Custom Fighting Style Technique Submission

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Alyx

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Aerodynamic Movement Approval: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-6197774
CFS Approval: https://animebase.me/threads/archive-custom-fighting-styles-submission.157595/post-5644482
Permission from The Doctor to update/submit CFSJ:
Journey of the Swordless: https://animebase.me/threads/custom-fighting-style-technique-submission.764490/post-22077013
Permission from Delta (if required) to make techniques based on Journey:

Update: Renamed, Updated the description removed some other stuff.

(Kyotoryu Himitsu No Ato: Tentai ) Kyotoryu Secret Art: Heavenly Body
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: N/A (20)
Damage Points: N/A
Description: Kyotoryu Secret Art: Heavenly Body is a unique technique amongst the Kyotoryu style. It utilizes the style's unique ability to decrease the user's wind resistance in order to increase their speed and agility. This translates into them being able to move at twice their base speed, allowing them to easily jump/leap at greater heights (which increases the range of their freeform dodge by additional five meters) etc. This technique is also greatly associated with the "Journey of the Swordless" Technique, which if already active - the user is capable of triggering Heavenly Body without the need of chakra but still counting as a move slot. However if the aforementioned technique isn't triggered, the user can simply utilize chakra in order to do so.

Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle should "Journey of the Swordless" be activated though adds an additional +10 chakra to its passive sustain cost. In the event its not, this technique lasts three turns at the cost of - 10 chakra per turn.
Note: This technique can only be used thrice per battle. The increased distance gained to one's Freeform Dodge simply allows the user to move up to ten meters when utilizing it, though must still be within reasonable usage i.e avoiding omnidirectional techniques.


Update Declined: No custom will extend the range of freeform dodge distance. - Daemon

(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Noxious Predator
Rank: A - S Rank
Type: Offensive, Defensive
Range: Short - Mid (Ranged)
Chakra: 40 / 50
Damage: 80/100 (Ranged/Physical)
Description: Noxious Predator is a Grimm Mane technique designed after many species of horrific nightmares. These would namely be animals with venomous injection, such as snakes, spiders, etc. In context to the Grimm, rather than actually creating these creatures themselves, Noxious Predator aims to utilize a more isolated approach. Through the Yang energy flowing through their hair, it is manipulated to take the form of venomous appendages (spines, barbs, fangs etc), jutting outwards like a pin cushion so to speak. These are manipulated to appear anywhere on the user's body as the hair spreads rapidly towards the desired location ( guided telepathically as an intrinsic perk of Grimm Mane and the hair carrying sentience). The unique part of this technique comes from the Yang energy course through the target, the user will either through a direct strike (via this technique or by another physically striking hit) will forcefully release a mutagen into the target's body. The causes the opponent's body to be negatively affected by the Yang energy, as it violently saps away the physical energy within the force, promoting a rapid decline in cell production, causing an artificially intended form of necrosis. The leads to mutagen spreading through body attacking the skin cells, which translates to - 20 damage per turn while after the second turn of exposure if not removed, the target will experience their body's natural base speed being reduced by -4, due to their body no longer operating at peak. In order to remove the coursing Yang Energy, the infected needs to perform a full body surge of at least 50 chakra via Yang Release, Yin - Yang Release or Natural Energy or 60 in the case of Yin Release or Utu. A weaker variant of this technique can also be utilized, as the user can swiftly grow and detach them as shower of steel durable spines, though due to their nature they carry only half the amount of damage/reductions induced via being infected. Noxious Predator remains active for three turns before naturally reverting back to normal. While active, at the cost of a move - the user is capable of performing a physical strike accompanied by the Grimm, allowing them to deal 100 DMG while inflicting the Yang mutagen on the target. Can only be used thrice per battle, regardless of which variant is used. Sustained variant has a cool down of two turns before being capable of being triggered again after it ends, while also being unable to use any Grimm Mane techniques above A Rank for the same duration. Ranged variant causes a cool down of two turns for its usage before being able to be used again. Inducing the mutagen via another physically striking technique (i.e another Taijutsu strike) is done without the cost of a moveslot.

Declined: This does entirely too much -20 per turn with a -4 to base speed with no duration on how long these changes last is insane. Second this does not need to be multiranked. If you want a sustained variant, it has to come with a chakra cost per turn. The bold and gold section does not need to exist as well. - Daemon

(Gurimu Tategami: Akui no Aru Yokubō) Grimm Mane: Malignant Desires

Rank: S Rank
Type: Offensive
Range: Short
Chakra: 50 ( -20 Per Turn)
Damage: 100
Description: Malignant Desires is a Grimm Mane technique created based on the horrors known as Harpies. By kneading chakra into her hair, the user lengthens it and runs it down their bodies. Upon doing so, the hair applies an application of Ring of Hell to the user as it manipulates their anatomy. This completely converts the user's likeness into that of a harpy, an avian - human hybrid equipped with talons, the hair morphing into the arms and become wings - as well as feathery tails. The look the user wishes to attain is of aesthetic choice though functions as real, allowing them to easily fly (equal to their current speed) and physically assault opponents with the talons. In terms of actual powers, the transformation doesn't increase the user's speed nor power - but rather constantly heals physical damage the user sustains. In doing so, the user immediately upon impact will begin to heal passively at a rate of 30 HP per turn. In tandem to this, when striking an opponent either with a physical strike via the user's mutated features (100 DMG, Costing a Moveslot) or through another taijutsu based technique, they are inflicted with Yang Energy which immediately starts to harm the target. Upon doing so, the Yang energy would violently start to mutate the target's limbs, making bulging boils and feather like appendages to appear. This causes an extreme itching on the areas as well, akin to an allergic reaction - forcefully causing them to scratch, though with their mutated fingers nails as well becoming akin to claws. The itching is hard to ignore, but is possible - as those who are weaker willed (lower ranked) will start to scratch violently, causing cuts and open slits in the skin. This leads to bleeding, which causes the opponent to lose -5 HP per turn. This transformations lasts four turns before naturally ending, leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.
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Declined: It was alright until the bold and gold section. Not a fan of damage over time - Daemon

Approved CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/post-22119267
(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Noxious Predator
Rank: S Rank
Type: Offensive, Defensive
Range: Short
Chakra: 50 (-20 Per Turn)
Damage: 100
Description: Noxious Predator is a Grimm Mane technique designed after many species of horrific nightmares. These would namely be animals with venomous injection, such as snakes, spiders, etc. In context to the Grimm, rather than actually creating these creatures themselves, Noxious Predator aims to utilize a more isolated approach. Through the Yang energy flowing through their hair, it is manipulated to take the form of venomous appendages (spines, barbs, fangs etc), jutting outwards like a pin cushion so to speak. These are manipulated to appear anywhere on the user's body as the hair spreads rapidly towards the desired location ( guided telepathically as an intrinsic perk of Grimm Mane and the hair carrying sentience). The unique part of this technique comes from the Yang energy course through the target, the user will either through a direct strike (via this technique or by another physically striking hit) will forcefully release a mutagen into the target's body. The causes the opponent's body to be negatively affected by the Yang energy, as it violently saps away the physical energy within the force, promoting a rapid decline in cell production, causing an artificially intended form of necrosis. The leads to mutagen spreading through body attacking the skin cells, which translates to - 20 damage per turn while after the second turn of exposure if not removed, the target will experience their body's natural base speed being reduced by -4, due to their body no longer operating at peak. In order to remove the coursing Yang Energy, the infected needs to perform a full body surge of at least 50 chakra via Yang Release, Yin - Yang Release or Natural Energy or 60 in the case of Yin Release or Utu though it only naturally persists for three turns. Noxious Predator remains active for three turns before naturally reverting back to normal. While active, at the cost of a move - the user is capable of performing a physical strike accompanied by the Grimm, allowing them to deal 100 DMG while inflicting the Yang mutagen on the target. Can only be used thrice per battle. This technique has a cool down of two turns before being capable of being triggered again after it ends, while also being unable to use any Grimm Mane techniques above A Rank for the same duration. Inducing the mutagen via another physically striking technique (i.e another Taijutsu strike) is done without the cost of a moveslot.


Declined: You will either need to choose between affecting someone's speed or doing damage over time (20 damage over the course of three turns is still too much. This technique does a baseline of 100 damage with a potential of up to 160 damage without including potential boosts to the base damage.) You will not be allowed to keep both. - Daemon

(Gurimu Tategami: Akui no Aru Yokubō) Grimm Mane: Malignant Desires
Rank: S Rank
Type: Offensive
Range: Short
Chakra: 50 ( -20 Per Turn)
Damage: 100
Description: Malignant Desires is a Grimm Mane technique created based on the horrors known as Harpies. By kneading chakra into her hair, the user lengthens it and runs it down their bodies. Upon doing so, the hair applies an application of Ring of Hell to the user as it manipulates their anatomy. This completely converts the user's likeness into that of a harpy, an avian - human hybrid equipped with talons, the hair morphing into the arms and become wings - as well as feathery tails. The look the user wishes to attain is of aesthetic choice though functions as real, allowing them to easily fly (equal to their current speed) and physically assault opponents with the talons. In terms of actual powers, the transformation doesn't increase the user's speed nor power - but rather constantly heals physical damage the user sustains. In doing so, the user immediately upon impact will begin to heal passively at a rate of 30 HP per turn. In tandem to this, when striking an opponent either with a physical strike via the user's mutated features (100 DMG, Costing a Moveslot) or through another taijutsu based technique, they are inflicted with Yang Energy which immediately starts to harm the target. Upon doing so, the Yang energy would violently start to mutate the target's limbs, making bulging boils and feather like appendages to appear. This causes an extreme itching on the areas as well, akin to an allergic reaction - forcefully causing them to scratch, though with their mutated fingers nails as well becoming akin to claws. The itching is hard to ignore, but is possible - as those who are weaker willed (lower ranked) will start to scratch violently, causing cuts and open slits in the skin. It also makes doing hand seals quite harder unable to do more than three without forcefully stopping. This transformations lasts four turns before naturally ending, leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.
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Approved - Daemon
 
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Approved Contract: Bliss & Ivy

(Shifuku’tsuta: Miwaku-tekina gunshuku) - Bliss & Ivy: Seductive Disarmament
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: (N/A) 30 - 40
Damage: 60 - 80
Description:
The fighting style has an edge on combating other close combat users and this technique builds on that advantage and seals it. When parrying an incoming weapon attack the blade uses it's whip form to it's advantage, the sword upon clashing unlocks it's segments which wrap around the incoming attack whether it be a blade or limb it will completely bind the target in it's sharp segments causing cutting damage if possible. The user can then swipe their arm and pull away captured weapons disarming the target with ease or tighten around the limb causing it severe critical damage. Because of the range advantage of Whip Swords they can disarm targets from a distance by having their whip thrust forward and the tip of it will bind it's target. Utilising no chakra is an A-Rank move and carries neutrality with it's interactions, this technique doesn't work against incoming projectile techniques unless it's weapon based; but can attack defences on the opponent and break through them and is very effective against Taijutsu and Kenjutsu. This usage can be used any number of times.

The user can apply Fuuinjutsu which can be A or S-Rank, utilising a sealing barrier when the whip sword strikes incoming attacks, the barrier will coat an entangled / clashing opposing weapon and will stop any kind of chakra utilising said target as a medium - stopping chakra infused sword attacks or bukijutsu; then proceeding to throw and disarm the weapon from the enemy. If specifically targeted at the target's hand and blade then it causes damage. This barrier can also be used on projectile techniques, the whipsword will hit the jutsu and the barrier will form around it (Max 10 meter diameter barrier to capture targets) - the user can then throw the projectile to the side or over their head and redirect it. A-Rank can be used four times, S-Rank twice with a two turn cooldown.

