Custom Fighting Style Technique Submission

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Geezus

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Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)
Rank: B
Type: Attack/Supplementary/Defense
Range: Short
Chakra: 20
Damage: 40
Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.

⛧ Approved.⛧

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

Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: Doubles the damage points of Addition
Description:Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.

⛧Both declined. Doubling the damage would mean you'd be dealing 120 damage with an A-rank, which is an absolute no. Especially since this has no restrictions. You'll have to resubmit both of these with restrictions and, at most, I'll allow Multiplication to increase the damage from A to S-rank in value.⛧
 
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-Broly-

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(Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank. In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 2 turns
-Can only be used twice
Looks of the card
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(Dyueru Monsutāzu: Sukiru Dorein) Duel Monsters: Skill Drain
Type:Supplementary
Rank: A
Range:Short-Mid
Chakra:30
Damage:N/A
Description: Trap Card; By spending 1 move, the user may "set" this card for activation (technique must be posted when doing so) This card is marked with the seal for "Drain" and is triggered to automatically activate whenever an object or being is being empowered via a technique not under the control of the user. The moment that this trigger occurs, the card will automatically activate and the kanji will briefly appear over the technique being targeted. All the chakra and physical effects of the infusions/empowerments happening in the timeframe of the technique that this is countering will be drained away into the kanji almost immediately, negating the technique in question. It should be noted that this technique can't stop any technique that deals damage, only working on supplementary techniques, and only on techniques below A rank. If this technique is used in the presence of "The Seal of Orichalchos", the user can choose to have one usage of this technique be effective against 2 techniques rather than the normal one. This of course would negate the raise in rank effectiveness and the user must state if he is choosing this effect. Though he must spend a move to set this card, the user may use another move in the same timeframe as setting it. Trap must be set before the infusion/empowerment takes place
Note: Can only be used 3 times per battle
Note: 1 turn cooldown between uses

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(Dyueru Monsutāzu: Sutādasuto Doragon) Duel Monsters: Stardust Dragon
Type:Offensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description: Monster Card; When the user (or an object attached to the user directly under his control) touches this card, it will release a massive and fully formed dragon like creature known as Stardust Dragon (pictured below). Stardust Dragon has large jaws and claws that are capable of ripping through A rank attacks and defenses, playing equally with both energy and physical elements This counts towards the users 3 moves per turn. Upon entering the field it can release a B Rank roar that creates a shockwave directed outwards that is capable of causing large tremors across the battlefield as well as stopping objects in range of the shockwave from advancing and blasting it back. This roar counts towards the users 3 moves per turn. Stardusts real ability, however, comes from the kanji embedded in its card, "Ressurect". If a technique up to A rank attempts to destroy one of the users techniques, Stardust can Sacrifice his form and chakra to prevent said technqiue's destruction. Stardust can not attack in any way in the turn that he uses this effect. If this effect goes through, Stardust is able to return to the field in the next turn, only 2 ranks lower, with his effects and abilities following suit. Stardust is only able to use this effect once per battle and 3 times per event
-Can be used 3 times
-Only one other monster card may exist at the same time as Stardust
-Lasts until destroyed

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⛧All declined. This is the link to that terrible horse CFS, not the Duel Monsters one⛧
 
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ZandaT

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{Magirawashī kenbu: Kuresentomūndansu} Misleading Swords Dance: Crescent Moon Dance
Type: Offensive | Supplementary
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: Crescent Moon Dance is considered to be a sparodic waltz and one of the most basic forms of arts within this cfs. It is a chakraless technique that revolves around countering a target's small scaled attacks with short range of the user, within reason, through the usage of the unguided movements of this style. Practitioners are required to stay focused and loose as they constantly change their bodies stances to support their erratic movements which consists of swift twirls, leaps, quick dashes, spins, random turns, pivots, swaying, etc. If done correctly these random actions seem almost graceful when performed, and if a target is in range the user also has the option to strike in the midst of their unguided movements in order to deal damage from the sparodic strikes of their dual swords.
NOTES
►Can be used Once per Turn

