Custom Fighting Style Technique Submission

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-Broly-

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https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-7#post-21384506

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(Fuinjutsu/Dyueru Monsutāzu :Shōrei Jutsushi Jōgen) Sealing Arts/Duel Monsters: Jowgen the Spirtualist
Type: Offensive/Supplementary
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description: Monster Card: The activation of this card forms a barrier in the shape of a 3 meter tall human man bearing a white hat, burgundy robes, a staff, sealing tags and scrolls hanging around his neck, and blue pants. The sealing scrolls glow blue and passively release an effect to maintain the balance and sanctity of reality within mid range as long as Jowgen remains on the field. This means any time an effect that would destabilize or change reality (in this case actions such as the manipulation of Space/Time techniques that utilize it, or the removal/addition of anything from this plain of existence to another or otherwise actions that warp reality itself) is activated within range, the effects are immediately sealed within this scroll and negated. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect.

With a disdain for those that violate the laws of reality and nature, Jowgen may also point his staff and create a sealing effect around the target(s) similar to "(Uzumaki Fūin Gijutsu) Uzumaki Sealing Technique" that may seal Undead/Entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu into the staff. This technique may only affect the target types named above and may only affect targets up to S Rank. This effect may be used once per turn, with a 1 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a moveslot

Jowgen's final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to Sealing Technique: Three Directions Seal. This barrier forms in the shape of a pyramid that quickly creates an implosion within the inside that damages the target (A rank)

Note: Must have Advanced Fuin in order to use Jowgen's staff effect to seal away entities
Note:Jowgen lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
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Declined: Parts of this clash with Scaze's 'Dead Zone' seal, specifically the portions about using a seal to detect, prevent, and seal usages of Space Time techniques. Besides that, sealing undead entities by simply 'pointing' at them isn't really going to fly. This type of affect is going to require *some* prep or set-up in order to achieve. Also, specify that this wouldn't work on the opponent himself. I.E if you're fighting an opponent that's a zombie or undead, it won't work on the opponent themselves, just on any further undead entities that they summon. - Vex

Seal of Orichalcos
https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-7#post-21384506

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(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician
Type:
Offensive/Supplementary
Rank:S
Range:
Short-Long
Chakra:40
Damage:80
Description:
Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.

With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves.

Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.

Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities
Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot
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⚔ Approved: Edited the Orichalchos ability, as per our discussion on Discord. ⚔

- Imperfect​

Seal of Orichalcos

Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice
 
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Geezus

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Bullet Arts
Scarborough Fair

(Dangan Geijutsu | Afutābānākikku) - Bullet Arts | Afterburner Kick
Rank:
D-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn.
Note:
  • S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle.
~Approved.

(Dangan Geijutsu | Bureikudansu) - Bullet Arts | Break Dance
Rank:
D-S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it.
Note:
  • S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle.
~Apoproved. I took the knockdown effect out of it because, as I see it, the way you described it made it seem like an invisible 'wave of pressure', or something to that effect. If it's just the bullets themselves that knock the targets back when they connect then that just seems kind of selv-evident. Actually, I guess it'd be better if they just went right through them.

(Dangan Geijutsu | Jaakuna Orikata) - Bullet Arts - Wicked Weaves
Rank:
S
Type: Attack/Supplementary
Range: Short-Long
Chakra: 40 via Scarborough Fair
Damage: 80
Description: A powerful technique utilizing Scarborough Fair, the user releases 40 chakra from a single handgun. The chakra released forms a portal at least 5 meters from the opponent unless they are already within short range of the user. The portal is similar to those created by techniques such as Earth Release: Mudfall and Water Release: Stormy Blockade. This portal soon after releases a very large version of the user's leg or fist made of chakra towards the target to deal substantial damage to them and possibly the landscape.
Note:
  • This technique causes Scarborough Fair to enter a two turn cooldown.
  • Only usable twice per battle.
~Declined. Wow, this did not go where I expected it to go. This is definitely outside the bounds of your CFS though. Like what is this arm?
Bullet Arts
Scarborough Fair

(Dangan Geijutsu | Jaakuna Orikata) - Bullet Arts - Wicked Weaves
Rank:
S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 40 via Scarborough Fair
Damage: 80
Description: The Wicked Weaves technique is a powerful nintaijutsu technique preformed while utilizing Scarborough Fair. To preform the user releases a 40 chakra from a single handgun which is concentrated at the end of the barrel of the chosen handgun. Scarborough Fair then forms a 5m wide portal within short range of the user, the portal is similar in creation to those created by techniques such as Earth Release: Mudfall and Water Release: Stormy Blockade. As soon as the portal is created, the user punches or kicks depending on the handgun chosen which causes the chakra in the portal to be released as a 5x5m copy of the user's leg or fist made of the user chakra towards the target to deal substantial damage to them.
Note:
  • This technique causes Scarborough Fair to enter a one turn cooldown.
  • Only usable twice per battle.
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⚔ Declined: When ZK previously checked this, he said it was outside the bounds of your CFS, and I agree, seeing as I approved the Style, and know what is in it. All you did here was change the wording a bit, and provided a Jutsu wherein it could allow you to open a portal, but where in the description for the Style does it state you create portals, or can create large-scale copies of your physical attacks, like punch and kicks? Yes this would fall under the broad spectrum of "Ninjutsu", but it isn't mentioned at all within the description of the Style. The rule, which people still seem to ignore, is "If you do not mention an ability in this (Description and Inner Workings of the Style) section, then it does not exist in your style." Having played Bayonetta myself, I know she does this, but her hair is magic and acts as the conduit to between herself and her Demon, Madama Butterfly, but your Fighting Style is about combining Technology with Taijutsu, not Space-Time Taijutsu, which frankly conflicts with already existing Customs. This isn't a Bayonetta Fighting Style; it's a Gun-Fu Fighting Style, based on/ with a Bayonetta theme. ⚔

-Imperfect
 
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Punk Hazard

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(Sutīru Bōru Ran: Reinbou Ōbādoraibu ) Steel Ball Run: Rainbow Overdrive
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30(+10 to Steel Ball Run technique)
Damage: N/A
Description: Rainbow Overdrive is a technique designed to supplement other Steel Ball Run techniques. Upon utilizing a Steel Ball, the user will imbue the Spin with one of the five basic elemental natures, enhancing the power and effectiveness of the Spin by one rank. Imparting an elemental nature into the Spin grants it an additional property/ability in line with that of the element chosen:

-Water Release: Upon clashing with an opponent or a chosen technique, Spin infused with Water Release will release a surge of Water-infused chakra into the surrounding air, increasing the density of the surrounding air. This causes anything within the short-range area of the release to become slower due to the increased weight of the air, lowering the speed level of those inside by one level. This effect can also be remotely triggered by the user in the even that the Steel Ball misses its mark, able to passively release the surge into the short-range area of the Steel Ball.