Declined: Some problems with this, first off the chakraless version will not have neutrality that just doesn't make any sense. Secondly, that diameter on the barrier is way too wide for my liking, reduce the size of it. The other weird thing is that you basically have two A rank variants and an S rank variant. One chakra A rank. The one Fuuin A rank then a Fuuin S rank. You might have to get rid of one of these three for it to make sense. - Daemon


(Shifuku’tsuta: Saigo musume no hōseki o motomete) - Bliss & Ivy
: Seeking Jewels of the Last Daughter
Type:
Offensive
Rank: (B) A - S
Range: Short - Long
Chakra: (N/A) 30 - 40
Damage: (40) 60 - 80 (*+20)
Description:
The Basic Technique of the Fighting Style, this ability incorporates the versatile usage of Bliss & Ivy and the athletic nature of it's users. The athletic nature can entirely be optional or part of this technique, performing a flip of any kind or cartwheel side flip to avoid incoming strikes and attacks whilst also whipping their blade - almost like a ribbon dance. The user can follow their dodge with an attack or attack whilst dodging at the same time. The user will manipulate their blade to thrust forward quickly, stretching out completely to perform a range sword strike or they can perform a whip-like manoeuvre with their arm and perform range slashing attacks. The user can also manipulate the path of their blade to weave around obstacles to reach their target like a seeking rocket; though the user still must somehow be able to sense or see the target. B-Rank usage is an ordinary whipsword attack with no elements channelled through the user of this technique and carries neutrality against other interactions, mostly only effective versus taijutsu and kenjutsu.

A - S Rank usage of this technique are imbued with the elements, coating the whole length of the blade even when fully extended. Lightning ripples across the blade and causes paralysis to hit targets and will branch off to any enemies 2 meters away from the blade; Wind coats the blade in a sharpened aura and can slash through matter swiftly; Fire sets alight targets and can be willed to explode from a point along the length of the blade up to a 5 meter radius; Earth Hardens the blade making it more durable against attacks and water can be used to combat against defences weak against it. A-Rank has 6 usages and S-Rank 4, two turn cool down for the latter.

As a note for more of the blade's mechanics and the blade actually managing to hit their target, piercing straight through. The user can retract their blade which forces it back through the opposing which causes the *additional 20 internal damage, though this does NOT increase the power of the technique and is just extra Health Damage. This can also be used to pull the opponent forward, "grasping" them and pulling them closer to the user into short range which can be followed up with a new attack. The user can guide their blade through the ground for their initial attack to and capture a target from underneath, and then pull them into the ground to partially bury and bind them in the earth.

Declined: It troubles me that this technique is way too catch all and way too broad because it basically allows you to manipulate the Whipswords how ever you want. If I allow that then what is the point of other techniques in the fighting style? They'll all just be anything this technique can do with Fuuin thrown on it. Also that additional damage thing is a no. - Daemon
Approved Style: Bliss & Ivy

(Shifuku’tsuta: Miwaku-tekina gunshuku) - Bliss & Ivy: Seductive Disarmament
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description:
The fighting style has an edge on combating other close combat users and this technique builds on that advantage and seals it. When parrying an incoming weapon attack the blade uses it's whip form to it's advantage, the sword upon clashing unlocks it's segments which wrap around the incoming attack whether it be a blade or limb it will completely bind the target in it's sharp segments causing cutting damage if possible. The user can then swipe their arm and pull away captured weapons disarming the target with ease or tighten around the limb causing it severe critical damage. Because of the range advantage of Whip Swords they can disarm targets from a distance by having their whip thrust forward and the tip of it will bind it's target. Utilising no chakra is an A-Rank move, it is very effective against Taijutsu, Kenjutsu & Bukijutsu. This usage can be used any number of times.

The user can apply Fuuinjutsu which is S-Rank, utilizing a sealing barrier when the whip sword strikes incoming attacks, the barrier will coat an entangled / clashing opposing weapon and will stop any kind of chakra utilizing said target as a medium - stopping chakra infused sword attacks or bukijutsu or additional infusions of chakra; then proceeding to throw and disarm the weapon from the enemy. If specifically targeted at the target's hand and weapon then it causes damage. This barrier can additionally be used on projectile techniques, the whipsword will hit the jutsu and the 5 meter diameter barrier will form around it the user can then throw the projectile(s) to the side or over their head and redirect it or even throw it back at an opponent. S-Rank can be used 2 times with a two turn cooldown, additionally users with Advanced Fuuinjutsu can created an augmented barrier of up to 70 chakra when defending against incoming projectiles. A rank can be used 3 times per battle.

Approved with edits made - Daemon


(Shifuku’tsuta: Saigo musume no hōseki o motomete) - Bliss & Ivy: Seeking Jewels of the Last Daughter
Type:
Offensive
Rank: (B) A - S
Range: Short - Long
Chakra: (N/A) 30 - 40
Damage: (40) 60 - 80
Description:
The Basic Technique of the Fighting Style, this ability incorporates the versatile usage of Bliss & Ivy and the athletic nature of it's users. The athletic nature can entirely be optional or part of this technique, performing a flip of any kind or cartwheel side flip to avoid incoming strikes and attacks whilst also whipping their blade - almost like a ribbon dance. The user can follow their dodge with an attack or attack whilst dodging at the same time. The user will thrust their blade forward to quickly stretch out to perform a long range sword thrusting strike that can go straight forward or weave around obstacles to reach a target like a seeking rocket. Once it hits a target it can be used to pull the opponent forward, "grasping" them after being stabbed or interlocking with a weapon or item on their person. It will pull them all the way back through the initial striking path the blade traveled, but the user can choose to retract the blade or not in set up for future usages. B-Rank usage is a chakraless whipsword attack.

A - S Rank usage of this technique are imbued with the elements, coating the whole length of the blade even when fully extended. Lightning ripples across the blade and causes paralysis to hit targets and will branch off to any enemies 2 meters away from the blade; Wind coats the blade in a sharpened aura and break straight through objects in their path instead of weave around them; Fire sets alight targets and can be willed to explode from a point along the length of the blade up to a 2 meter radius; Earth Hardens the blade and allows the user to thrust their blade through the ground and strike from underneath their target and pull them through the earth or partially bury and restrict them; Water will allow the user to use their blade as a source of water from any point of the blade when fully stretched out. A-Rank has 5 usages and S-Rank 3, two turn cool down for the latter.

Approved with edits made - Daemon
 
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Re-wrote it completely

( Shu-rute: Yayoi Kusama ⋔ Kagami ) Surreal Palm: Endless Reflections ⋔ Mirror

Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 Chakra to a Cast Genjutsu )
Damage Points: N/A
Description: Allows the user to peer into the chaos of another, in order to subdue the chaos within. Mirror is cast onto oneself at the same time as the user casts a Genjutsu onto another, infusing 10 chakra onto the desired Genjutsu in order to allow it to afflict both the target and the user, as a spectator. Mirror follows the Genjutsu Layering Rules in order to counter-attack opposing Genjutsu, by flushing out a Genjutsu that was cast onto the user with a higher chakra tiered Genjutsu and simultaneously cast one of their own onto their enemies, or use the same tier genjutsu in order to harmlessly manipulate an opposing Genjutsu that has been cast onto the user. This is a Passive technique that can only be employed when the opponent has a clear sight of the user's movement, abiding by the rules of Surreal Palm. Using Tree Binding Death as a reference, the cast Genjutsu would entail a tree growing to surround an enemy and crush them, and Mirror Tree Binding Death would be an illusion where the user sees a tree surrounding another person to entrap them, or a tree surrounding the user to protect them.

Note: Can't be used with Cast Genjutsu higher than S rank. Can only be used with S ranked Genjutsu 3 times per battle, and A rank Genjutsu 5 times per battle. Requires a 2 turn cooldown between usage.

Declined: The other usage of this technique makes sense (using this to counter an opponents genjutsu by overriding it with your own. However, explain the bolded. How would you manipulate a genjutsu cast on you by your opponent when the core of this technique is casting your opponent and yourself in the same genjutsu? Wouldn't that result in the same effect as the first usage of this technique? - Daemon
( Shu-rute: Yayoi Kusama ⋔ Kagami ) Surreal Palm: Endless Reflections ⋔ Mirror

Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 Chakra to a Cast Genjutsu )
Damage Points: N/A
Description: Allows the user to peer into the chaos of another, in order to subdue the chaos within. Mirror is cast onto oneself at the same time as the user casts a Genjutsu onto another, infusing 10 chakra onto the desired Genjutsu in order to allow it to afflict both the target and the user, as a spectator. Mirror follows the Genjutsu Layering Rules in order to counter-attack opposing Genjutsu, by flushing out a Genjutsu that was cast onto the user with a higher chakra tiered Genjutsu and simultaneously cast one of their own onto their enemies, or use the same tier genjutsu in order to harmlessly manipulate an opposing Genjutsu that has been cast onto the user As the rules state that while higher chakra usage flushes out the opposing lower chakra illusion, similar tiers of chakra are unable to flush out the genjutsu completely but instead alter or add onto the illusion itself, like Snake Crushing Constrictions illusion ( B rank ) creates a Snake that ensnares a target and the usage of String Bean Binding Illusion ( B rank ) allows your own body to grow out of a bean vine. This results in a scenario in which the user is able to cast a genjutsu on the opponent but the user is not able to act outside of this action until the opponent's genjutsu is released properly. However, if a genjutsu alters the user's perception of reality such as ( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique or Double False Darkness Technique, Mirror is capable of editing the parent genjutsu freely and act freely after due to no paralysis/immobilization/physically altering effects have taken place. This is a Passive technique that can only be employed when the opponent has a clear sight of the user's movement, abiding by the rules of Surreal Palm. Using Tree Binding Death as a reference, the cast Genjutsu would entail a tree growing to surround an enemy and crush them, and Mirror Tree Binding Death would be an illusion where the user sees a tree surrounding another person to entrap them, or a tree surrounding the user to protect them.

Note: Can't be used with Cast Genjutsu higher than S rank. Can only be used with S ranked Genjutsu 1 time per battle, and A rank Genjutsu 3 times per battle. Requires a 2 turn cooldown between usage.
Note: In order to use this technique, it requires the user to have been placed under a genjutsu by the opponent in the first place.


Approved with edits made - Daemon
 
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Wrought Iron Archery Approval: Here.

(Rentetsu Kyūjutsu: Inpei Gensō) Wrought Iron Archery: Concealed Phantasm
Type:
Offensive
Rank: A-Rank - S-Rank
Range: Short - Long
Chakra: N/A
Damage: 60 - 80
Description: Just as Nameless Phantasms embody Wrought Iron Archery's use of specialized heavy arrows for powerful Chakra-infused shots, Concealed Phantasms are the embodiment of the Style's alternate, faster style. Also known as "Iaikyūjutsu", the Art of Quick Draw Archery, Concealed Phantasms utilize lighter arrows than those found within the other techniques of the Fighting Style, but as a result have unparalleled ease of use and celerity. This allows not only the act of drawing and firing the arrows at speeds equivalent to Iaidō, but also allows the interruption of Jutsu following the capabilities listed within the fighting style itself. As a result this allows Concealed Phantasms to interrupt at least 3 Seals at Long Range, 2 Seals at Mid Range, and 1 Seal within Short Range.

Note: A-Rank application can be performed a max of 5 times per battle, with a 1 turn cooldown between uses.
Note: S-Rank application can be performed a max of 3 times per battle, with a 2 turn cooldown between uses.

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Approved - Daemon




Sacrifice Approval: Here.

Custom Kinjutsu purchases: Here, Here and Here. 4 slots remaining.

Resubmitting from: Here.