⛧Declined. This is basically just Drunken Fist.⛧




(Magirawashī kenbu: Arago no katamuki) Misleading Sword Dance: Arago's Tilt
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The signature move of Magirawashi kenbu techniques, this jutsu is triggered while the user is twirling at high speeds while performing kidō. After performing kidō the user will then immediately stop as the ring of chakra expands outwards from the user up to the edge of short range at a very swift pace. Using their ability to manipulate the chakra ring created while the ring traverses outwards, the user can manipulate the ring to multiply upwards and/or downwards creating an additional copy of itself, broadening its field of attack. The chakra ring slices through anything within its path as it traverses even being able to cut through earth techniques of the same rank with ease, and the user can create 1 additional ring which will split the damage of the jutsu accordingly. Unlike normal, these rings are not connected when multiplied, and the ring can have a distance of up to 4m separating them. In the case that the user's swords aren't already drawn, they are allowed to twirl first then draw the swords in order to perform this technique, but its starting process will be slower than if the swords were already drawn.
NOTES
►Can only be used 1x per turn
►Can be used 6x per battle
►Can only be used by practitioners of this style

✦ Approved ✦
-Editing

(Magirawashī kenbu: Arago no katamuki) Misleading Sword Dance: Arago's Tilt
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The signature move of Magirawashi kenbu techniques, this jutsu is triggered while the user is twirling at high speeds and performs kidō. After performing kidō the ring of chakra almost instantly expands outwards from the user up to the edge of short range at a very swift pace. Using their ability to manipulate the chakra ring created while the ring traverses outwards, the user can manipulate the ring to multiply upwards and/or downwards creating an additional copy of itself, broadening its field of attack within the mere moments of expansion. The chakra ring slices through anything within its path as it traverses even being able to cut and sheer through wind techniques of the same rank with ease, and when choosing to create an additional ring, the damage of the jutsu will split accordingly. Unlike normal these rings are not connected when multiplied, and the additional ring created can have a distance of up to 4ms from the original. In the case that the user's swords aren't already drawn, they are allowed to twirl first then draw the swords in order to perform this technique, but its starting process will be slower than if the swords were already drawn.
NOTES
►Can only be used Once per turn
►Can be used 6x per battle
Non-specialists experience a mild vertigo which results in -1 from base speed in the following turn due to uneasy movements


⛧Approved.⛧
 
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Lord of Kaos

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New Cycle: 24/04/2018 - 01/05/2018

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

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now.
 
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Geezus

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Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)
Rank: B
Type: Attack/Supplementary/Defense
Range: Short
Chakra: 20
Damage: 40
Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.

⛧ Approved.⛧

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

Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: Doubles the damage points of Addition
Description:Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.

⛧Both declined. Doubling the damage would mean you'd be dealing 120 damage with an A-rank, which is an absolute no. Especially since this has no restrictions. You'll have to resubmit both of these with restrictions and, at most, I'll allow Multiplication to increase the damage from A to S-rank in value.⛧
Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.
Note:
Usable three times per battle.

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


⛧Approved.⛧

to submit Magnetic Assault techniques.

Magunechikku Kagai | Dangan Panchi - ( Magnetic Assault | Bullet Punch )
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
The user magnetizes one their fist with a positive or negative charge. At the same time, on the opponent's body a magnetic field with the opposite charge roughly the same size of the user fist is created. Once the user swings his fist, the two areas attract, causing a very quick and powerful blow to occur. This attraction is powerful and can off balance unsuspecting opponents, due to that this technique can not be avoided and has to be prevented by other countermeasures. Once the two areas meet, the chakra is dispelled and the target's magnetism is canceled.
Note:
Usable three times per battle.
User may only use one other element in the turn this is used besides Magnet Release,