-Wind Release: Spin infused with Wind Release will be capable of creating a suction-like effect, forcibly absorbing a portion of the air within a short-range area of the Spin. The rapid removal of this air creates a deafening vacuum to partially form in the air, similar to that caused when a car is moving at rapid speeds with one of the windows down. This sudden removal of air renders anything within that short-range area of the Spin to become deaf for one turn. This effect can be remotely triggered by the user(passive), or triggered upon clashing with a target or opponent.

-Earth Release: Steel Balls infused with Earth Release become capable of being melded into the ground or any earth-based material within the terrain, so long as the medium isn't infused with more chakra than the Steel Ball Run technique being supplemented. The Steel Ball, while submerged, can be controlled by the user passively, allowing them to alter their direction in order to covertly chase enemies.

-Lightning Release: Spin infused with Lightning Release become capable of releasing a surge of electricity that can cling to another object, similar to the phenomenon of static clinging. This electricity is initially harmless, appearing as small sparks that emit from the affected object. However, following this brief harmless delay, the sparks will flare, heating up the air and creating a shockwave. This shockwave, much like the clap of thunder, is the result of the electricity heating up the air to the point of a rapid and forceful expansion. This shockwave causes 30 damage to the affected target's health. In the case of clinging to enemy techniques, this shockwave will instead disrupt the technique's form partially, reducing its power by 30 points. The 30 points of damage is not a boost added to the Spin's power, but a surge of individual damage that occurs in the turn after the cling has been established. The cling can be triggered upon contact with a target, or remotely triggered by the opponent to cling to a target within short-range of the Spin as a projectile. The cling can be removeed by full-body surges of chakra of A-rank power or higher, or blocked by an A-rank technique should it be triggered as a projectile.

-Fire Release: Spin infused with Fire Release become capable of releasing a heatwave-like surge of chakra, encapsulating a short-range area around the Spin. This heatwave causes a distortion effect on the terrain, similar to that seen when heat on the road causes the road to appear as though it is moving. This causes anyone caught in the surge to suffer a decrease in reaction speed, reducing their reaction capabilities by one level(back to base if boosts to reaction speed are active).

Note: Can only be used three times per battle with a two-turn cooldown
Note: Can only be used on A-rank and below Steel Ball Run techniques
Note: Only one element can be imbued into a Steel Ball/Spin at a time
Note: Spin infused with an element gains the element's S/W
Note: Cannot be used on Spin that's already elemental
Note: Utilized in the same timeframe as Steel Ball Run technique but occupies a moveslot

⚔ Pending: One or two things I'm personally unsure about. ⚔

(Sutīru Bōru Ran: Hamon Ōbādoraibu ) Steel Ball Run: Ripple Overdrive
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will release two Steel Balls imbued with Earth-natured Spin from his seal and drop them onto the ground. The Spin emitting from the Steel Balls causes them to sink into the ground, the Spin carving away at the earth. Due to being Earth-natured, the Spin will propagate throughout the ground, similar to ripples moving through water. The Spin spreading throughout the ground allows the user to reshape the ground throughout the terrain. Similar to the Earth Topography technique, the Spin will carve and reshape the terrain into a shape of the user's choosing, allowing them to erect cliff-sides, create caverns, drop portions of the ground, etc. This can allow the user to evade/retreat(such as creating a cavern around himself), or as a means of attacking(erecting spikes from the ground). However, the user can only reshape the terrain once per usage of Ripple Overdrive, and must detail the new shape upon making their move. The more extensive the change to terrain, the longer the effects take place, but the technique is generally as fast as any other Earth Release technique.

Note: Can only be utilized twice per battle with a two-turn cooldown between usage
Note: No other Steel Ball Run techniques can be utilized in the same or next turn
Note: No Fuuinjutsu above A-rank can be used in the same turn

⚔ Approved: Minor edit made to the last sentence. ⚔

-Imperfect
 
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Ushiro

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(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World Breaker
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes bulky armor emerge from their body featuring 2 additional crane-like limbs attached to an extremely heavy cylindrical pillar about the same size as the user. With engines integrated with the armor pumping concentrated chakra through itself and these limbs, the user is able to wield the pillar without difficulty. When attacking with the pillar power is built up and released for a fast, earth-shattering thrust striking the target. Just before impact, turbines attached to it release highly condensed air mixed with combustible chakra out of its tapered front end. The mixture is ignited to cause a massive explosion to radiate outward and incinerate the target. Jets emitted from their armor keep them from being blasted away. This armor provides an A rank defense that remains until destroyed and can be removed at any time. This does not stack with similar armors.
-Usable twice per battle
-No S rank or higher Warring Impetus techniques in the same or following turn
-Continuing to use this technique after the initial turn will require a move slot.

Approved: Cool jutsu. Added a note. - Vex

(Tatakai no Gendōryoku: Akuseru) - Warring Impetus: Accel
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Derived from Rise, Accel grants the user a temporary boost in speed. This is achieved by storing chakra within the engines augmenting their physical abilities and releasing it, increasing their movement capabilities well beyond their previous limits. The user gains a x2 boost in speed for two turns. If this technique is performed again while the first use is still active, the effect can be increased to x3 but only for the duration of the first usage. Alternatively, by spending two moves, the original boost becomes x3.
-Can be used in the same timeframe as other Warring Impetus techniques
-The maximum boost this technique can achieve is x3
-After this technique ends, it can’t be used again for a turn; 2 turns if the boost was increased.