(Gisei: Ἡρακλέους ἆθλοι) Sacrifice: Twelve Labours
Type:
Offensive/ Defensive
Rank: B-Rank - S-Rank
Range: Short - Mid
Chakra: N/A
Damage: 40 - 80
Description: The most basic application of Sacrifice and form of Pankration, the user expends a relatively small amount of Life, equivalent to half of the damage they wish to inflict, utilizes that sacrificed portion of Life to temporarily enhance their physical attributes and performs a physical action, or series of actions with the brief window of enhanced abilities. The action(s) is/ are reinforced with the strength, speed and durability of the Life channeled into them, or in other words contain the physical attributes the user would naturally have within that given sacrificed period of time, which for the purposes of Twelve Labours are localized and relatively weak. This results in the action(s) damage scaling accordingly from B-Rank to S-Rank, but also increases the speed and durability of the user's action(s), causing their attacks to be performed at +6, +7 and +8 their base speed (overwriting a speed boost of equivalent nature when applicable), and with inherent durability in the form of 10/ 20/ 30 damage mitigation during the action(s). After an A-Rank or S-Rank usage the user suffers fatigue in the form of -3 or -4 base speed during their next turn or physical action, in addition to an increase in incoming damage of +10 or +20 for the next turn or from an external source of damage they receive, whichever resolves first in both cases. Because of Pankration's universal embrace of offensive tactics and this technique's open-ended nature, the user can incorporate any physical style they know into Twelve Labours, allowing the physical aspects of other techniques from other Taijutsu and Fighting Styles to be performed through Sacrifice, within reason. This primarily manifests in the adaptation of a given's Style's motions, however if the target technique has an aspect to it that can logically be recreated without external input such as Chakra, the user can replicate said aspects within this technique.

Note: S-Rank applications restrict usage of this technique to A-Rank and below for 2 turns after use.
Note: The speed enhancements and durability enhancements do not stack with other increases to speed or durability.

Approved with Edits Made - Daemon
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(Gisei: Εννέα Ζωές) Sacrifice: Nine Lives
Type:
Supplementary/ Offensive
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Nine Lives is a supplementary application of Sacrifice, and can only be performed when the user or a given target has sustained a loss to their Health. Through manipulation of their Life the user consumes the future to preserve the present, allowing the user to recover lost Health up to 50% of their max Health by consuming that same amount in Life. This essentially fast forwards the user's body through that given amount of time as though they had actually lived through it, naturally healing their injuries in seconds instead of weeks or months. As this is a result of accelerating the body's natural healing cycle the health is recovered as though it were natural regeneration, allowing Nine Lives to recover any non-spiritual loss of health (Kinetic, Blunt, Cuts, Burns, Recoil, etc). Naturally injuries that are not healed through such means, including loss of limbs and vital organs, cannot be healed in this manner. As per Sacrifice's mechanics the user's Life is reduced along with their health when damage is inflicted to them, and then once more with the consumption of Life to recover the lost health, thus this unorthodox method of healing can quickly burn through the user's Life. Through direct contact this technique can be applied to others following the same rate of conversion and level of healing, but takes one full turn to achieve.

Note: Can be performed once every 3 turns, and can be performed 4 times per battle.

Approved - Daemon

(Gisei: Εννέα Ζωές αλλάζω) Sacrifice: Nine Lives Alter
Type:
Offensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Nine Lives Alter is the offensive counterpart to the technique of the same name. With it the user can reverse the flow of Life within Nine Lives, allowing the user to extract Life from another person or entity with a Health pool as an offensive application. Unlike a user of Sacrifice, as they lack access to their entire Lifespan as a resource, a target's Life is limited by their Health thus limiting the amount of Life the user can drain. This is done via one of two applications; Heracles and Alcides. Heracles requires sustained direct contact with the target over multiple turns, allowing the user to drain up to 50 Life from their target per turn, replenishing the user's Life, but providing no additional effects such as health recovery. Alternatively the user can perform Alcides, which acts as a passive augment to their other Sacrifice techniques by siphoning Life in lower quantities with shorter windows of contact. In this case the user converts up to a max of 30 damage into siphoned Life, meaning the total amount of damage dealt to the target remains the same but the user can replenish Life from the same action if they choose. Regardless of application this technique temporarily decreases the targets max health by the amount drained, which is regenerated during combat at the same rate as Health per Ninja World Rules; at a rate of 5 Health per turn.

Note: If Heracles' contact lasts more than 1 turn, the user must wait 3 turns before they can perform this technique again.
Note: Alcides requires a turn cooldown between uses, is passive and shares a slot in the timeframe with the technique it augments.

Approved - Daemon
 
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Genos cfs

(Saibanetikkuna kōhai) - Cybernetic devastation
Type: Tool
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40 - 80
Description: This is a taijutsu technique enhanced through the body's cybernetics of the Genos fighting style. The user will release nanobots over their leg to create a protective layer and to create a series of jets. These nanobots are already spread within the users body as is natural for the fighting style making this formation of these jets near instant. The user will extend the same leg in the process of releasing the jets and begin to do a horizontal kick as the jets propel the leg forwards dealing a devastating blow to what ever they kick while releasing a shockwave of force forwards up to mid range from the point of contact. This shockwave will be neutral like the leaf dragon god technique and hold the same power as the rank chosen. With the jets enhancing the user's kicks, they will gain a speed increase.

The second application of this technique follows the same set up but rather that aiming to make initial contact with the kick, they continue to rapidly spin as the jets propel them around. As they spin, the rotation creates a tornado of pure force around them akin to the leaf dragon god. The difference is, the user will not shape this technique, instead they will create a pushing destructive force around him. B rank will reach short range 5m, A rank will reach mid range (10m), S rank will reach long range (15m). As the rank increases so does the strain on the users cybernetic body. The user does not have to remain still as they perform this technique allowing them to move across the field like a tornado of destruction.

The A rank version moves at 2x the users base speed. The S rank version moves at 2.5 x the users base speed. B rank can be used 4 times per battle. A rank can only be used 3 times, once per turn. S rank can be used twice per battle with 3 turns between uses. User can't make use of Genos techniques above A rank in the same turn and following if S ranked version is used.

Declined: No speed boost. This is also two very different attacks rolled into one technique, separate them. Also this does not need to be multiranked. - Daemon

(Kūruatakku) Cool Attack

Type: Tool/Attack
Rank: S
Range: Long
Chakra: N/A
Damage: 80
Description: This is a taijutsu attack, enhanced through the cybernetics of the Genos fighting style. In one swift motion the user will create powerful jets from his feet that launch him into the air while jets form on his shoulders and leg, bringing them back down to perform a devastating axe kick at a target location. The user can choose the direction and location they will come down on, within 20m of their current location, controlling the propulsion for precise contact. The user's body will be able to withstand the impact as the nanobots reinforce it. Should the kick make contact with a living being, it would be enough to shatter bones on contact due to the speed and enhanced power of the kick. Should the user hit the ground, it will result in a devastating impact. On contact the earth will shatter, forming a crater as a shockwave of force spreads short wave around the point of contact. Not only this but masses of rock will erupt into the air around the crater all around short range range of the impact. The shockwave will carry the same damage as the initial kick where the rocks erupting around will just destabilise the area, throwing off the footing of anyone around as they are launched into the air.
Note: Can only be used 3 times per battle with two turns between uses. No Genos cfs techniques A rank and above in the same and following turn.

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Approved with edits made - Speed boost removed, shockwave distance reduced. - Daemon
 
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(Gurimu Tategami: Seirēn no Miryoku ) Grimm Mane: Siren's Allure
Type: Offensive, Supplementary
Rank: A
Range: Short
Chakra: 50
Damage: 100
Description: Aquatic Siren is a Grimm Mane technique created based on the horrors known as Sirens/Mermaids. Upon triggering it, the user's hair quickly lengthens and applies a shift to the user's anatomy with an application of Ring of Hell. Physically, the become akin to a siren/human hybrid - with webbed feet and hands, the gills to breath underwater but also retaining a rather beautiful/alluring physique and appearance. Aside from this, the user is capable of weaponizing their hair while transformed, which when striking shifts its form into that of a trident within their hand. This causes a powerful physical strike to occur, dealing 100 DMG at the cost of a moveslot (excluding in the first turn of this technique being active); easily capable of breaking structures down. How the strike is done is entirely up to the user - but what occurs if inflicted on a human based target inflicts then with a deadly Yang based curse known called the Siren's Kiss. As such, Yang based chakra is immediately flooded into the target's body - quickly attacking their chakra pathway- forcefully causing it to collapse. The longer the exposure remains, the more detrimental it becomes - to which starting from the initial turn of exposure the target loses the ability to utilize techniques at certain ranks. Starting with S Ranks, each following turn this lowers until all the way to C Rank (four turns of exposure). While the curse will naturally end, its effects will persist which each turn following the opponent will slowly regain access to said technique ranks again but will be unable to use S rank and above regardless unless properly healed with a S Rank Medical/Yang Release Technique. The user's transformation last four turns as well leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. This techinque can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.

Approved CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/post-22119267


Declined: How is someone supposed to remove the effects using an S rank healing technique if they cannot use S ranks? - Daemon
 
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Megumitsuru | Grace of the Crane
Rank:
A-S
Type: Supplementary/Defensive/offensive
Chakra: 50-100
Damage: 60-80 to self
Description:
A technique derived from a combination of the medical techniques "( Iryyo Ninjutsu: Kūgeki no Tenketsu ) - Medical Technique: Open Tenketsu" as well as the "( Iryo Ninjutsu: Modosu Heikō ) - Medical Technique: Restore Balance", this technique was designed to combat the increased threat of a foreign chakra parasite attaching itself to the user or a friendly target. As a medical technique that requires healing, it does come with a higher cost, however this also does come with the advantage of being able to combat higher chakra as well. Using a 2 or 4 finger technique, (A rank for 2 fingers or 4 fingers for S rank) the user forcibly shuts down one or two of their Tenketsu, then using a medical chakra technique to re-open, flush the foreign chakra out of their system. This technique technically deals damage to the user/target however is immediately healed back up by the following tenketsu opening. By performing this technique, the user can flush out chakra of 50 with the A rank use, or up to 100 chakra with the S rank usage.
Notes:
-A rank usage can only be used 5 times with a single cool down per turn
-S rank use can only be used 3 times with 3 turns inbetween usage
-A rank can only reject non advanced chakra in the system while S rank can affect advanced such as Yin enhanced and tethers.
-S rank useage incurs no other medical techniques for the same or next turn including Fistweaving

Declined: What is the point of doing damage to yourself if the technique auto heals anyway? Secondarily, as far as I know Medical Ninjutsu is not capable of closing tenketsu at will. This would be more in line with Jyuken. Opening and possible destruction is more in line with what is possible. Lastly, no this technique will not have more chakra than the normal amount. - Daemon

Kijiya Gosen | Anvil and Stave
Rank:
B/S
Type: Supplementary/Defensive/offensive
Chakra: 20/40 (+10 chakra)
Damage: 80
Description:
Somewhat of a defensive technique combined with an offensive technique, this taijutsu attack encompasses the medical ability to neutralize any negetive effect from a physical damage, while allowing the user to strike what ever the target may be. In essence, this technique allows the user to coat a part of their whole body to attack without being in danger of receiving negetive effects of touching what ever is the target. As an example, covering the users hand in medical chakra then striking something like a flaming boulder, they are shielded from the fires damage. Alternatively, should something be poisonous to the touch, or cause a paralysis from a shock, this attack allows the user to strike with out worrying from secondary effects. The attack itself isnt considered a chakra based attack, but simply using medical chakra to stop poison/heal/cool/heat/compensate for any potential physical threat that may hurt the user.
Notes:
-This technique can be performed alongside other non elemental taijutsu techniques, manipulating chakra to pay an extra cost to add medical chakra on top. This translates to the B rank version, which increases the chakra of said technique by 10 to compensate for the higher medical chakra cost.
-The B rank can only be performed 4 times, with a 1 turn in between each use
-The S rank can only be performed 3 times with a 2 turn inbetween each use.
-S rank useage incurs no other medical techniques for the same or next turn including Fistweaving

Declined: If this is just a coating/infusion why does it have it's own damage points? This technique does not need to be multiranked as well. Lastly, how is the medical chakra actually allowing you to negate these effects? You kind of say it just does it because it's medical chakra. Is this thing actively healing you? is it just acting as a barrier? The way how you describe it will determine the plausibility of this technique. - Daemon
 
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Daemon

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CFS: Custom Fighting Style Submission | Page 8 | Anime Forum (animebase.me)

(Jihei Endonka: Gokiri ) - Self-Embodiment of Perfection: The Five Strengths
Type: Offensive/Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Gokiri or The Five Strengths serves as one of the base techniques of Self-Embodiment of Perfection. This technique is a passive one and is simple in nature, allowing the user to generate multiple limbs from their back, similar to that of the 1000 armed Kannon. These limbs can be used to perform functions such as Taijutsu, Kenjutsu and Bukijutsu attacks, as well as used as a conduit to perform handseals on the user's behalf. Gokiri can be utilized in two ways, at the start of a match or in conjunction with a chosen technique within the same time frame. When utilizing Gokiri to perform a non-Self Embodiment of Perfection taijutsu technique, the taijutsu technique gains the innate ability of Self-Embodiment of Perfection to cause paralysis to the opponent on contact. However, this paralysis is short lived, only lasting a turn. Gokiri lasts until deactivated and can be activated up to 4 times per battle. If deactivated, Gokiri cannot be activated again for another two turns.

