usage their weight can increase by up to 7x.
- Can only be used 3x
- Body part is only hardened for the duration of one 'strike' or defense. I.E, if this is used to tank a B rank earth spike by hardening the legs, then that would be considered a usage of the technique and the legs would return to normal the instant the spikes were countered.
- Two turn cool down after every two usages.
- Can be utilised with other Taijutsu principles (within logic and reason) so as to afford them with the destructive power of this technique.


♪ Approved, added a note. ♪

(Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The basic grappling technique of the style, South Rage allows for the user to, upon grabbing an opponent, lower the opponent's weight to that of a rag doll. Once an opponent's weight has been lowered the user can launch into a variety of throws with ease and, to finish, return the opponent's weight before increasing it substantially for a ground shattering impact. The throw itself is often disorientating on account of its sheer speed, as while BHaE users are slower in terms of striking, once they have an opponent in their grips they are capable of executing throws at break neck speeds that will have the recipient moving as a blur to the naked eye.
Note:
Body weight can be lowered/increased by a maximum of 9x.
Can only be used 3x
Turn cooldown between uses
Works on organic and inorganic structures (so it will still work on someone who has converted themselves to steel, for instance).


♪ Approved, lmao. Realize that the opponent's weight is only shifted whilst you have physical contact with them or their attire. ♪
 
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CFS Approval:

(Senju no bōei) Barricade of The Huntress

Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: NA
Description: This is a form of Mutation fist that involves controlling the quantity of puppet material to come forth as well as controlling it in order to perform basic puppetry functions. To start the user will activate a seal across their body causing for a multitude of puppet arms to protrude all over the user's body. Due to all of the arms being connected to the use; they will then control the puppet parts to have their arms open up into four different parts enabling the user of the basic puppetry move known as the chakra shield. With the arms all throughout their body it provides the user with a decent protection from all angles and due to the sheer quantity of them all it allows for the user to tank up to any damage of any A-rank attacked.
Note: Can only be used three times, with a cool down of one turn between usages.

♪ Approved: Edited the restrictions. ♪

(Kakusareta) Rebirth
Type: Supplementary
Rank: D
Range: Self
Chakra: 10 (+5 for each additional limb)
Damage: NA (20)
Description: Here we have one of the most basic applications available in fighting style: Mutation Fist. By simply infusing chakra into one of the sealing tags scattered across their body the user can cause for any limb such as an: arm, leg, or head etc to appear from that specific part of their body. Once summoned forth the user is able to manipulate said limb as if it was part of their actual body. If wanted the user can choose to activate this technique in an offensive manner, simply meaning they can use this technique to cause a limb to appear from any point on their body and use it to surprise attack a target, but afterwards the limbs simply become free-from attachments. At the most the user can summon forth up to four different limbs at once, but for each one it costs an additional +5 chakra, so by summoning forth four limbs the chakra cost would be: 30, so if the user was to use all four limbs to attack it would be equivalent to 40 damage points. This technique can also be used in reverse which just means the user can resummon one of their limbs for a period of time (At most one turn) and cannot be used on the user's heart; this follows the same principles and rules as the first version.

♪ Approved ♪

(Maraudā no tsubasa) Wings of The Marauder
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15 (-10 per turn)
Damage Points: NA
Description: By activating a sealing tag on the user’s back they cause for a pair of eloquently crafted wooden wings that possess a metallic base to appear from it. Located along the surface of each wing are an abundance of flaps located along its exterior. The main purpose of the wings are to allow to the user a method of flight via pumping chakra into the wings allowing the user to sustain a mode of flight. Of course the puppet must be connected to a source of chakra in order for it to initiate its flight. If desired the user can choose to attack an opponent of Short-Range away by extending the wings in order to lash out at them with C-rank strength, but this costs a move. In the same time frame as this technique is activated it is possible for the user to also use it in order to initiate flight. By spending a move, and ten chakra points the user can release a surge of chakra into the wings in order to propel the user in a specific direction up to Mid-range allowing them to potentially avoid incoming attacks.

♪ Approved ♪
 
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