Declined: An x3 boost isn't really something that's given out so easily. There have to be real tangible and dangerous drawbacks for such a large boost from such a mundane custom. I'd recommend toning it down to a simple x2 boost that's given out with a single use of this technique that would last for 3 turns instead of two. - Vex

⚔ Pending: Leaving for someone else. Can't check Rinnegan Customs. ⚔

- Imperfect.
CFS approval

(Tatakai no Gendōryoku: Akuseru) - Warring Impetus: Accel
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A
Description: Derived from Rise, Accel grants the user a temporary boost in speed. This is achieved by storing chakra within the engines augmenting their physical abilities and releasing it, increasing their movement capabilities well beyond their previous limits. The user gains a x2 boost in speed for up to three turns, during which the user can use their momentum to increase the power of their melee attacks. This essentially increases the damage of applicable Warring Impetus techniques and Taijutsu +20.
-Can be used in the same timeframe as other Warring Impetus techniques
-After this technique ends it can't be used again for the same number of turns it was active and the user's speed will be decreased by 2 during that time
-Usable 4 times per battle


(Tatakai no Gendōryoku: Ōita) - Warring Impetus: Grand Divide
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user transforms their arm into a large mechanical blade or creates one from their body. Nearly the same height as the user, the blade emits thermal energy generated by the engine near its base and concentrates it on the edges of the blade, giving it immense destructive power and cutting ability. When attacking with the blade, the user can release all of its stored energy at once as a massive shockwave that can divide even large scale techniques, however doing so will destroy the blade. The blade is capable of splitting in two and spinning around an axis to create a throwing weapon that can be detached from the user and launched at an opponent much like a giant shuriken. The weapon can be drawn back to the user and caught by using their chakra like a magnet similarly to Flaming Arrow of Amazing Ability, and, if the weapon is still in flight, be directed somewhat on its way back.
-Usable twice per battle
-Lasts for three turns
-Shockwave destroys the blade and ends the technique
-Requires a two turn cooldown between uses
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¤ Both Approved ¤
 
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BusinessManTeno

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CFS APPROVED HERE:
https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-2#post20700749

(Sandangamae Kyouhaku: Supin Toraiado) Triple Threat Blade Style: Spinning Triad
Type:
Offensive | Defensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90 (-30 to users arm)
Description: This is one of the more wide spread and even destructive techniques of the Triple thread blade style technique. The user will channel massive sound chakra into their sword. Once done, the user will then spin incredibly fast, similar to a spinning top with the sword facing outward. This will create a powerfully loud screech as the user is spinning, causing the noise to paralyze the opponent, stopping them in their tracks due their eardrums being damaged, causing pain through the ears. While even though the regular sword is sharp enough to cut through earth of similar rank and below, the power of this technique comes as the third step of the destructive sound waves. Everything up to mid range would be caught up in the destructive sound waves, powerful enough to obliterate/disperse anything that comes within range. The destructive force behind this, even creates a crater ten meters deep all around 10 meters of the opponent. The downfall of this technique is that, you cant see due to your spinning (unless you have sensing of a sort). Once this technique is done, due to all of the spinning, the user will suffer a mental strain, not allowing the user to use any mental jutsu for several turns while the arms would be damaged.
Note: Can only use once per battle
Note: Due to the damage on the arms, the user cant string handseals for 3 turns after use
Note: Cant use any triple threat blade styles for two turns after usage
Note: Cant use any mental techniques above A rank for 2 turns after usage

⚔ Declined: Okay, some minor issues with this, but on the whole there's not much to fix here. ⚔

First concern is that this technique, like the last technique you submitted, have hindering sound waves that reach the same range as the destructive ones, and deal in an absolute, that the opponent is completely stunned. This makes it virtually impossible to avoid this technique if the opponent is within range of the technique, thus basically guaranteeing you a free win. Shouldn't have to explain why that's an issue, so I won't. You don't have to reduce the range for the hindering sound wave, but you should make it less effective the further they are from you, so paralysis within 5m, and disorientation or something for beyond that range. Next, minor issue with the "obliterate/disperse anything" part of your description. Just comes across as a bit "definitive", like no matter what it is, it's destroyed? Maybe just adjust the wording to be less absolute. Finally, the destructive sound waves create a crater 10m around the opponent? Your CFS' description says that the furthest range your destructive waves goes is 10m, so having them affect an area beyond their own max range, by using your opponent as the center of it's radius, isn't logical. Makes more sense if you have the crater affect an area around yourself, where the waves are coming from. Besides those issues, I don't see anything else wrong with this technique. Good job.

-Imperfect


_____

Approved CFS Here:
https://animebase.me/threads/archive-custom-fighting-styles-submission.157595/page-16#post-9024084

Dance of the Whirlwind Lancer: True
Type:
Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is one of the three signature techniques of the dance of lancer techniques. The user will gather the six lances all together, and transform them into one huge lance with sharp edges that spans roughly 8m long, 2m wide, and 1m broad. Doing this the user will link their life forced into the weapon, causing the weapon and the Chakra surging from around the user yellow (cosmetic). By doing this, using the wind surrounding the user and the lance, the user can freely control the huge lance. The lance even though it is infused with wind, can cut down harden materials of equal rank or lesser and even disperse other techniques by simply cutting through it.
Note: Can use three times per battle
Note: Last two turns
Note: Cant use any elements aside from wind in the turns this technique is active, and every action done consist of a turn, but can be done in the same time frame as other techniques.
Note: Must wait three turns to use again

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⚔ Approved: Edited dimensions of the spear, as 15m is basically Long Range in length, and 3m is basically short in terms of width. In other words, covered too much of an area to be fair. ⚔

-Imperfect


Dance of the Whirlwind Lancer: Bumblebee
Type:
| Offensive | Defensive
Rank: S
Range: Short- Long
Chakra: 40
Damage: 80
Description: This technique is one of the three signature techniques of the dance of lancer techniques. The user will gather the six lances, and channel chakra into them. The user will then snap their fingers, causing the six lances to break up into hundreds of kunai sized lances. Doing this, the user is able to control each and every one of them. The user is able to manipulate the wind around them to shoot towards the opponent with great speed infused with wind (twice as fast as jounin rank) dealing incredible piercing damage, or the user can cause the lances to form a vortex around by moving at fast speeds around the user. This creates a barrier around the user, being able to protect the user of equal rank or below. The great thing about this , is that the user is able to split this up by creating both a barrier around himself and attacking at the same time. Bringing the offensive and defensive rank down to A rank
Note: Can use three times per battle
Note: Using this technique restricts the user from using wind rank above A rank in the same turn
Note: Must wait three turns to use again