Approved by Imperfect.

One thing I feel like needs to be noted for this specifically directed at the limbs generated by this technique, while they can be used as a conduit, won't be allowed to bypass the natural process for your handseals like say a specialty does. For example, if you have a technique that requires 3 seals and you make three pairs of limbs each doing one handseal at the same time, this won't allow you to perform the three seals in the time it takes one, purely for balance reasons. It's going to take your limbs the same amount of time to perform a technique as without this technique, unless you have the relevant specialties.

(Jihei Endonka: Hakke: Fukusei ) - Self-Embodiment of Perfection: Eight Trigams: Duplication
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 40
Damage: N/A (+20)
Description: Duplication is an Self-Embodiment of Perfection technique that can be used in conjunction with the user's Jyuken or other Self-Embodiment of Perfection techniques. When performing a non-rotational Jyuken technique, the user grows arms from their body to strike the target in conjunction with the technique in the same timeframe. The arms produced by Duplication will then hit the opponent with a duplication of the applied technique. Due to the nature of Self-Embodiment of Perfection, the chakra limiting effects (in present) of the duplicated technique are null and void and replaced with the paralysis effects of the style. The duration of the paralysis is dependent on the rank of the technique duplicated with A rank and lower duplicated techniques only paralyzing the target for a single turn and S rank or above paralyzed for 2 turns. This duplication does not come without limitations however. Firstly, the duplicated technique will not carry its original damage but rather a +20 damage boost to the original technique. Duplication can be used four times per battle, with a 1 turn cool down in between usages.

Declined by Imperfect.

So I had to sit down and really consider this one. At face value all it's really doing is giving a Gentle Fist technique a +20 damage and a paralyzing effect, but after thinking about it it's way more complicated. Notes below.​

So first of all this is weird territory because normally you can't use B-Ranks to do anything with an S-Rank, but with this being a Yang Style with a higher Chakra floor and ceiling, you are technically spending regular S-Rank Chakra on a B-Rank. It's weird, I don't know how that should be handled, so I'm putting a pin in that for later, but some things to note would be what if you use an S-Rank whose Chakra exceeds 40, like with a Yin or Yang + Jyuken technique? It starts getting weird there because you'd be replicating something with more Chakra than what this technique costs, which shouldn't be possible.

My major concern comes from how it's both a boost and it's own thing. So you're making a second "hand" to fire off an identical Jyuken technique, a replication, so a second instance of that existing technique. That's fine and fair, it's what the style does, and this replicated Jyuken technique will stun when it hits, also fine. But this is also a +20 damage boost to the original technique? This is where it starts getting weird, cause at no point is it said that this duplicated technique merges with or otherwise interacts with the original. You're making a second hand to fire at the same target, but they're not being combined, so I have to consider these as two separate "projectiles". So what happens if I dodge the SEP but not the original Jyuken, and vice versa? You can dodge the damage and still get stunned from something with zero damage? You can take the full brunt of the damage, but not be stunned despite the SEP infusion? You're intertwining two "separate" techniques with one another by making it a boost at the same time, which is going to lead to confusion. It's either an infusion or it's own technique, it can't be both.

Also while damage is mentioned front and center, what about the effects of the technique SEP is duplicating? Does the duplicate retain the original effects beyond damage? This is an obviously extreme example, but if you have a Gentle Fist technique that seals away 50% of your opponents max Chakra, and both this and the original hit, would your opponent be instantly killed because they can't access 100% of their Chakra? If so this is way too powerful, especially as unrestricted as it is as a B-Rank. Even with the one turn between uses, 4 times per battle still translates into eight instances of a Jyuken technique's effects, which is far too powerful to allow.

(Jihei Endonka: Sekai no yuri kago ) - Self-Embodiment of Perfection: World's Cradle
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: The user begins by producing a massive amount of limbs from their back in four separate locations. These limbs continue to grow in size as they grow from each other resulting in a four fleshy masses that protrude from the user's back. Each individual mass of limbs begin to shape themselves into a large palm. Four large spheres of condensed chakra is then formed within the center of these appendages (1 sphere per appendage). These four spheres of condensed chakra are then fired at the target causing an explosion that encompasses short range on impact. Like all forms of Self Embodiment of Perfection techniques, the chakra blasts from these appendages cause paralysis on contact. This paralysis effect carries over to the area of effect explosion caused by these spheres. As one of the stronger SEP techniques, World's Cradle is able to cause a paralysis effect that lasts a maximum of two turns if the target is struct directly or 1 turn if struck by the AoE explosion it causes. World's Cradle can only be used two times per battle with a two turn cool down in between usages.

Approved by Imperfect with edit.
 
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Aerodynamic Movement Approval: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-6197774
CFS Approval: https://animebase.me/threads/archive-custom-fighting-styles-submission.157595/post-5644482
Permission from The Doctor to update/submit CFSJ:
Journey of the Swordless: https://animebase.me/threads/custom-fighting-style-technique-submission.764490/post-22077013
Permission from Delta (if required) to make techniques based on Journey:

Update: Renamed, Updated the description removed some other stuff.

(Kyotoryu Himitsu No Ato: Tentai ) Kyotoryu Secret Art: Heavenly Body
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: N/A (20)
Damage Points: N/A
Description: Kyotoryu Secret Art: Heavenly Body is a unique technique amongst the Kyotoryu style. It utilizes the style's unique ability to decrease the user's wind resistance in order to increase their speed and agility. This translates into them being able to move at twice their base speed, allowing them to easily jump/leap at greater heights (which increases the range of their freeform dodge by additional five meters) etc. This technique is also greatly associated with the "Journey of the Swordless" Technique, which if already active - the user is capable of triggering Heavenly Body without the need of chakra but still counting as a move slot. However if the aforementioned technique isn't triggered, the user can simply utilize chakra in order to do so.

Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle should "Journey of the Swordless" be activated though adds an additional +10 chakra to its passive sustain cost. In the event its not, this technique lasts three turns at the cost of - 10 chakra per turn.
Note: This technique can only be used thrice per battle. The increased distance gained to one's Freeform Dodge simply allows the user to move up to ten meters when utilizing it, though must still be within reasonable usage i.e avoiding omnidirectional techniques.


Update Declined: No custom will extend the range of freeform dodge distance. - Daemon


(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Noxious Predator
Rank: S Rank
Type: Offensive, Defensive
Range: Short
Chakra: 50 (-20 Per Turn)
Damage: 100
Description: Noxious Predator is a Grimm Mane technique designed after many species of horrific nightmares. These would namely be animals with venomous injection, such as snakes, spiders, etc. In context to the Grimm, rather than actually creating these creatures themselves, Noxious Predator aims to utilize a more isolated approach. Through the Yang energy flowing through their hair, it is manipulated to take the form of venomous appendages (spines, barbs, fangs etc), jutting outwards like a pin cushion so to speak. These are manipulated to appear anywhere on the user's body as the hair spreads rapidly towards the desired location ( guided telepathically as an intrinsic perk of Grimm Mane and the hair carrying sentience). The unique part of this technique comes from the Yang energy course through the target, the user will either through a direct strike (via this technique or by another physically striking hit) will forcefully release a mutagen into the target's body. The causes the opponent's body to be negatively affected by the Yang energy, as it violently saps away the physical energy within the force, promoting a rapid decline in cell production, causing an artificially intended form of necrosis. The leads to mutagen spreading through body attacking the skin cells, which translates to - 20 damage per turn while after the second turn of exposure if not removed, the target will experience their body's natural base speed being reduced by -4, due to their body no longer operating at peak. In order to remove the coursing Yang Energy, the infected needs to perform a full body surge of at least 50 chakra via Yang Release, Yin - Yang Release or Natural Energy or 60 in the case of Yin Release or Utu though it only naturally persists for three turns. Noxious Predator remains active for three turns before naturally reverting back to normal. While active, at the cost of a move - the user is capable of performing a physical strike accompanied by the Grimm, allowing them to deal 100 DMG while inflicting the Yang mutagen on the target. Can only be used thrice per battle. This technique has a cool down of two turns before being capable of being triggered again after it ends, while also being unable to use any Grimm Mane techniques above A Rank for the same duration. Inducing the mutagen via another physically striking technique (i.e another Taijutsu strike) is done without the cost of a moveslot.


Declined: You will either need to choose between affecting someone's speed or doing damage over time (20 damage over the course of three turns is still too much. This technique does a baseline of 100 damage with a potential of up to 160 damage without including potential boosts to the base damage.) You will not be allowed to keep both. - Daemon

(Gurimu Tategami: Akui no Aru Yokubō) Grimm Mane: Malignant Desires
Rank: S Rank
Type: Offensive
Range: Short
Chakra: 50 ( -20 Per Turn)
Damage: 100
Description: Malignant Desires is a Grimm Mane technique created based on the horrors known as Harpies. By kneading chakra into her hair, the user lengthens it and runs it down their bodies. Upon doing so, the hair applies an application of Ring of Hell to the user as it manipulates their anatomy. This completely converts the user's likeness into that of a harpy, an avian - human hybrid equipped with talons, the hair morphing into the arms and become wings - as well as feathery tails. The look the user wishes to attain is of aesthetic choice though functions as real, allowing them to easily fly (equal to their current speed) and physically assault opponents with the talons. In terms of actual powers, the transformation doesn't increase the user's speed nor power - but rather constantly heals physical damage the user sustains. In doing so, the user immediately upon impact will begin to heal passively at a rate of 30 HP per turn. In tandem to this, when striking an opponent either with a physical strike via the user's mutated features (100 DMG, Costing a Moveslot) or through another taijutsu based technique, they are inflicted with Yang Energy which immediately starts to harm the target. Upon doing so, the Yang energy would violently start to mutate the target's limbs, making bulging boils and feather like appendages to appear. This causes an extreme itching on the areas as well, akin to an allergic reaction - forcefully causing them to scratch, though with their mutated fingers nails as well becoming akin to claws. The itching is hard to ignore, but is possible - as those who are weaker willed (lower ranked) will start to scratch violently, causing cuts and open slits in the skin. It also makes doing hand seals quite harder unable to do more than three without forcefully stopping. This transformations lasts four turns before naturally ending, leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.
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Approved - Daemon
(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Noxious Predator
Rank: S Rank
Type: Offensive, Defensive
Range: Short
Chakra: 50 (-20 Per Turn)
Damage: 100
Description: Noxious Predator is a Grimm Mane technique designed after many species of horrific nightmares. These would namely be animals with venomous injection, such as snakes, spiders, etc. In context to the Grimm, rather than actually creating these creatures themselves, Noxious Predator aims to utilize a more isolated approach. Through the Yang energy flowing through their hair, it is manipulated to take the form of venomous appendages (spines, barbs, fangs etc), jutting outwards like a pin cushion so to speak. These are manipulated to appear anywhere on the user's body as the hair spreads rapidly towards the desired location ( guided telepathically as an intrinsic perk of Grimm Mane and the hair carrying sentience). The unique part of this technique comes from the Yang energy course through the target, the user will either through a direct strike (via this technique or by another physically striking hit) will forcefully release a mutagen into the target's body. The causes the opponent's body to be negatively affected by the Yang energy, as it violently saps away the physical energy within the force, promoting a rapid decline in cell production, causing an artificially intended form of necrosis. The leads to mutagen spreading through body attacking the skin cells, which translates to - 10 damage per turn. In order to remove the coursing Yang Energy, the infected needs to perform a full body surge of at least 50 chakra via Yang Release, Yin - Yang Release or Natural Energy or 60 in the case of Yin Release or Utu though it only naturally persists for three turns. Noxious Predator remains active for three turns before naturally reverting back to normal. While active, at the cost of a move - the user is capable of performing a physical strike accompanied by the Grimm, allowing them to deal 100 DMG while inflicting the Yang mutagen on the target. Can only be used thrice per battle. This technique has a cool down of two turns before being capable of being triggered again after it ends, while also being unable to use any Grimm Mane techniques above A Rank for the same duration. Inducing the mutagen via another physically striking technique (i.e another Taijutsu strike) is done without the cost of a moveslot.