⛧Approved.⛧
 
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KeotsuEclipse

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Approval of CFS:


Important exerts:

(ZX Basutā: Sarani Mukō E) ZX Buster: Go Beyond
Rank: S
Range: Short (Mid)
Type: Offensive
Chakra Cost: 40
Damage: 80
Description: Where as Rhongomyniad is the principle technique of the ZX Buster style, utilizing the premise of chakra flow to create a powerful attack, this technique exists for when that strength is not enough. A blow delivered with every bit of physical strength a ZX Buster user can muster, and augmented by forcing their chakra flow in the same direction in order to charge the blow with additional strength and create a power that goes even further beyond what they should be capable of, the force behind this technique is enough to cause a visible shockwave in the air and fling the things it hits up to mid-range away. Uninterrupted, consecutive uses of this technique in a single turn have +10 Chakra Cost and +20 Damage due to the Chakra Charge mechanic of the ZX Buster Style; this resets between turns.

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


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

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This is pretty wild. With the Eight Inner Gates giving a boost to Taijutsu already, having that stack onto this potentially reaching 180 damage is a no. Applying EIG to this in general isn't gonna be allowed.
CFS Approval:
(ZX Basutā: Sarani Mukō E, Plus Ultra!) ZX Buster: Go Beyond, Plus Ultra!
Rank: S
Range: Short (Mid)
Type: Offensive
Chakra Cost: 40
Damage: 80
Description: Where as Rhongomyniad is the principle technique of the ZX Buster style, utilizing the premise of chakra flow to create a powerful attack, this technique exists for when that strength is not enough. A blow delivered with every bit of physical strength a ZX Buster user can muster, and augmented by forcing their chakra flow in the same direction in order to charge the blow with additional strength and create a power that goes even further beyond what they should be capable of, the force behind this technique is enough to cause a visible shockwave in the air and fling the things it hits up to mid-range away. Uninterrupted, consecutive uses of this technique in a single turn have +10 Chakra Cost and +20 base Damage due to the Chakra Charge mechanic of the ZX Buster Style; this resets between turns.
*Note: This technique can be used twice per battle; multiple consecutive usages in a single turn only consume one use of this technique, but occupy as many time-frame slots as the number of times its used.
*Note: When used once in a turn, no ZX Buster techniques above A rank can be used in the same turn, and none above S-rank in the following turn.
*Note: When used more than once in the same turn, no other ZX Buster techniques can be used in the same turn or next. Additionally, no Taijutsu above A-rank can be used in the same turn.
*Note: When used once in a single turn, there is a one turn cooldown before it is usable again. If used more than once, the cool down becomes two turns.


Just a small aside, as it seems not quite clear in the way you worded your check: I intended this to be useable up to three times in a single turn, occupying all the move slots. Dunno if that's going to change your opinion on the restrictions, but I put in what you asked for.


Declined

Can't really allow and damage enhancements beyond the standard 80, divided between the punches altogether, especially considering the ×2 ZX Buster already gives. As it is now, it's practically a DNR. Best I can suggest if you want a successive punching combo where the second gets stronger is to sub a tech that is variable between A and S-Rank, where the S-Rank one can only be used right after in succession to using the A-Rank version, still costing 2 moves.
 
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CFS

(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from physical attacks of C rank and below) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or automatically when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active until the user chooses to deactivate it.
-Must be mentioned in the user's bio or the start of a battle.

⛧Declined. Not allowing a permanent immunity to ranked techniques needs some kind of turn-based limitation for that. I would allow permanent immunity to freeform damage though.⛧

(Tatakai no Gendōryoku: Gekiretsuna Entorī) - Warring Impetus: Tempestuous Entry
Type: Attack/Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large drill-like weapon around their fist with spikes protruding from its surface. The drill contains its own engine supplying it with the power to rotate extremely fast. Their body also becomes wider and heavier as they become more armored and additions are made to support it. (adds a B rank defense to existing armor) Propelled by jets, they will charge the target at full speed and thrust the drill through them like nothing was there. The user can pierce through obstacles in their path and travel underground. Additional armor remains until destroyed and can be removed at any time.