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⚔ Declined: This falls outside the boundaries of what's allowed for this Fighting Style. You can combine the spears to create larger constructs, and geometric shapes, like the above technique, but there's nothing in this CFS that allows you to divide these spears into multiple new individual spears. They're collapsible, not divisible. On top of that, x2 Jounin Rank speed for hundreds of small projectiles? Lmao, get out. ⚔

-Imperfect
 
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Lord of Kaos

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New Cycle: 04/06/2018 - 04/13/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Houdinii

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Mark of the Trickster approved here

(Mato sono Kanningu: Uso sono Tami)- Mark of the Trickster: Lies of a Nation
Rank: S
Type: Supplementary
Range: Short (Long for the flash)
Chakra Cost: 40
Damage Points: (60)
Description:
This is one of the most powerful techniques available to one who bears the Mark of the Trickster, the user will begin this technique by surging chakra throughout their body and beginning to release omnidirectional flashes from their entire body. The user will continuously release these blinding flashes with very small intervals inbetween, the small degree of light fading between each pulse is used to place a duo of layered genjutsu upon the targets. The first is an S rank latent genjutsu that has no immediately noticeable effects, which allows its partner, an A rank genjutsu to be placed without difficulty.

The S rank latent genjutsu activates upon the targets attempting to reach for their chakra supply, intending to use some form of technique. As soon as they intend to draw upon their chakra they would feel the sensation of it slipping away, as if they cannot grasp upon their own chakra. Thus the targets would find themselves with the sensation of being cut off from their chakra, unable to mold it for their techniques.

While the A rank genjutsu is much more immediate and noticeable, when this illusion is placed the targets will experience a deafening eruption like noise in their ears while it feels like their skin is being seared and charred off layer by layer causing intense pain, simulating exposure to an intense explosion. This technique stays active for 3 turns, continuously releasing flashes until its limit or the user chooses to end the technique. While this is active the user is limited to taijutsu, genjutsu and lightning(including KG/CE variants.)

Note:
~Can only be used 2 times
~Lasts for 3 turns unless deactivated
~Can only be taught by Houdinii

Declined: The bolded region makes no sense to me. What does it feel like to have your chakra slip away and in what way is this an illusion. Describe how this actually happens in a concise and cohesive manner because as it stands now. It won't be getting approved. -Daemon
 
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Zatanna

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Fighting Style: https://animebase.me/threads/custom-fighting-style-submission.764489/post-21921020

Black Out Kick
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
The user will gather medical anesthesia chakra into a foot or fist, and strike the opponent with a roundhouse punch or kick. When connecting with the opponent, the anesthesia chakra will be discharged, causing loss of feeling and connection to the limb for the opponent for 1 turn. Should the user touch an arm, they will unable to use that arm for handseals, should they touch a leg, then they will be taken to half their base speed (unable to use one leg) and should they touch their chest or head, then the opponent will be unable to use mouth or ninjutsu that uses their chest/lungs/gut.
Notes:
Can only be used 4 times with a 1 turn cooldown in between

Declined: While the idea is sound, it needs tweaking. Just because you strike someone in the chest doesn't mean they are unable to use their lungs/gut to perform jutsu. Anesthesia usually works on the voluntary actions such as moving ones arm, But using the lungs (contracting or relaxing) is an involuntary movement. Also it needs a japanese name - Daemon

High Tolerance

Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
The user fills their body with a mix of regular and special medical anesthesia chakra, then releasing it which causes a powerful 'drunked' sensation, where in by the user begins to lose control of their muscles for 2 turns, causing their moves to become unpredictable, as the chakra takes effect and wears off intermittently on the users body. This allows the user to perform quirkly moves similar to drunken monkey style.
Additionally while under this effect, the user is capable of reducing 20 damage from incoming techniques, due to the anesthesia working its way around their body. With the added effect of being loose and limp, the user takes less damage from shock waves from incoming physical damage.
Notes:
Can only be used 3 times with a 2 turn cool down.

Declined: Applying Anesthesia doesn't reduce the damage one takes from techniques. The damage is still done you just may not feel it. Fix ths. Instead of focusing on Damage reduction focus on reducing the effects that come with receiving damage (Fatigue) Also needs Japanese names - Daemon
 
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Imperfect

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CFS Approval: Here.

Permission to submit CFSJ was given years ago via VM, so when we changed sites, and old PM's and VM's were deleted, it was lost.
Six Paths is inactive now, so getting him to refresh the permission isn't easy.
However, I have previous CFSJ approved under that permission: Here.

(Rinyūaru Tekondō: Shisei no Kyū Ōtachi) | Renewal Taekwondo: Stance of the Nine Kings
Type:
Supplementary/ Offensive
Rank: Forbidden
Range: Self
Chakra: 50 (-15 per additional turn active)
Damage: N/A (-5 to to user per turn)
Description: One of the most advanced techniques in Renewal Taekwondo, the Stance of the Nine Kings is ironically rooted in the Fighting Styles most fundamental concept. The user begins by increasing their weight by the maximum amount the style allows, 50x, before gathering and channeling the generated energy from this process up one of their legs, then down the other. However, instead of using this force to perform one of the technique’s of the Fighting Style, the user repeats this process by reversing the direction of the energy once it reaches the end of their leg. In other words, they take the force gathered by their first leg, which is redirected into their second leg, and send it back to the first. The user repeats this process several times, each time adding more and more energy into the accumulated force by performing the first step of the Fighting Style. After several “cycles”, where this process has been repeated multiple times in rapid succession, the user will have successfully entered the “Stance of the Nine Kings”, which is a supplementary stance with no proper physical application on it’s own. Instead, it temporarily "supercharges" both of the user's legs with the force used to perform Renewal Taekwondo, and provides practitioners two unique, very powerful applications, both derived from the aforementioned supercharging. Additionally, upon entering into the Stance of the Nine Kings, the user can perform another technique from Renewal Taekwondo within the same time frame slot, but naturally still uses one of their 3 Jutsu per turn. The applications for the Stance are as follows;

The first application relates to the fact that the energy utilized by Renewal Taekwondo is perpetually present. This allows practitioners to perform Renewal Taekwondo techniques both instantly and consecutively, without requiring them to perform the initial steps for Renewal Taekwondo techniques, eg; stop any movement involving their legs, gather and utilize their Chakra to increase their weight, generate force within the ground, and convert it into a technique, as all of that has already been achieved through the Stance itself, effectively ridding the user of those requirements for as long as they maintain the Stance. Naturally all of these techniques still count towards the user's Jutsu per turn, and the user cannot go over their limit of 3 Jutsu per turn, this supplementary effect merely lets the user perform Renewal Taekwondo techniques without the first step of the Fighting Style.