Approved - Daemon

(Gurimu Tategami: Seirēn no Miryoku ) Grimm Mane: Siren's Allure
Type: Offensive, Supplementary
Rank: A
Range: Short
Chakra: 50
Damage: 100
Description: Aquatic Siren is a Grimm Mane technique created based on the horrors known as Sirens/Mermaids. Upon triggering it, the user's hair quickly lengthens and applies a shift to the user's anatomy with an application of Ring of Hell. Physically, the become akin to a siren/human hybrid - with webbed feet and hands, the gills to breath underwater but also retaining a rather beautiful/alluring physique and appearance. Aside from this, the user is capable of weaponizing their hair while transformed, which when striking shifts its form into that of a trident within their hand. This causes a powerful physical strike to occur, dealing 100 DMG at the cost of a moveslot (excluding in the first turn of this technique being active); easily capable of breaking structures down. How the strike is done is entirely up to the user - but what occurs if inflicted on a human based target inflicts then with a deadly Yang based curse known called the Siren's Kiss. As such, Yang based chakra is immediately flooded into the target's body - quickly attacking their chakra pathway- forcefully causing it to collapse. The longer the exposure remains, the more detrimental it becomes - to which starting from the initial turn of exposure the target loses the ability to utilize techniques at certain ranks. Starting with S Ranks, each following turn this lowers until all the way to C Rank (four turns of exposure). While the curse will naturally end, its effects will persist for one additional turn, leaving them unable to use S Ranks and Above Unless its one of the appropriate methods of preemptive removal. The user's transformation last four turns as well leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. This technique can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance

Declined: A couple things with this. Your release conditions do not make any sense. Yin/Yang/NE have always been able to release Y/Y afflictions with equivalent chakra or higher so that stabilizing their chakra balance doesnt pan out too well. Also Suen and Utu have strength against Y/Y, not just normal strength but double strength so it wouldnt make sense for Utu to have to use more chakra than normally require to release this. Lastly, it doesnt make sense to have the effects of the "curse" last an additional turn once the curse has run its course. If they are still affected by it then the curse didn't fully run its course. - Daemon
 
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Approved Bliss & Ivy: Here

Shifuku’tsuta: Sōtai Kaiko - Bliss & Ivy: Relative Dismissal
Type
Defensive (Offensive)
Rank S
Range Short
Chakra Varies
Damage 80
Description
The user draws their Whip Sword and it spins the entire length of the whip around the user, this can be done with two whip swords or one. The Segments of Blade and length of Whip they're attached to rapidly spin around the user like a cocoon that protects them from all angles - batting away weapons and close combat maneuvres, it can also be used to capture and bind opponents or multiple weapons and throw them to create range/attack. This ability can be channeled with a basic element to provide an edge against on specific oncoming attacks, creating an absolute defense entirely which will expand from within the vicinity of the user all up to three meters away from them. Opponents coming into contact with this spinning defense will suffer damage, the segments spinning at high speeds capable of easily shredding through flesh.

The refined and full application of this jutsu utilizes Advanced Sealing Arts. When something with a chakra signature comes into contact with the defense the seals on the segments of the blades will trigger and capture the signature(s), sealing them within the user's Whip swords. The Sealing Segments rip through jutsu, physically and spiritually tearing chakra apart and capturing it within the segments for potential later use. These Seals aesthetically remain lit up as though they have been charged with energy, usually in a color that is significant to the absorbed chakra-type. If these segments actually manage to cut through a target with a chakra pool, it also drains 100 chakra from their pool.

Note: Chakraless version of this can be performed three times with a two turn cooldown, Elemental Chakra version of this can be used three times with a two turn cooldown at the cost of 40 chakra. The Sealing variant of this can only be used twice with a three turn cooldown at the cost of 70 Chakra.

Declined: This does not need a chakraless version, probably doesn't even need the elemental usage either. Seems as if you are trying to squeeze a lot of usages out of this one technique. - Daemon
 
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Fighting Style Approval: Here & Here.
Permission to submit CFSJ on Six Pāths' behalf given by VM's:
Apologies for the links, older threads are locked up. Can't quote the posts/ techniques for simplicity.

Updating: Second technique.

( Rinyūaru Tekondō: Jin Hoechook ) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
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, 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 dependent on which direction the user rotated their body ( clockwise or counter-clockwise ).

Note: This Jutsu can only be used three times, with a two-turn cooldown between uses. No Renewal Taekwondo techniques above A Rank can be performed within the same turn the user performs this Jutsu. Although Chakra is used in the initial process of the Jutsu, the compressed air itself does not contain Chakra.

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Updating: Fourth technique.

( Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha ) | Renewal Taekwondo: Kick of the Blue Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user starts by multiplying their own weight by a tremendous amount, roughly 25x. By doing this they generate a massive amount of force, due to the effects standard in any Renewal Taekwondo technique. From there, the user channels this force from the bottom of one of their feet and up their leg. As they do so, they add a change in the shape of the force generated by the initial step of the Jutsu, altering the nature of this massive force, and adding an extremely powerful rotation to it. And as the force of this technique reaches their pelvis, the user then redirects this force down to opposite leg. Finally, as this rotating mass of force reaches the foot of the receiving leg, they perform a standard high kick, common in Taekwondo, releasing the force from the sole of their foot. This force is then released in the form of a violently rotating mass of energy that shapes itself into the form of a traditional Eastern Dragon, with a blue long, slender body, and a large horned head. The Dragon is composed of highly compressed air, caused by the rotating force coming into contact with the air, and upon hitting either the user’s target, or anything else, including the ground, other surfaces or objects, the Dragon’ body will continuously buffer against these things, wearing them down and causing damage through intense friction. The Dragon continues to buffer anything and everything that comes into contact with it until either the user changes their stances, and ends the technique, or the Dragon is overcome by a technique of equal or greater strength.

Note: This technique can only be used 3 times per battle/event and can only be used once every 2 turns. Although Chakra is used in the initial process of the Jutsu, the Dragon itself does not contain Chakra.

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Updating: First technique.

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

Note: This technique can only be used 3 times per battle/ event and can only be used once every 2 turns. No A-Rank or higher Renewal Taekwondo within the same turn this Jutsu is used. Although Chakra is used in the initial process of the Jutsu, the pressurized air itself does not contain Chakra.

Updates Declined: Due to the new pressurized air ruling, these will contain chakra. - Daemon
 
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(Rensa Dēmon no Ikari : ) - Chained Daemon Fury : Seventieth Dazzling November
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The Mech calls a weapon from its homeland, seemingly growing onto its arm as it's summoned attached to one of the Mech's forearm, looking like a big barrel with a huge tube that sticks out of it - similar to a cannon make completely out of Calcite Shell. It can also be used as a hard durable baton and it comes equipped with a sharp edge on the tube; the shell is weak against Lightning and strong against Water. The Cannon comes equipped with a number of abilities.

Recoil
The cannon's standard ability is a rapid firing of seemingly endless Lightning infused Thoracica shells at a target, it must be held in both hands when firing. With the speed of a lightning technique and an extremely high fire rate these shells will seemingly tear through solid objects with ease and can be used to lay down constant pressure. This costs a move and has 80 Lightning Damage in power, can only be used 3 times with a 2 turn cooldown.

Starshell
A Charged shot from the Cannon that fires a cluster of Barnacle shells into the air, they glow brightly emitting a continued "strobe" like effect which releases harmless pulses of blinding lightning chakra that will remove vision but anyone tied to the barnacle contract and its summons will be able to sense these pulses giving them an advantage from being blinded up to long range. The Cluster of Barnacle will float in the air, for the effect to cease one must destroy the cluster which has the power of an S-Rank Lightning Technique. This ability lasts 3 turns and can only be used twice.

Overheat
A Supercharged shot from the Cannon, it fires a powerful large beam at long range with about a 5 meter diameter across the battlefield. The beam will indiscriminately pierce through any weaker obstacle in it's way and leave a trail of fire burning whatever it had touched. This attack is the equivalent of an 100 damage Lightning/Fire technique. Once this attack has been used however the weapon becomes useless and cannot be used any longer, falling from the mech into pieces or dispersing.

Note: Can only be created twice, no Chained Daemon Fury in the same turn (unless it's a move from this technique).
Note: There can't be two of this weapon on the field at a time.
 

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(Verugu Avesutā: Akui no Aru Shukusai no Ishō) – Verg Avesta: Vestment of Malicious Celebration
Type: Supplementary, Defensive
Rank: S
Range: Self
Chakra: 60 (-20 per turn)
Damage: N/A (120)
Description: With a full-body surge of chakra, the user wraps their body with the ribbons of Verg Avesta, allowing them to transmit All the World's Evils using their own body. The user's Taijutsu, whether freeform or technique, is not augmented in any way beyond allowing it the ability to transmit All the World's Evils. When transmitted through Vestment, the curse behaves at the S-Rank level, taking three turns to enthrall a target. The ribbons do not apply the curse to any objects or weapons the user carries or is currently holding. The ribbons cloaking the body also serve as a layer of protection for the user, defending against external means of attack. When overpowered, the ribbons will shatter, crumbling away into nothingness, thereby ending the current usage of the technique. The ribbons can also form makeshift clothing, altering the user's appearance by morphing into a desired series of shapes. While Vestment is active, the user's appearance will change to reflect the influence of the curse, such as their skin and hair turning pale, their eyes turning yellow, crimson veins lining their body, and nails turning black. Vestment of Malicious Celebration lasts for five turns, during which the user cannot perform Yang Release or Yin-Yang Release techniques above A-Rank, has a three turn cooldown upon deactivation, and can only be used twice per battle. This technique can also be used in a purely cosmetic fashion, cloaking the user's body in the ribbons but having none of the described curse-related or defensive effects, with the exception of altering the user's physical appearance. When used in this way, it can remain permanently active without chakra upkeep, and does not trigger any restrictions related to its ordinary usage. The user is capable of switching from the cosmetic only application to the active application but doing so will require a move slot in a turn and will trigger the upkeep and restrictions related to its original usage.

Approved with Edits Made - Daemon
 
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Style Approved: https://animebase.me/threads/custom-fighting-style-submission.764489/page-8#post-22115463

(Hasshōdō: Indriya ) - Noble Eightfold Path: Indriya
Type: Supplementary/Defensive
Rank: B - S
Range: Short
Chakra: 20 - 40 (70)
Damage: N/A
Description: Indriya is an Noble Eightfold Path technique based around the Samadhi substyle aimed to piercing through techniques and defenses alike. The user begins by grabbing Heaven Carver and using it to intercept the path of an incoming technique whether it be by stabbing through the technique, slashing it etc. As the blade moves it's way into the technique, the user assess the techniques weak points and, using Heaven Carver as a medium, injects chakra into the technique targeting it's weak points causing the technique to disperse. Indriya's usage expands to absorption techniques as well, through the same mechanism, targeting the weak points in the absorption technique injecting chakra into the technique and using that chakra to cause the destruction of the absorption technique. In either application, Indriya causes the technique to disperse harmlessly. Indriya is capable of dispersing techinques of equivalent chakra cost and lower up to S rank, which caps out at 40 chakra. However, if the Tenseigan is active, the capabilities of Indriya bolster capable of dispersing techniques of up to 70 chakra however this is only possible through the S rank usage of this technique.
Note: The A rank version of Indriya can be used a total of 4 times per battle with a turn cool down in between usages. The S rank variant can be used three times per battle with a two turn cool down in between usages. The A-Rank and S-Rank share a collective limit of 5 uses.
Note: After the S ranked variant is used, No S ranked and above Noble Eightfold Path techniques can be used in the following turn

Approved by Imperfect with edit.