⛧Approved.⛧
 
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Lord of Kaos

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

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

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

Geezus

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Sentouryuu ǂ Suichoku no Narabi​ - Infinite Sword Style ǂ Vertical Line
Rank:
A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques.
Note:
Usable three times, S rank version only usable twice.
Although this technique can pierce through jutsu, it doesn't neutralize them in anyway.

Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup
Rank: S
Type: Supplementary/Defense
Range: Short
Chakra: 40
Damage: +20 to Kenjutsu
Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.
Note:
Usable two times per battle.
Last three turns per use.

Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path
Rank: B
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: N/A
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent.

⛧ All Approved.⛧
 
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CFS:

(Shīringu/ iryō geijutsu) Gluttonous Manifestation

Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+5 each time activate)
Damage: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would.

Note: Must be stated in the user’s biography as a seal

⛧ Approved.⛧
 
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Korra.

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(Origami Rokkaku āto: Kuro To Shiro No Ton'neru) Origami Hex Arts: Tunnel of Black and White
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will start by making the ram sign and channeling their chakra into their paper and have some of their sheets turn black. The user will than release a spinning column of black and white paper that forms a spiraling pattern tunnel that surrounds the opponent. Once the tunnel is formed the opponent will be trapped in a genjutsu where they will start seeing themselves stuck inside the endless tunnel while also experiencing their disorientation from the endless spiraling. In reality once the tunnel traps the opponent the paper will surround the opponent and the user will attack with a barrage of punches and kicks while also manipulating paper sheets into more arms and legs to deal more punches and kicks on the opponent from a variety of angles and directions.
Note: Usable 4 times a match
Note: Must know Origami Hex Arts


(Origami Rokkaku āto: Origami No Rokkakkei No Sekai) Origami Hex Arts: Hex World Of Origami
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user combines the fighting style with Demonic Illusion: Double False Surroundings Technique. The user will do the Tiger hand sign and causes paper sheets in their body to form different patterns on their paper sheets and than burst outwards spreading through out the field. To the opponent nothing will happen but in reality they would be caught in a genjutsu/opitcial illusion were the paper would make it appear that the terrain remains unaffect. The user than causes the paper to make the opponent believe they keep appearing and disappearing in front and all over them performing taijutsu attacks all over. If the opponent would attack the illusion it would jutsu look like they just turn into paper sheets and disappear. In reality the user attacks from different angels than what the opponent would be seeing like hitting them from the back while the opponent thinks they are right in front. The user can also have paper sheets around the opponent form into arms and legs and attack the opponent while they keep a distance. The user can keep this illusion going as long as they have paper sheets on the terrain.
Note: usable 2 times a battle with a 2 turn cool down between uses
Note: Can only use 1 other jutsu the turn this is used
Note: Cant combine any other genjutsu when using this

⛧ Declined. It's probably best that you specify what rank the Genjutsu are(the same rank as the overall jutsu? Half of the jutsu's rank?).⛧
 
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ZandaT

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(Tai Tan no kakuchō: Hageshī kyokugei-shi) - Titan Expansion: Fierce Acrobats
Type: Supplementary
Rank: C
Range: Short/Long
Chakra: 15
Damage: N/a
Description: Being one of the most basic applications of Titan Expansion, Fierce Acrobats allows the user to maneuver at higher speeds during battle after its initiation. The act of initiation is quite simple and uses the secrete techniques of this cfs in order to not only increase the user's overall muscle structure, near instantaneously taking on a more muscular appearance, but the constant emission of pressurized sound waves bouncing back and fourth close knit to the body. Upon activation of this technique any physical bindings constricting the user of equal rank, unless elementally strong to sound, and below will be propelled off of the user who seemingly empowers as they take on an overall muscular figure while their body is coated in a translucent whitish hue. While active the user's base speed increases by 1 lvl when moving on, or when soaring on a linear path after jumping/leaping off, a solid surface as the accumulated pressure of the sound waves release on contact of said structure in combination with the user's enhanced physique.
Specialists: For specialists this jutsu can last for the entire turn used in, leaving the user to utilize sound, basic chakra, or non-chakra techniques while active, but can be cancelled at any moment.
Notes
►Usable 6x per battle