The second application is derived from the fact that the energy is present within both of their legs at the same time, something that isn't achieved in any other Renewal Taekwondo technique. This allows the user to induce a form of "evolution" in all of the other Renewal Taekwondo techniques, in some cases allowing the user to perform the same technique twice, one time for each leg, either consecutively or simultaneously, while for others it changes the very nature of the techniques themselves, while remaining consistent with the concept and logic of the technique. In other words, the user has some freedom in how they utilize both of their legs for each technique. For example, in the case of the "Way of Walking" technique, the user will be able to perform two consecutive evasive manoeuvres, one for each leg, yet for the "Complete Package" technique, the user can either perform one attack for each leg, or use this to perform more intricate movements, such as those that require more than one leg to perform, which aren't possible with the base technique. In regards to offensive techniques, this effectively allows the user to double the potential output achieved by the performed technique(s), either through the addition of a second instance of the technique, or because there is twice as much energy present within a single instance of the technique. And while the total number of attacks, actions, manouvres, etc the user can perform per each Renewal Taekwondo technique can be doubled, when more than one instance of a technique is performed, each technique still only counts for one of their 3 Jutsu per turn, as it is still only one "technique". However, as a direct result of it's multiplicative nature, Stance of the Nine Kings also doubles the damage to the users body, restrictions on other techniques caused by their usage, and other negative side effects stated within the techniques themselves.

Note: Lasts for 4 turns, and can only be used once per battle, unless the user specializes in Renewal Taekwondo, in which case, they gain an additional usage, which requires ta least 3 turns in between usages, on top of any additional cooldown periods for techniques used whilst this technique is active.
Note: If the user utilizes Renewal Taekwondo techniques that possess the drawback of rendering them unable to perform Renewal Taekwondo techniques for a set duration, instead of taking effect immediately, these usage restrictions are added together, until the Stance of the Nine Kings ends, at which time the total is halved, and the user suffers from those drawbacks from that point forward. Physical drawbacks that don't affect Renewal Taekwondo usage limits naturally apply during/ after their respective technique's usage.

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Declined: This was good up until the second application's "use the same technique twice, in one go" part. That part I can't allow for offensive techniques because it sounds like you want to pseudo double the damage of you renewal techs. If I'm in correct on this let me know, but if not then that part can't be allowed, there is also the issue of bypassing cooldowns with this tech. If for example, you have a tech that can be used twice but has a 2 turn cooldown between usages, using the second stance you can essentially use the technique "twice" avoiding the cool down entirely, where the two turn cooldown no longer matters if its doubled to four because you used up the two usages anyway. - Daemon
 
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Daemon

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Style Approved here: https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21910457

Totsuzenhen'i Yūhatsu: Saisho no bakuteriofāji | Mutagenesis: The First Bacteriophage
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 50
Damage: 100
Description: The First Bacteriophage is a basic application of the capabilities of Mutagenesis. The user begins by making contact with an object or surface (including an opponent) and begins to spread the "virus" sealing tag onto the target. As per the nature of the virus, the sealing tags begin to rapidly duplicate and consume their target while injecting Yang chakra is injected into the object. As the Yang chakra injects it's chakra into the object, the Yang chakra begins to fill that object or target entirely. If the target is sentient and contains a chakra system, the sudden influx of Yang chakra radiating from the tags would cause an imbalance as the Yang energy eats way at the opponent's Yin energy, weakening their usage of Genjutsu, Dojutsu and other spiritual based techniques. This is normally felt as an intense burning sensation within the opponent's body as high levels of Yang Chakra fill their body. The large amount of Yang Energy causes the muscles of the opponent to begin to tear causing pain and soreness as their body as trouble containing the Yang Energy. This imbalance is detected by the Virus kanji itself activating the virus' fuuinjutsu effect. The kanji formula on the sealing tags activate, finishing the job of the Yang chakra and completely sealing away an opponent's Yin energy. Under these effects, the opponent is unable to use any spiritual techniques A rank and below for two turns. Due to the inherent ability of Mutagenesis, these seals can travel across surfaces while masked, blending into their surroundings, undetected until their target is reached. This effect can also be applied when these tags travel across weaponry in the user's possession, however the cloaking ends as the tags engulf their intended target.
Note: Can only be used three times per battle, with a two turn cool down in between usages
Note: As an Inherent Trait of Mutagenesis, The "virus" can telepathically communicate with the user.

¤ Approved ¤
 
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Sasori

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Link to being taught and Permission to Submit jutsus: https://animebase.me/threads/puppet-archive.761854/#post-21898673
Approval: https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21894461

Link to being taught and Permission to Submit jutsus: https://animebase.me/threads/puppet-archive.761854/#post-21898673
Approval: https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21894461