(Hasshōdō: Gitai) Noble Eightfold Path: Mimicry
Type: Supplementary/Offensive
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Gitai or Mimicry is a Noble Eightfold Path technique based on its basic stance Prajna. The user begins by focusing chakra through Heaven Carver while performing another kenjutsu or Noble Eightfold Path attack. Mimicry allows the practitioner of Noble Eightfold Path to replicate the supplementary effects of another Jyuken Technique through their blade in the same time frame as another Kenjutsu or Noble Eightfold Path technique. As a result, the target will suffer drawbacks from the substituted technique. If used in the same time frame as another Noble Eightfold Path technique, the supplementary effect of the mimicked Jyuken technique will stack on top of the main technique. However, there are restrictions. Mimicry can only mimic the effect of another Jyuken technique up to A rank while the user has Byakugan active. While the Tenseigan is active, the user is able to mimc the effect of another Jyuken Technique up to S rank. Logically, Mimicry cannot be used to mimic boosts of any kind nor can it mimic any modes.
Note: Can only be used 4 times per battle with a two turn cooldown in between usages.

Approved by Imperfect.

(Hasshōdō: Hiranyagaruba ) - Noble Eightfold Path: Hiranyagarbha
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Hiranyagarbha is a Noble Eightfold Path technique based on applications of Prajna and Samadhi. The user places their hand on Heaven Carver and holds it at their hip with the sword sheathed. The sheath of the sword is positioned so that when drawn, the sharp free edge of the blade faces upwards. The user, with a burst of speed, quickly lunges and advances while quickly unsheathing their blade performing an overhead slash towards the opponent. As the user slashes, they release a burst of chakra from their blade. However, instead of targeting the opponent's chakra system for weaknesses, the burst of chakra, in conjunction with the user's Byakugan, targets the weaknesses of the Fuuinjutsu seals/barriers present on the opponent's visage. The invading chakra causes the Fuuinjutsu whether it be body seals or active barriers to malfunction, rending them inactive as the Fuuinjutsu disperses. Hiranyagarbha can also be used against Fuuinjutsu seals that are tied to weapons, items etc, such as Seal of the Flying Thunder God for example. Hiranyagarbha can only affect Fuuinjutsu of equivalent chakra cost (30) or lower. However, if one has the Tenseigan active, the potency of Hiranyagarbha increases substantially able to even counter act the strongest of Advanced Fuuinjutsu allowing it to disable Fuuinjutsu up to 70 chakra.
Note: Hiranyagarbha can be used a total of three time per battle with a two turn cooldown in between usages.
Note: Body Seals affected by Hiranyagarbha are rendered inactive/removed for the rest of the battle.
Note: No S ranked or above Noble Eightfold Path Techniques can be used in the following turn.

Declined by Imperfect.


A-Rank that costs 30 Chakra but can affect up to 70 Chakra Advanced Fuinjutsu is a no go. Only S-Ranks are allowed to go up to and affect up to 70 Chakra as far as I'm aware, unless they're Yin-Yang derived, in which case they have naturally higher costs to make them more taxing, and not an increased cap as a benefit. You got this right back in Indriya, with it scaling up the cost to match, and the Rank being balanced correctly. Also, might not be intentional, but with the way its worded only the non Tenseigan version would be restricted to affecting seals and scripts, while the Tenseigan version says it affects Fuinjutsu up to 70 Chakra. Like I said, probably not intentional, but should definitely specify the same spectrum of stuff it can affect. Also not keen on this being able to permanently disable stuff like body seals. How does that even work? Would there be lingering traces of your Chakra present or something? :mad:
(Hasshōdō: Hiranyagaruba ) - Noble Eightfold Path: Hiranyagarbha
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Hiranyagarbha is a Noble Eightfold Path technique based on applications of Prajna and Samadhi. The user places their hand on Heaven Carver and holds it at their hip with the sword sheathed. The sheath of the sword is positioned so that when drawn, the sharp free edge of the blade faces upwards. The user, with a burst of speed, quickly lunges and advances while quickly unsheathing their blade performing an overhead slash towards the opponent. As the user slashes, they release a burst of chakra from their blade. However, instead of targeting the opponent's chakra system for weaknesses, the burst of chakra, in conjunction with the user's Byakugan, targets the weaknesses of the Fuuinjutsu seals/barriers present on the opponent's visage. The invading chakra causes the Fuuinjutsu whether it be active barriers or active fuuinjutsu seals/kanji to malfunction, rending them inactive as the Fuuinjutsu disperses. Hiranyagarbha can also be used against active Fuuinjutsu seals that are tied to weapons, items etc, such as Seal of the Flying Thunder God for example. Hiranyagarbha can only affect Fuuinjutsu of equivalent chakra cost (30) or lower. However, if one has the Tendogan active, the potency of Hiranyagarbha increases substantially able to even counter act the strongest of Advanced Fuuinjutsu allowing it to disable Fuuinjutsu up to 50 chakra.
Note: Hiranyagarbha can be used a total of three time per battle with a two turn cooldown in between usages.
Note: No S ranked or above Noble Eightfold Path Techniques can be used in the following turn.

Approved by Imperfect.
 
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Approved Bliss & Ivy: Here

Shifuku’tsuta: Sōtai Kaiko - Bliss & Ivy: Relative Dismissal
Type
Defensive (Offensive)
Rank S
Range Short
Chakra Varies
Damage 80
Description
The user draws their Whip Sword and it spins the entire length of the whip around the user, this can be done with two whip swords or one. The Segments of Blade and length of Whip they're attached to rapidly spin around the user like a cocoon that protects them from all angles - batting away weapons and close combat maneuvres, it can also be used to capture and bind opponents or multiple weapons and throw them to create range/attack. This ability can be channeled with a basic element to provide an edge against on specific oncoming attacks, creating an absolute defense entirely which will expand from within the vicinity of the user all up to three meters away from them. Opponents coming into contact with this spinning defense will suffer damage, the segments spinning at high speeds capable of easily shredding through flesh.

The refined and full application of this jutsu utilizes Advanced Sealing Arts. When something with a chakra signature comes into contact with the defense the seals on the segments of the blades will trigger and capture the signature(s), sealing them within the user's Whip swords. The Sealing Segments rip through jutsu, physically and spiritually tearing chakra apart and capturing it within the segments for potential later use. These Seals aesthetically remain lit up as though they have been charged with energy, usually in a color that is significant to the absorbed chakra-type. If these segments actually manage to cut through a target with a chakra pool, it also drains 100 chakra from their pool.

Note: Chakraless version of this can be performed three times with a two turn cooldown, Elemental Chakra version of this can be used three times with a two turn cooldown at the cost of 40 chakra. The Sealing variant of this can only be used twice with a three turn cooldown at the cost of 70 Chakra.

Declined: This does not need a chakraless version, probably doesn't even need the elemental usage either. Seems as if you are trying to squeeze a lot of usages out of this one technique. - Daemon
Approved Bliss & Ivy: Here

Shifuku’tsuta: Sōtai Kaiko - Bliss & Ivy: Relative Dismissal
Type
Defensive (Offensive)
Rank S
Range Short
Chakra Varies
Damage 80
Description
The user draws their Whip Sword and it spins the entire length of the whip around the user, this can be done with two whip swords or one. The Segments of Blade and length of Whip they're attached to rapidly spin around the user like a cocoon that protects them from all angles - batting away weapons and close combat maneuvres, it can also be used to capture and bind opponents or multiple weapons and throw them to create range/attack. Because of how quick this spins around the user it can defend against multiple attacks at once, if attacked by multiple taijutsu, ken or bukijutsu moves - the whip(s) will wrap, cut and snake around multiple limbs, weapons, deflect weapon projectiles at once and the user can then thrust their arm forward after the over the head spin a bit like a Lasso. They will throw the weapons and people caught by the sword in that direction up to 5 meters away, them all colliding with each other. This Chakraless version can also defend against Manipulated Tools techniques, deflecting them and sending the tools back to anyone within short range.

The refined and full application of this jutsu utilizes Advanced Sealing Arts. When something with a chakra signature comes into contact with the defense the seals on the segments of the blades will trigger and capture the signature(s), sealing them within the user's Whip swords. The Sealing Segments rip through jutsu, physically and spiritually tearing chakra apart and capturing it within the segments for potential later use. These Seals aesthetically remain lit up as though they have been charged with energy, usually in a color that is significant to the absorbed chakra-type. If these segments actually manage to cut through a target with a chakra pool, it also drains 100 chakra from their pool.

Note: Chakraless version of this can be performed three times with a two turn cooldown, The Sealing variant of this can only be used twice with a three turn cooldown at the cost of 70 Chakra. If the sealing variant is used, no Fuuinjutsu above A rank can be used in the following turn.

Approved with Edits Made - Daemon


Shifuku’tsuta: Mede~yūsa no haaku - Bliss & Ivy: Medusa’s Grasp
Type
Defensive/Supplementary
Rank S
Range Short - Long
Chakra 70
Damage N/A
Description
A core technique of Shifuku'tsuta, used to bring the opponent or his abilities to the mercy of the user, to restrain or control them. This technique can be used in the same timeframe as other Bliss & Ivy Techniques or any attack utilising the Whipsword specifically; whether it be when they are first performed or at a later more opportune time when the blade is extended out applying pressure to targets. Seals on the segments of the blade will activate and they will be attracted to the desired chakra source(s); the entire length of the blade coming to life and constricting, wrapping and snaking around them suddenly forming a circular sigil around them that prevents the use of chakra from being moulded and them from physically moving similar to the "( Fūin Fuda ) – Sealing Tag". Also similar to the technique, the sigil will form around the opponent only after the blade fully constricts them (wrapped around their body); giving the opponent time to counter before being rendered at the user's mercy. The user can throw about the bound target, slamming them against the terrain or other things if they so wish. When a person is bound like this the user can no longer use this one whipsword for other techniques, they also can't perform another jutsu with chakra value - once they do (or at the user's will) the seal breaks. This application can be used two times with a two turn cooldown.

When used against an opposing jutsu the sigil will form much more quickly upon the whipsword surrounding part of the targeted jutsu instead of when it constricts (which it still does). It will halt the jutsu from moving or being further manipulated, it also can't receive chakra from outside sources other than the user's. Freezing it in mid animation if it has physical form like Water, Earth or other constructs - this can be used against big techniques like Great Stone Golem, simply wrapping one of it's limbs will allow the seal to effect the whole jutsu. Energy will be suspended and shrunk/attracted to within the confines of the constricted Whipsword (unless taking control of it) so that the side-effects - like burns - cannot harm others outside of it, this can be used against the opponent if they can also be constricted within the confines of the coiled Whipsword, trapping them within the mercy of their own jutsu once the sigil takes effect, turning it against them. When a jutsu is bound like this the user cannot use the one whipsword used to bind it for other techniques, but is free to use another and other jutsu. The whipsword will constrict and the user can then take control of animated constructs as long as the whipsword is remained wrapped around it like a leash/harness, it now becomes theirs (though it still abides by the original turn limit if it has one and they must pay the same amount of chakra per turn the original owner of the technique did, if it has one). The user may at their will release it to give control back to the opponent. For projectiles and non-animated constructs the user will simply absorb it into the seal - empowering the next offensive Bliss & Ivy Technique by half of the absorbed chakra of one use of this technique (ie an absorbed S-Rank 40 Chakra technique absorbed gives +20 damage to the next technique). This application can be used thrice with a two turn cooldown.