⛧ Approved.⛧


(Tai Tan no kakuchō: ) - Titan Expansion: Pressure Blitz
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Expanding, taking on a more overall muscular appearance, the user takes their initial form of this cfs as they emit special pressurized waves of sound from their body that stays close knit accumulating more pressure. Upon taking form the user lowers their stance as they further expand the muscles in their legs for maximum energy before lunging forwards at extreme speeds as pressurized sound releases with every leap, cracking the ground beneath. Moving at their +1lvl base speed when traversing, upon initiation the user has a total of two linear lunges, each covering a maximum distance of 5m, as they try to enclose distance or enter into range at an unorthodox angle before initiating part two of the technique. Once in range, or within arms length which is 6m from the user, the user will expand the muscular structures of their arms in order to swiftly expand and reach out and grab the target who will be constraint and crushed within the user's expanded muscular hands as the pressurized sound waves within that realm add to the destructive force of the user. Reverting back to normal arm length, consequently pulling the user towards the opponent, the user then delivers a powerful rising knee to the target's gut upon release forcefully sending them off into the distance.
Specialists: Can use 1 additional lunge when performing this move, and base speed will cumulate to +2 lvls if used with Fierce Acrobats.
Notes
►Usable 4x per battle
►Has a 1 turn cooldown


⛧ Declined. Can't stack speed boosts of any kind.⛧
 
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Ushiro

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(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from physical attacks of C rank and below) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or automatically when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active until the user chooses to deactivate it.
-Must be mentioned in the user's bio or the start of a battle.

⛧Declined. Not allowing a permanent immunity to ranked techniques needs some kind of turn-based limitation for that. I would allow permanent immunity to freeform damage though.⛧

(Tatakai no Gendōryoku: Gekiretsuna Entorī) - Warring Impetus: Tempestuous Entry
Type: Attack/Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large drill-like weapon around their fist with spikes protruding from its surface. The drill contains its own engine supplying it with the power to rotate extremely fast. Their body also becomes wider and heavier as they become more armored and additions are made to support it. (adds a B rank defense to existing armor) Propelled by jets, they will charge the target at full speed and thrust the drill through them like nothing was there. The user can pierce through obstacles in their path and travel underground. Additional armor remains until destroyed and can be removed at any time.

⛧Approved.⛧
CFS

(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from freeform attacks/Adds +5 to speed lvl) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active passively until the user chooses to deactivate it. The first time Rise is activated in a battle, the user can use their improved speed to evade an attack within reason.
-Must be mentioned in the user's bio or the start of a battle.
-Rise cannot be activated or deactivated twice in the same turn

⛧ Declined. A B-rank CFSJ that permanently adds +5 to your speed is a no-go. The number is far too high.⛧

(Tatakai no Gendōryoku: Desusutā) - Warring Impetus: Death Star
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user creates a large spherical armor covering their entire body that resembles a monochrome soccer ball. Several mechanical appendages inside link the user to the sphere and hold it in place while suspending the user within. Although the armor is thick and heavy, the appendages manipulate it without issue since they are powered by a pair of engines connected to the user’s back. Hollow cylinders within the appendages channel combustible chakra through them and out of openings in the sphere to create explosions outside it that can damage nearby enemies and propel the sphere through the air like a cannonball. The sphere can by fully maneuvered, made to spin rapidly to allow the user to forcefully roll through obstacles or be split into parts held by the appendages to be used as melee weapons with the same explosive capabilities.
-Usable twice per battle
-Lasts for three turns unless destroyed
-Must wait two turns after this technique ends before performing it again