(Ikari no kamigami) Imperial Dynasty
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will first send a surge of chakra into seals layered across their body. Moments later a plethora of humanoid puppets will be released from the seals. These puppets are donned in Samurai outfits and possess weapons such as flash bombs, arrows, smoke bombs, explosive, kunai/arrows, sickles, swords as well as other basic Ninja tools. Upon activating the seal the puppets will scatter the field up to long range behind or in front of the user. Each individual puppet is weak by itself, but the Samurai makeup for it with numbers. There are roughly around one-hundred puppets on the field. Due to the sheer quantity of the puppets it is possible for the user to easily surround and close in on a target from multiple directions. Like all Reincarnation Fist techniques, the puppets from this technique will be programmed with a specific function. The specific function of this technique is that the user can command the puppets to charge towards a target and attack them with the weapons in its hands. Another command the user can give their puppets is to defend the user or their allies by linking their bodies and forming a dense shield of puppets from all directions that will be capable of defend the user from any damage of an S-rank technique. When utilizing this technique with the Attack Command it is possible for the user to manipulate the puppets to release a wide variety of attacks. For instance, it will be possible for the user to command the puppets to release a combination of flash-bombs, smoke bombs, arrows, explosive kunai/arrow up to long range towards their target, and the release of these weapons can be up to the user’s discretion. For example, if the user wishes to utilize the puppets to release a wide scale shower of arrows/explosive arrows they could do so. The same also applies if the user wishes to manipulate the puppets to charge towards their target head on initiate physical combat with swords, sickles, or knives. This technique essentially has the capability to turn the battlefield into a war field. By using the Fuinjutsu aspect of Reincarnation Fist it is possible for the user to coat their puppets in a chosen element giving them an elemental side if the user desires to do. For instance, the user could coat their army of puppets with fire which would layer them with fire chakra and cause their weapons to do burning damage. Lastly, if the user possesses a Sasori biography or a human core it will be possible for the user to transfer their core into another puppet upon the army's summoning which will have all the same properties and functions of the user’s previous body. Due to the nature of this technique the user’s puppet body will quickly get lost in the swarm of puppets. The user can also choose to use this technique, so that their core is transferred at the same time puppet army begins to do their programmed function. After the turn has ended the puppets will become chakraless and fall to the ground.

Note: Can only be used twice with a turn cool-down.
Note: No Reincarnation Fist techniques above A-rank next turn.

⚔ Declined: Notes within spoiler. ⚔

Okay, so, the first thing that came to mind when reading this is that you only use the word "body" to refer to the seals, when the Fighting Style is meant to incorporate both Body Seals, and Seals applied to Armour, clothing, etc. This gives me pause because Body Seals are now restricted to Advanced Fuin, which this CFS doesn't mention as a requirement to learn/ use. I'm probably not going to ask that you get Pyro to resub a whole CFS for that minor restriction/ clarification, but at the very least please abide by the rules as they exist, and clarify the wording so that both kinds of Seals are mentioned in these techniques moving forward, so you aren't unintentionally excluding people from using techniques because of a poorly worded description. If you can apply seals to your body, great, you're fine, but if you can't, I feel as though you need to mention that they can be added to your attire instead. This applies to all 3 techs you posted, not just this one.

Next is the usage of the plural, Seals. As in, not just a single seal? By the CFS' description, each Seal can hold a large number of puppets, so long as their power is split between the total number, which you seem to have done, so why do you make out as though there needs to be more than one seal involved in this technique? Is the implication that using more than one seal for the same number of Puppets results in stronger individual puppets, as the total is spread out over multiple seals, thus not weakening the individuals by as much if they were in one technique? Or that you just have a bunch of generic seals that can do anything from the Fighting Style? Cause if so, the latter is not how the CFS came across when I read it, and the former is a big no. It's a single seal that does a single, predetermined thing per technique, so please correct that. This also applies to the second CFSJ you posted.

Additionally, as a minor gripe, you should be adding the name of the CFS to the name of your CFSJ, primarily because they don't all have the restriction that you can't use CFSJ from the CFS for X amount of turns, so there's otherwise no way to know these are CFSJ.

Next, I'm finding it hard to justify allowing the pre-sealing of Elements with the Puppets, primarily because this isn't mentioned within the Fighting Style itself, the description only detailing that Puppets would be sealed within the seals, but also because this would most likely boil down to Ninjutsu, which isn't a part of the CFS. The closest thing to this is that it mentioned the puppets themselves achieving Elemental attacks through "specific methods", of which Fuin is mentioned in the next sentence, but there's a difference between puppets being sealed along with an aspect of Fuinjutsu, and the puppets themselves using that same aspect. Personally I interpreted that this would be like Sasori's hand pipe things that used Scrolls to shoot flames and water at Sakura and Lady Chiyo with variable levels of pressure. This makes sense to me, what with the mention of a Dragon-like puppet, it could breathe fire through the same method as Sasori's aforementioned method, but what you're attempting with this doesn't adhere to that aspect of the CFS' description. There's also the fact that these are unranked, freeform performing pieces of armored autonomous wood that you've programmed to perform a command. If we follow your given example, if the Fire you're coating them is strong enough to deal damage to your opponent, it'd be strong enough to damage them, thus, when you actually summon them, wouldn't you be summoning one massive heap of ashes, and if not, a group of smouldering Samurai Puppets that quickly become that? Maybe give a limited number of these puppets the ability to unseal Elements into other attacks performed by other Puppets via scrolls, because just lightning them on Fire, and the various other equivalents of that isn't logical.

Next, using these for an S-Ranked defense, or frankly defense in general, just seems illogical. Unless you have them make a wall between you and a Jutsu World War Z style it's not going to work, because they'd only possess S-Rank defensive qualities collectively with the sum of their numbers achieving S-Rank, which quickly gets confusing when you factor things like scale in. Visualizing them stopping a large scale fireball isn't too far-fetched, but when you think about how would these puppets would, collectively, stop a considerably smaller Jutsu, it gets weird. I don't know if you want to remove the defensive aspect of this technique, or maybe change the Rank, but something will have to change to make this less confusing.