Declined: Restrictions please. I beg - Daemon
 
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Approved CFS:
(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S
Type: Offensive, Defensive
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into weird alterations, such as them punching randomly at the air, eyes going cross eyed etc -leaving them unable to control their bodies efficiently as possible which techniques that requires i.e eye contact being unable to be used or being unable to peform Taijutsu. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.


Declined: The general concept is fine but the status effects you want are vague. You can't randomly decide if someone's arms are fidgeting or if their eyes are crossed or unable to hold eye contact. You need actionable effects. Do you want this to stop taijutsu? If so, what rank are you stopping. - Daemon
 
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Approved CFS:
(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S
Type: Offensive, Defensive
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into weird alterations, such as them punching randomly at the air, eyes going cross eyed etc -leaving them unable to control their bodies efficiently as possible which techniques that requires i.e eye contact being unable to be used or being unable to peform Taijutsu. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.


Declined: The general concept is fine but the status effects you want are vague. You can't randomly decide if someone's arms are fidgeting or if their eyes are crossed or unable to hold eye contact. You need actionable effects. Do you want this to stop taijutsu? If so, what rank are you stopping. - Daemon
(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S
Type: Offensive, Defensive
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into two specific alterations based on rank, one of which the user's eye balls rapidly and uncontrollably looking in different directions. This renders abilities casted through eye contact/line of sight impossible as they wouldn't be capable of adapting to the rapid change in brain signal to regain control over their eyes. This only applies with the B Rank application, while the A and S Rank application implements a more harsher degrading of the nervous system, rending the opponent unable to use Taijutsu above B Rank when inflicted with this mutagen. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after two turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Yang or Yin Rlease or Natural Energy of 50.

Approved Edits Made - Daemon - Daemon
 
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Approved Bliss & Ivy: Here

Shifuku’tsuta: Sōtai Kaiko - Bliss & Ivy: Relative Dismissal
Type
Defensive (Offensive)
Rank S
Range Short
Chakra Varies
Damage 80
Description
The user draws their Whip Sword and it spins the entire length of the whip around the user, this can be done with two whip swords or one. The Segments of Blade and length of Whip they're attached to rapidly spin around the user like a cocoon that protects them from all angles - batting away weapons and close combat maneuvres, it can also be used to capture and bind opponents or multiple weapons and throw them to create range/attack. Because of how quick this spins around the user it can defend against multiple attacks at once, if attacked by multiple taijutsu, ken or bukijutsu moves - the whip(s) will wrap, cut and snake around multiple limbs, weapons, deflect weapon projectiles at once and the user can then thrust their arm forward after the over the head spin a bit like a Lasso. They will throw the weapons and people caught by the sword in that direction up to 5 meters away, them all colliding with each other. This Chakraless version can also defend against Manipulated Tools techniques, deflecting them and sending the tools back to anyone within short range.

The refined and full application of this jutsu utilizes Advanced Sealing Arts. When something with a chakra signature comes into contact with the defense the seals on the segments of the blades will trigger and capture the signature(s), sealing them within the user's Whip swords. The Sealing Segments rip through jutsu, physically and spiritually tearing chakra apart and capturing it within the segments for potential later use. These Seals aesthetically remain lit up as though they have been charged with energy, usually in a color that is significant to the absorbed chakra-type. If these segments actually manage to cut through a target with a chakra pool, it also drains 100 chakra from their pool.

Note: Chakraless version of this can be performed three times with a two turn cooldown, The Sealing variant of this can only be used twice with a three turn cooldown at the cost of 70 Chakra. If the sealing variant is used, no Fuuinjutsu above A rank can be used in the following turn.

Approved with Edits Made - Daemon


Shifuku’tsuta: Mede~yūsa no haaku - Bliss & Ivy: Medusa’s Grasp
Type
Defensive/Supplementary
Rank S
Range Short - Long
Chakra 70
Damage N/A
Description
A core technique of Shifuku'tsuta, used to bring the opponent or his abilities to the mercy of the user, to restrain or control them. This technique can be used in the same timeframe as other Bliss & Ivy Techniques or any attack utilising the Whipsword specifically; whether it be when they are first performed or at a later more opportune time when the blade is extended out applying pressure to targets. Seals on the segments of the blade will activate and they will be attracted to the desired chakra source(s); the entire length of the blade coming to life and constricting, wrapping and snaking around them suddenly forming a circular sigil around them that prevents the use of chakra from being moulded and them from physically moving similar to the "( Fūin Fuda ) – Sealing Tag". Also similar to the technique, the sigil will form around the opponent only after the blade fully constricts them (wrapped around their body); giving the opponent time to counter before being rendered at the user's mercy. The user can throw about the bound target, slamming them against the terrain or other things if they so wish. When a person is bound like this the user can no longer use this one whipsword for other techniques, they also can't perform another jutsu with chakra value - once they do (or at the user's will) the seal breaks. This application can be used two times with a two turn cooldown.

When used against an opposing jutsu the sigil will form much more quickly upon the whipsword surrounding part of the targeted jutsu instead of when it constricts (which it still does). It will halt the jutsu from moving or being further manipulated, it also can't receive chakra from outside sources other than the user's. Freezing it in mid animation if it has physical form like Water, Earth or other constructs - this can be used against big techniques like Great Stone Golem, simply wrapping one of it's limbs will allow the seal to effect the whole jutsu. Energy will be suspended and shrunk/attracted to within the confines of the constricted Whipsword (unless taking control of it) so that the side-effects - like burns - cannot harm others outside of it, this can be used against the opponent if they can also be constricted within the confines of the coiled Whipsword, trapping them within the mercy of their own jutsu once the sigil takes effect, turning it against them. When a jutsu is bound like this the user cannot use the one whipsword used to bind it for other techniques, but is free to use another and other jutsu. The whipsword will constrict and the user can then take control of animated constructs as long as the whipsword is remained wrapped around it like a leash/harness, it now becomes theirs (though it still abides by the original turn limit if it has one and they must pay the same amount of chakra per turn the original owner of the technique did, if it has one). The user may at their will release it to give control back to the opponent. For projectiles and non-animated constructs the user will simply absorb it into the seal - empowering the next offensive Bliss & Ivy Technique by half of the absorbed chakra of one use of this technique (ie an absorbed S-Rank 40 Chakra technique absorbed gives +20 damage to the next technique). This application can be used thrice with a two turn cooldown.

Declined: Restrictions please. I beg - Daemon
Shifuku’tsuta: Mede~yūsa no haaku - Bliss & Ivy: Medusa’s Grasp
Type
Defensive/Supplementary
Rank S
Range Short - Long
Chakra 70
Damage N/A
Description
A core technique of Shifuku'tsuta, used to bring the opponent or his abilities to the mercy of the user, to restrain or control them. This technique can be used in the same timeframe as other Bliss & Ivy Techniques or any attack utilising the Whipsword specifically; whether it be when they are first performed or at a later more opportune time when the blade is extended out applying pressure to targets. Seals on the segments of the blade will activate and they will be attracted to the desired chakra source(s); the entire length of the blade coming to life and constricting, wrapping and snaking around them suddenly forming a circular sigil around them that prevents the use of chakra from being moulded and them from physically moving similar to the "( Fūin Fuda ) – Sealing Tag". Also similar to the technique, the sigil will form around the opponent only after the blade fully constricts them (wrapped around their body); giving the opponent time to counter before being rendered at the user's mercy. The user can throw about the bound target, slamming them against the terrain or other things if they so wish. When a person is bound like this the user can no longer use this one whipsword for other techniques, they also can't perform another jutsu with chakra value - once they do (or at the user's will) the seal breaks. This application can be used two times with a two turn cooldown.

When used against an opposing jutsu the sigil will form much more quickly upon the whipsword surrounding part of the targeted jutsu instead of when it constricts (which it still does). It will halt the jutsu from moving or being further manipulated, it also can't receive chakra from outside sources other than the user's. Freezing it in mid animation if it has physical form like Water, Earth or other constructs - this can be used against big techniques like Great Stone Golem, simply wrapping one of it's limbs will allow the seal to effect the whole jutsu. Energy will be suspended and shrunk/attracted to within the confines of the constricted Whipsword (unless taking control of it) so that the side-effects - like burns - cannot harm others outside of it, this can be used against the opponent if they can also be constricted within the confines of the coiled Whipsword, trapping them within the mercy of their own jutsu once the sigil takes effect, turning it against them. When a jutsu is bound like this the user cannot use the one whipsword used to bind it for other techniques, but is free to use another and other jutsu. The whipsword will constrict and the user can then take control of animated constructs as long as the whipsword is remained wrapped around it like a leash/harness, it now becomes theirs (though it still abides by the original turn limit if it has one and they must pay the same amount of chakra per turn the original owner of the technique did, if it has one). The user may at their will release it to give control back to the opponent. For projectiles and non-animated constructs the user will simply absorb it into the seal - empowering the next offensive Bliss & Ivy Technique by half of the absorbed chakra of one use of this technique (ie an absorbed S-Rank 40 Chakra technique absorbed gives +20 damage to the next technique). This application can be used twice with a two turn cooldown, no Sealing Jutsu of A-Rank and above in the next turn.

Approved with edits made - Daemon
 
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Daemon

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CFS: Custom Fighting Style Submission | Page 8 | Anime Forum (animebase.me)

(Jihei Endonka: Gokiri ) - Self-Embodiment of Perfection: The Five Strengths
Type: Offensive/Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Gokiri or The Five Strengths serves as one of the base techniques of Self-Embodiment of Perfection. This technique is a passive one and is simple in nature, allowing the user to generate multiple limbs from their back, similar to that of the 1000 armed Kannon. These limbs can be used to perform functions such as Taijutsu, Kenjutsu and Bukijutsu attacks, as well as used as a conduit to perform handseals on the user's behalf. Gokiri can be utilized in two ways, at the start of a match or in conjunction with a chosen technique within the same time frame. When utilizing Gokiri to perform a non-Self Embodiment of Perfection taijutsu technique, the taijutsu technique gains the innate ability of Self-Embodiment of Perfection to cause paralysis to the opponent on contact. However, this paralysis is short lived, only lasting a turn. Gokiri lasts until deactivated and can be activated up to 4 times per battle. If deactivated, Gokiri cannot be activated again for another two turns.

Approved by Imperfect.


One thing I feel like needs to be noted for this specifically directed at the limbs generated by this technique, while they can be used as a conduit, won't be allowed to bypass the natural process for your handseals like say a specialty does. For example, if you have a technique that requires 3 seals and you make three pairs of limbs each doing one handseal at the same time, this won't allow you to perform the three seals in the time it takes one, purely for balance reasons. It's going to take your limbs the same amount of time to perform a technique as without this technique, unless you have the relevant specialties.

(Jihei Endonka: Hakke: Fukusei ) - Self-Embodiment of Perfection: Eight Trigams: Duplication
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 40
Damage: N/A (+20)
Description: Duplication is an Self-Embodiment of Perfection technique that can be used in conjunction with the user's Jyuken or other Self-Embodiment of Perfection techniques. When performing a non-rotational Jyuken technique, the user grows arms from their body to strike the target in conjunction with the technique in the same timeframe. The arms produced by Duplication will then hit the opponent with a duplication of the applied technique. Due to the nature of Self-Embodiment of Perfection, the chakra limiting effects (in present) of the duplicated technique are null and void and replaced with the paralysis effects of the style. The duration of the paralysis is dependent on the rank of the technique duplicated with A rank and lower duplicated techniques only paralyzing the target for a single turn and S rank or above paralyzed for 2 turns. This duplication does not come without limitations however. Firstly, the duplicated technique will not carry its original damage but rather a +20 damage boost to the original technique. Duplication can be used four times per battle, with a 1 turn cool down in between usages.

Declined by Imperfect.


So I had to sit down and really consider this one. At face value all it's really doing is giving a Gentle Fist technique a +20 damage and a paralyzing effect, but after thinking about it it's way more complicated. Notes below.