⛧ Approved.⛧
 
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Daemon

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Style Approved:

(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.
Can be used four times per battle
Can only be taught by Daemon

(Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.
Can be used three times per battle
Can only be taught by Daemon


⛧Pending, need to discuss economics.⛧


Both Approved

Note that the path they take only follows the initial path you give it on release. You won't be able to manipulate their path afterwards. Also, the herd/flock stay together, no individual runs on their own unless you're using the tech twice.
 
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Mudo

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New Cycle: 1/06/2018 - 08/06/2018

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

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

Korra.

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(Origami Rokkaku āto: Kuro To Shiro No Ton'neru) Origami Hex Arts: Tunnel of Black and White
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will start by making the ram sign and channeling their chakra into their paper and have some of their sheets turn black. The user will than release a spinning column of black and white paper that forms a spiraling pattern tunnel that surrounds the opponent. Once the tunnel is formed the opponent will be trapped in a genjutsu where they will start seeing themselves stuck inside the endless tunnel while also experiencing their disorientation from the endless spiraling. In reality once the tunnel traps the opponent the paper will surround the opponent and the user will attack with a barrage of punches and kicks while also manipulating paper sheets into more arms and legs to deal more punches and kicks on the opponent from a variety of angles and directions.
Note: Usable 4 times a match
Note: Must know Origami Hex Arts


(Origami Rokkaku āto: Origami No Rokkakkei No Sekai) Origami Hex Arts: Hex World Of Origami
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user combines the fighting style with Demonic Illusion: Double False Surroundings Technique. The user will do the Tiger hand sign and causes paper sheets in their body to form different patterns on their paper sheets and than burst outwards spreading through out the field. To the opponent nothing will happen but in reality they would be caught in a genjutsu/opitcial illusion were the paper would make it appear that the terrain remains unaffect. The user than causes the paper to make the opponent believe they keep appearing and disappearing in front and all over them performing taijutsu attacks all over. If the opponent would attack the illusion it would jutsu look like they just turn into paper sheets and disappear. In reality the user attacks from different angels than what the opponent would be seeing like hitting them from the back while the opponent thinks they are right in front. The user can also have paper sheets around the opponent form into arms and legs and attack the opponent while they keep a distance. The user can keep this illusion going as long as they have paper sheets on the terrain.
Note: usable 2 times a battle with a 2 turn cool down between uses
Note: Can only use 1 other jutsu the turn this is used
Note: Cant combine any other genjutsu when using this

⛧ Declined. It's probably best that you specify what rank the Genjutsu are(the same rank as the overall jutsu? Half of the jutsu's rank?).⛧
CFS

(Origami Rokkaku āto: Kuro To Shiro No Ton'neru) Origami Hex Arts: Tunnel of Black and White
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will start by making the ram sign and channeling their chakra into their paper and have some of their sheets turn black. The user will than release a spinning column of black and white paper that forms a spiraling pattern tunnel that surrounds the opponent. Once the tunnel is formed the opponent will be trapped in a genjutsu where they will start seeing themselves stuck inside the endless tunnel while also experiencing their disorientation from the endless spiraling. In reality once the tunnel traps the opponent the paper will surround the opponent and the user will attack with a barrage of punches and kicks while also manipulating paper sheets into more arms and legs to deal more punches and kicks on the opponent from a variety of angles and directions. The illusion for this jutsu is the same rank as the overall jutsu.
Note: Usable 4 times a match
Note: Must know Origami Hex Arts


Declined

Honestly seems like too high a rank. Make this B-Rank and it's fine. Note that no damage is actually given from the Genjutsu aspect, just the Tai.