Finally, that Sasori part at the end is the biggest problem with this technique, because up until that point there wasn't really that much wrong with the technique, but then we get to that part, and wow. Really, it just tells me everything I need to keep an eye out when checking these CFSJ in the future, so I thank you for that. So let's just read this, hmm? "If the user possesses a Sasori biography or a human core it will be possible for the user to transfer their core into another puppet upon the army's summoning which will have all the same properties and functions of the user’s previous body." and "After the turn has ended the puppets will become chakraless and fall to the ground."? Yeeeeeaaaaah, not only does that second part blatantly go against the mechanics laid out in the CFS, which states they are resealed at the end of the turn, in general it's just ridiculous when you think about it for more than a second. I don't really know anything about Puppetry beyond the basics, but I can immediately see how that's abusable. So you, basically, get an indefinite pool of 100 bodies, that all can apparently have the same capabilities as your real body when you place your Human Core in them, along with each one being armed with weapons, flash and smoke bombs, etc, and nothing preventing you from assuming control of them later on with another technique, like the D-Rank Puppetry technique? Which I might add, as I recall, Sasori was shown to be able to control 100 puppets at a time, so I guess you just get to keep this Jutsu active forever, eh? Oh and hey, look, it can be used twice, just in case 100 permanent replacement bodies aren't enough. Yeah, no. You can remove that entire section of the Jutsu, have this technique abide by the mechanics laid out in the Fighting Style, and forget about anything even remotely close to this absurd being approved. Also, a one turn cooldown is too weak for an S-Rank. Make it at least 2 turns, perhaps more, depending on how you re-balance your Jutsu with the notes from this, and the other Jutsu's checks.

-Imperfect


(Ikari no kamigami) Curse of the Locust
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will first send a surge of chakra into several seals on their body. As a result, this will cause a hoard of locust like puppets to emerge from seals across their body. These locust are around eight inches long, but are easily visible to the naked eye, and it will emulate flight with the help of the chakra the user will cover them in. Once on the field, the user’s body will be covered by a plethora of locust that will be flying around their body. Curse of the Locust is a technique that involves an aspect of Fuinjutsu that deals with absorbing chakra. Like all Reincarnation techniques, the locust from this technique will be imbued with a specific command upon summoning. The first command is Eat, and once commanded the user will manipulate the Locust to bombard any incoming chakra based attack. Once in contact with the technique the locust will immediately activate their Fuinjutsu imbued ability to absorb chakra. As soon as contact has been established the chakra inside of the opposing technique will be siphoned of it chakra, and will be disabled. The effect of the locust can affect jutsus up to this technique’s rank. The user can also choose to utilize this technique as a debuff to opponent’s jutsus. To do so, the user can use this technique in the same time frame as one of their jutsus. By doing this, the locust will surround said jutsu, and once in range of another technique the locust will drain the chakra of the opposing jutsu of twenty damage points. Another way the user can utilize this technique is to program the locust with the command Attack. With this command the user can manipulate the locust to attack a target and deal physical damage to them by biting the person or object. This damage is equivalent to A-rank, and due to the large amount of locusts it is possible for the user to control the locust to attack the target from multiple angles and directions. Lastly, the user can choose to passively modify the seal with Fuinjutsu, so that it activates on its own upon any foreign chakra five meters from the user, but will still cost a move.

Note: Can only be used four times.
Note: Last up to one turn then the locust will fall to the ground.

⚔ Declined: Okay, less wrong with this technique than the last, but still a few minor things. ⚔

Just like the first tech, remove the mention of mutliple seals, clarify that they can be either body or armor seals, and have the Locusts be resealed upon the end of this Jutsu.

Okay, unlike the first technique, I'm fine with the locusts using Fuinjutsu like this, as it aligns with what was in the CFS, but there's a couple of things that need clarification. First, what happens to the siphoned Chakra from the "Eat" directive? Naturally it won't be added to your own reserves, but judging by the fact you tried to pull the same stunt as the first tech by having them hang around after the turn is up, I imagine you had plans for if they did manage to siphon Chakra? Clarify that part for starters, taking into consideration the mechanic of them being resealed at the end of the turn. Next, the only restriction you have is a 4x usage limit, on this A-Rank technique. As per the description of the CFS, once their turn is up, they are resealed, and enter a cooldown period. Reflect that in your Jutsu please. Finally, what is that last part trying to achieve? You passively modify the seal, I assume for the "Eat" command, so that it automatically triggers upon something entering 5m from you, but it still costs a move, so it isn't really passive? Is this just trying to get an autonomous defense for attacks you can't see/ sense/ register? What if you do this, but send off the Locusts with another Jutsu with the "Debuff", or "Attack" commands, so they aren't around you? Per your words, the seal would activate if something enters 5m from you, but what if the Locusts aren't there to "Eat" the Jutsu? You get hit, and lose out on a Jutsu slot, or at least, that's how it looks like it would go down based on how it's written. Maybe try and fix that so you aren't shooting yourself in the foot while your opponent is attacking you.

-Imperfect


(Ikari no kamigami) Archfiend
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will first send a surge of chakra into a seal on their body. In response to it a demonic oriented puppet crafted after a hell hound will spring forth from the seal. The hell hound will be on all four, and will immediately begin to leap towards its target in long strokes. One special property of this hound is that it will be coated in a layer of fire chakra so it appears more akin to an actual hell hound. Once the hell hound is within five meters of its target its Fuinjutsu imbued ability will activate. Once in place a red translucent barrier will be emitted up to five meters of the hound. Any opponent or target within range of the puppet will have a portion of their blocked/sealed off. Similar to multiple infinite embraces the target will be unable to mold chakra above A-rank while in the presence of the hell hound. The thing about this technique is that the opponent’s movement will not be hindered in any way. The barrier from this technique only serves the purpose of acting as a chakra inhibiting field. If the opponent were to stay out of range of the hound then they will regain their use of their chakra or if the user were to destroy the hound then it would disable the barrier. On to its main ability, while the hound is approaching the target its command will be to ram into the target attacking it with its brute force which will deal caustic burns upon contact. This will be equivalent to A-rank.

Note: Can only be used four times
Note: Hound lasts one turn then becomes inactive.

⚔ Declined: Okay, getting more manageable the further down the list I go. Notes in spoiler. ⚔

Just to make sure you get the memo, for this technique clarify body vs armor seals, and specifically state that the the Hellhound returns to the seal it came from. None of this sly "it becomes inactive" stuff, where you can probably just stick a thread on it, and use it like normal.