So first of all this is weird territory because normally you can't use B-Ranks to do anything with an S-Rank, but with this being a Yang Style with a higher Chakra floor and ceiling, you are technically spending regular S-Rank Chakra on a B-Rank. It's weird, I don't know how that should be handled, so I'm putting a pin in that for later, but some things to note would be what if you use an S-Rank whose Chakra exceeds 40, like with a Yin or Yang + Jyuken technique? It starts getting weird there because you'd be replicating something with more Chakra than what this technique costs, which shouldn't be possible.
My major concern comes from how it's both a boost and it's own thing. So you're making a second "hand" to fire off an identical Jyuken technique, a replication, so a second instance of that existing technique. That's fine and fair, it's what the style does, and this replicated Jyuken technique will stun when it hits, also fine. But this is also a +20 damage boost to the original technique? This is where it starts getting weird, cause at no point is it said that this duplicated technique merges with or otherwise interacts with the original. You're making a second hand to fire at the same target, but they're not being combined, so I have to consider these as two separate "projectiles". So what happens if I dodge the SEP but not the original Jyuken, and vice versa? You can dodge the damage and still get stunned from something with zero damage? You can take the full brunt of the damage, but not be stunned despite the SEP infusion? You're intertwining two "separate" techniques with one another by making it a boost at the same time, which is going to lead to confusion. It's either an infusion or it's own technique, it can't be both.
Also while damage is mentioned front and center, what about the effects of the technique SEP is duplicating? Does the duplicate retain the original effects beyond damage? This is an obviously extreme example, but if you have a Gentle Fist technique that seals away 50% of your opponents max Chakra, and both this and the original hit, would your opponent be instantly killed because they can't access 100% of their Chakra? If so this is way too powerful, especially as unrestricted as it is as a B-Rank. Even with the one turn between uses, 4 times per battle still translates into eight instances of a Jyuken technique's effects, which is far too powerful to allow.

(Jihei Endonka: Sekai no yuri kago ) - Self-Embodiment of Perfection: World's Cradle
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: The user begins by producing a massive amount of limbs from their back in four separate locations. These limbs continue to grow in size as they grow from each other resulting in a four fleshy masses that protrude from the user's back. Each individual mass of limbs begin to shape themselves into a large palm. Four large spheres of condensed chakra is then formed within the center of these appendages (1 sphere per appendage). These four spheres of condensed chakra are then fired at the target causing an explosion that encompasses short range on impact. Like all forms of Self Embodiment of Perfection techniques, the chakra blasts from these appendages cause paralysis on contact. This paralysis effect carries over to the area of effect explosion caused by these spheres. As one of the stronger SEP techniques, World's Cradle is able to cause a paralysis effect that lasts a maximum of two turns if the target is struct directly or 1 turn if struck by the AoE explosion it causes. World's Cradle can only be used two times per battle with a two turn cool down in between usages.

Approved by Imperfect with edit.

(Jihei Endonka: Hakke: Fukusei ) - Self-Embodiment of Perfection: Eight Trigams: Duplication
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 40
Damage: N/A (+20)
Description: Duplication is an Self-Embodiment of Perfection technique that can be used in conjunction with the user's Jyuken or other Self-Embodiment of Perfection techniques. When performing a non-rotational Jyuken technique, the user grows arms from their body to strike the target in conjunction with the technique in the same timeframe. The arms produced by Duplication will then hit the opponent with a duplication of the applied technique. Due to the nature of Self-Embodiment of Perfection, the chakra limiting effects (in present) of the duplicated technique are null and void and replaced with the paralysis effects of the style. The duration of the paralysis is dependent on the rank of the technique duplicated with A rank and lower duplicated techniques only paralyzing the target for a single turn and S rank or above paralyzed for 2 turns. This duplication does not come without limitations however. Firstly, the duplicated technique will not carry its original damage but rather a +20 damage boost to the original technique as both techniques combine into one. Duplication can be used four times per battle, with a 1 turn cool down in between usages. Duplication can only duplicate Jyuken techniques with 40 chakra or less.

(Jihei Endonka: Hakke: Sen'nijūshi Yoshu ) - Self-Embodiment of Perfection: Eight Trigams: One Thousand Twenty-Four Palms
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 50
Damage: 100
Description: Sen'nijūshi Yoshi or The One-Thousand Twenty Four Palm is a technique unique to Jihei Endonka which allows the user to push their Jyuken capabilities to their limit allowing them to surpass their limits on the Eight Trigrams techniques. The user begins by producing numerous limbs from their body that continue to sprout from one anohter resulting in a fleshy mass. The fleshy mass continues to sprout limbs until an organic mass of arms can be sent towards the opponent's direction. Due to the sheer size of this technique and numerous amounts of appendages produced by this technique, the appendages can be sent towards the target at different angles, allowing this technique to converge on a target or strike multiple enemies. Once within range, the countless amounts of appendages will strike the target(s) at once hitting them for a total of 1024 times. Like most other forms of Jihei Endonka, a paralysis effect takes place but rather than delivered all at once the paralysis sets in like a poison. Over the course of three turns, the paralysis will worsen with the first turn, the target will be unable to perform adequate handseals for techniques requiring more than 3 handseals. The second turn it becomes increasingly more difficult to move ones body, preventing the target from freeform dodging. In the third turn the paralysis becomes so intense that the opponent will be unable to use more than two moves in a turn.
Note: Can be used three times per battle with a two turn cool down in between usages
Note: No Self Embodiment of Perfection techniques above S rank can be used in the same turn as this technique.
Note: The target is able to resist the effects of the paralysis with Natural Energy, Yin, Yang, Yin-Yang, or Anutu and its components based on S/W and release rules.

(Jihei Endonka : Ryōiki Tenkai) - Self-Embodiment of Perfection: Domain Expansion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 60 (-20 per turn)
Damage: N/A
Description: The user begins by producing a mass of appendages that root themselves into the ground beneath the user. The mass of appendages begin to grow from one another quickly taking over the battlefield up until long range. This creates a network of fleshy mass that the user can manipulate at will. What Domain Expansion allows is the user can use it as a "source" for Jyuken techniques, able to grow appendages from the fleshy mass to be able to perform those techniques. Logically, this allows Jyuken techniques (non rotational) to be performed at a distance. As the style entails, the chakra limiting abilities of Jyuken techniques performed through Domain Expansion are lost and replaced with paralysis effects. For simplification reasons, the length of the paralysis is dependent on the rank of the Jyuken technique performed. D to B rank techniques will have their paralysis effects last two turns while A to F will have their effects last a singular turn. If other Self Embodiment of Perfection techniques are used through Domain Expansion, the original techniques paralysis effects and duration will take priority. Similar to the effects of Gokiri, Doman Expansion is passively capable of being used to formulate handseals on the user's behalf, able to grow the necessary appendages to make the handseal(s). This does not allow the user to simultaneously perform handseals for a technique while performing another technique however according to battle rules as the user would still need to manipulate the appendages to make said handseals. Domain Expansion lasts for a maximum of 4 turns. Ryōiki Tenkai can also be initiated along side another SEP or Jyuken technique in the same time frame to initiate its effects.
Note: Can only be used two times per battle with a three turn cooldown in between usages
Note: Once deactivated the user is unable to use Self-Embodiement of Perfection techniques for two turns.

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Approval of Dragoon Style: Here.




⥥ ( Doragūn Tamashī ) - Dragoon's Soul ⥥
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The "Dragoon's Soul" takes the form of a bodily seal tattoo that holds the likeness of a Dragon, of which is primarily printed across the back of any and all users of the Dragoon Style, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts being seen extending throughout the user's body, some examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" throughout the user's body, which is functionally a cocktail combination of built up Tension Force absorbed from the muscles of the user -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifestable source of energy that gives directable control of the force. The aforementioned Tension Force is absorbed and stored through the Seal placed upon the user; a perpetual draw to charge the battery that is the Seal that comes as a result of even the slightest movement the user produces. This is done passively and is without a scaling system due to the abundance of the force it feeds upon at any given point in time. Once this built up force has been infused with Chakra, it becomes "Draconic Might" which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, depending on the technique that is utilized. Through the harnessing of a physical force such as Tension Force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User. As a result, any use of Draconic Might is treated as physical damage. As a result of their physicality and the advanced nature of projecting pure chakra, all forms of Dragoon Style techniques that utilize Draconic Might and their interactions are treated as neutral.
Note:
-Must have this technique posted in reference on the user's biography in order to utilize the style and counts as one of their maximum bodily seals.

Approved - Daemon





⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type
: Offensive / Supplementary
Rank: D-B
Range: Short-Long
Chakra: 10-20
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters, scaling based on the rank and thus strength of the discharge (D-rank up to 10 meters, C-rank up to 15 meters, B-rank up to 20 meters) before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage, traveling at 2x their base speed for the duration of travel. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, or in any case that the user's polearm is effectively used as the means of attack, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."

Approved - Daemon






⥥ ( Vuōparu Ridairekuto ) - Vorpal Redirect ⥥
Type
: Defensive / Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Vorpal Redirect is the sibling to the iconic "Vorpal Jump" technique and generally follows most of the same process of performance. Where this technique directly differs from Vorpal Jump is in its capacity to immediately and effectively divert the user's momentum at a moments notice, even if having performed Vorpal Jump in a prior move. Ordinarily, when a Dragoon utilizes Vorpal Jump they are committed to the momentum built as a result unless willing to suffer physical damage to themselves. However, Vorpal Redirect allows the user to bypass this damage as a technique that will utilize the Dragoon's Soul seal upon their body, allowing them to apply immediate discharges of energy opposite of their momentum so to rapidly deescalate their momentum in a controlled manner utilizing identical or greater energy as what was used to perform Vorpal Jump and then immediately redirect them in a different direction. These bursts of energy by default will work in exact opposite directions of the user's movement if not described by the user otherwise, meaning if the user is traveling upward, without further explanation after using this technique, they will be immediately propelled downward instead. This technique can also be used without the need of a Vorpal Jump having been used previously, capable of being used as rapid momentum-based lunges to actively avoid attacks or to close distances in a desired direction in a split instant, moving at 2x that of the user's base speed for the duration of the technique's usage, but cannot be used as an attack on its own.

Approved - Edits Made




⥥ ( Vuōparu Ton'neru ) - Vorpal Tunnel ⥥
Type
: Offensive / Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20 if contact made at short range)
Description: Vorpal Tunnel is a fundamentally advanced technique in the Dragoon Style arsenal. Focusing a considerable amount of chakra and energy into the Dragoon's Soul seal upon the user's body, the user with then discharge a series of up to 5 circular seals in perpetual repetition in a specified direction, or directly in front of them by default, each seal spacing apart by approximately 1 meter. These seals can be oriented in any way the user sees fit, though each must effectively carry into the next as a baseline requirement of this technique. Once the user initiates this technique by engaging with the first seal, an intense burst of energy will rupture forth from the seal against the user, propelling the user in the direction of the follow up seal, to which a second discharge of energy will occur, repeating this same pattern until all seals have effectively been triggered, causing the user to pick up immense momentum that causes them to hurl toward their targeted destination with incredible speed and force, building up to 2x their base speed for the duration of travel, this boost falling off by .5x with each range extension (2x at short range, 1.5x at mid range, +3 SPD lvls at long range) due to the nature of momentum degradation. With this speed and force, the user drives their polearm forward with them, dealing destructive damage upon impact with their target. Unlike other Dragoon-style attacks that utilizes these momentum-boosting seals as a medium to perform attacks, in the case of Vorpal Tunnel, the damage to which the user is capable of performing is relative to the distance at which they travel in order to reach their contact point as a result of having immense levels of momentum carrying behind their strike the closer to impact they are. If the user impacts at short range from the point of use, then they deal +20 damage to the base damage value (counting as an active boost to the technique) as a result of receiving the maximum amount of speed enhancement from the use of the technique with minimal momentum degradation, affording a highly risky but effective use of the technique.
Note:
-Can only be used 3 times per battle with a 2 turn cooldown after each use.
-Cannot make use of Dragoon Style related techniques above A-rank in the same and next turn.

Approved with Edits Made - Daemon
 
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