(Origami Rokkaku āto: Origami No Rokkakkei No Sekai) Origami Hex Arts: Hex World Of Origami
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user combines the fighting style with Demonic Illusion: Double False Surroundings Technique. The user will do the Tiger hand sign and causes paper sheets in their body to form different patterns on their paper sheets and than burst outwards spreading through out the field. To the opponent nothing will happen but in reality they would be caught in a genjutsu/opitcial illusion were the paper would make it appear that the terrain remains unaffect. The user than causes the paper to make the opponent believe they keep appearing and disappearing in front and all over them performing taijutsu attacks all over. If the opponent would attack the illusion it would jutsu look like they just turn into paper sheets and disappear. In reality the user attacks from different angels than what the opponent would be seeing like hitting them from the back while the opponent thinks they are right in front. The user can also have paper sheets around the opponent form into arms and legs and attack the opponent while they keep a distance. The user can keep this illusion going as long as they have paper sheets on the terrain. The genjutsu for this is the same rank as Double Flase Surroundings so B rank rank.
Note: usable 2 times a battle with a 2 turn cool down between uses
Note: Can only use 1 other jutsu the turn this is used
Note: Cant combine any other genjutsu when using this


Declined

Same as above, rank seems high for no reason. I'm also not too keen on allowing the Gen to be a different rank then the Tai personally, but that's not the issue. Lower this too.
 
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Geezus

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Magunechikku Kagai ❖ Mashingan Buroo - (Magnetic Assault Machinegun Blow)
Rank
: A
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will dash towards the opponent while creating a repelling force between them and the ground resulting in a sudden x2 burst of speed. Using their leading fist, the user rapidly hits the opponent as if they were a speedball punching bag while calling the attack's name. This series of punches is combined with the user applying a positive magnetic charge to the opponent. The user finishes the combo with a powerful uppercut from their other fist while applying a negative charge, this increases the speed of the final blow before a sudden shift in polarity is created that sends the opponent flying into the sky due to the repelling forces.
Note:
Only one other element besides Magnet Release in the same turn this is used.
Usable 3 times per battle.
Speed increase only applies to the user's base speed and doesn't stack with other speed boosts.


Declined

Provide Permission to submit techs for this CFS as you are not the creator
 
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Ushiro

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CFS

(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from freeform attacks/Adds +5 to speed lvl) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active passively until the user chooses to deactivate it. The first time Rise is activated in a battle, the user can use their improved speed to evade an attack within reason.
-Must be mentioned in the user's bio or the start of a battle.
-Rise cannot be activated or deactivated twice in the same turn

⛧ Declined. A B-rank CFSJ that permanently adds +5 to your speed is a no-go. The number is far too high.⛧

(Tatakai no Gendōryoku: Desusutā) - Warring Impetus: Death Star
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user creates a large spherical armor covering their entire body that resembles a monochrome soccer ball. Several mechanical appendages inside link the user to the sphere and hold it in place while suspending the user within. Although the armor is thick and heavy, the appendages manipulate it without issue since they are powered by a pair of engines connected to the user’s back. Hollow cylinders within the appendages channel combustible chakra through them and out of openings in the sphere to create explosions outside it that can damage nearby enemies and propel the sphere through the air like a cannonball. The sphere can by fully maneuvered, made to spin rapidly to allow the user to forcefully roll through obstacles or be split into parts held by the appendages to be used as melee weapons with the same explosive capabilities.
-Usable twice per battle
-Lasts for three turns unless destroyed
-Must wait two turns after this technique ends before performing it again

⛧ Approved.⛧
(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from freeform attacks/Adds +2 to speed lvl) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active passively until the user chooses to deactivate it. The first time Rise is activated in a battle, the user can use their improved speed to evade an attack within reason.
-Must be mentioned in the user's bio or the start of a battle.
-Rise cannot be activated or deactivated twice in the same turn

⛧Approved⛧​
 
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Detective L

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New Cycle: 19/06/2018 - 26/06/2018

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

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