Unlike the first technique, the issue of the Hound being on fire here is lessened because it's presumably equivalent in endurance to an A-Rank Jutsu, so it can probably withstand a bit of light burning. Still not a fan of allowing pre-sealing Puppets with Elements though as, again, it's not exactly part of the CFS' description, and it's a general rule that if it's not in your description, it's not in your Fighting Style. You can easily get around this by just having the Hellhound have another seal, or a scroll with flames sealed inside, and is triggered upon summoning it. It's the same thing, but it doesn't deviate from what the style allows. As for the MIE-like ability, I don't see an issue with it. Might need to get a second opinion on it to be frank. The use of the word "caustic" for the burn however is an issue I can address. Caustic burns deviate heavily from ones received from heat, which is what your hound is apparently cloaked in, as caustic burns are received from some form of chemical, and can be far more hazardous for one's health (I should know, spent 4 years working next to them on an active oil refinery). So if the implication here is that the flames are a result of some chemical, that's a no. Even if it's not, it's better you just find a word more synonymous with heat to describe the burns the hellhound delivers with it's ramming attack.

-Imperfect
(Ikari no kamigami) Reincarnation Fist: Curse of the Locust
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will first send a surge of chakra into a seal on their attire. As a result, this will cause a hoard of locust like puppets to emerge from seals across their body. These locust are around eight inches long, but are easily visible to the naked eye, and it will emulate flight with the help of the chakra the user will cover them in. Once on the field, the user’s body will be covered by a plethora of locust that will be flying around their body. Curse of the Locust is a technique that involves an aspect of Fuinjutsu that deals with absorbing chakra. Like all Reincarnation techniques, the locust from this technique will be imbued with a specific command upon summoning. The first command is Eat, and once commanded the user will manipulate the Locust to bombard any incoming chakra based attack. Once in contact with the technique the locust will immediately activate their Fuinjutsu imbued ability to absorb chakra. As soon as contact has been established the chakra inside of the opposing technique will be siphoned of it chakra, and will be disabled. The effect of the locust can affect jutsus up to this technique’s rank. The user can also choose to utilize this technique as a debuff to opponent’s jutsus. To do so, the user can use this technique in the same time frame as one of their jutsus. By doing this, the locust will surround said jutsu, and once in range of another technique the locust will drain the chakra of the opposing jutsu of twenty damage points. Another way the user can utilize this technique is to program the locust with the command Attack. With this command the user can manipulate the locust to attack a target and deal physical damage to them by biting the person or object. This damage is equivalent to A-rank, and due to the large amount of locusts it is possible for the user to control the locust to attack the target from multiple angles and directions.

Note: Can only be used three times with a two turn cool down
Note: The Locust end when its one turn is over, and will be resealed.
Note: The sealed chakra is just sealed inside of the locust, and serve no ulterior purpose.

Approved: With edits made in bold and gold. Removed the auto activation thing. - Daemon

(Ikari no kamigami) Reincarnation Fist: Archfiend

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will first send a surge of chakra into a seal on their attire. In response to it a demonic oriented puppet crafted after a hell hound will spring forth from the seal. The hell hound will be on all four, and will immediately begin to leap towards its target in long strokes. One summoned, another seal will activate that will coat the hound in a layer of fire chakra so it appears more akin to an actual hell hound. Once the hell hound is within five meters of its target its Fuinjutsu imbued ability will activate. Once in place a red translucent barrier will be emitted up to five meters of the hound. Any opponent or target within range of the puppet will have a portion of their blocked/sealed off. Similar to multiple infinite embraces the target will be unable to mold chakra above A-rank while in the presence of the hellhound. The thing about this technique is that the opponent’s movement will not be hindered in any way. The barrier from this technique only serves the purpose of acting as a chakra inhibiting field. If the opponent were to stay out of range of the hound then they will regain their use of their chakra or if the user were to destroy the hound then it would disable the barrier. On to its main ability, while the hound is approaching the target its command will be to ram into the target attacking it with its brute force which will deal burns upon contact. This will be equivalent to A-rank.

Note: Can only be used three times with a two turn cool down
Note: The Hellhound ends when its one turn is over, and will be resealed.

Approved: Edits made in bold and gold - Daemon

(Ikari no kamigami) Reincarnation Fist: Mephistopheles

Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: By activating a seal on their attire the user will release from it a hoard of dragonflies that will be able to emulate flight with the help of the chakra it is coated in. Upon being summon the puppet will activate their fuinjutsu imbued properties, and cover their bodies in a skin tight barrier. There is one program the user can embed into his puppets which is: Feed. The following effects take place with the Feed command: Mephistopheles will ignite in flames once approached by a foreign chakra source such as an opponent or their techniques. The main purpose of this technique is to target an opponent’s jutsu. Once contact has been made the fireflies will ignite in flames, and begin to burn the technique. However, this will not be a physical burn as this jutsu seeks to disrupt the chakra inside an opponent’s technique. For example, when this technique makes contact with a technique that the opponent must focus or maintain/sustain then it will corrupt said chakra link. The barrier involved in this technique is used to burn away at the chakra inside of the technique, and due to the opponent’s chakra system being linked to it they will feel a disturbance as well. This disturbance will feel like a burning sensation that will throw their focus off, and end their connection with said technique which will usually lead to it deactivating. This jutsu, however, is not applicable in all scenarios as some techniques will be able to easily overpower it. Since this jutsu does not work based on strength this technique is able to affect any technique.

Note: Can only be used four times with a turn cool down.
Note: Mephistopheles ends when its one turn is over, and will be resealed.

Declined: Do a better job of explaining this, it's all over the place. - Daemon
 
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Corazon

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CFS Approval

Learned CFS

Permission to submit Titanomachy techs

Old Submission ( archive thread so couldn't c/p )

Permission to resubmit

( Titanomachy: Εκατό της κατοχής ) - Titanomachy: Hecate's Possession
Type:Supplementary
Rank: A
Range:Short - Mid
Chakra: 30
Damage: N/A
Description: The user activates a barrier from the dormant seals along his armory and weaponry, or alternatively utilizes a pre existing barrier for this supplementary jutsu. Infusing a seal into the barrier, the user augments his barriers with the effects of the pre determined seal, spreading the effects throughout the barrier. What this means is that, for example, the user applies the Chakra Suppression Seal Technique to a created barrier; this barrier will then carry the properties and abilities of said seal, which means that physical contact with the barrier will allow it to seal the powers of a Bijuu and suppress them. While being an example, this demonstrates the basic principle and usage of this jutsu - to transfer the abilities of a seal to a barrier without need to physically make said seal or kanji. This can be utilized alongside most canon seals and custom ones up to S rank if applicable and logical. This allows the user, for example, to make physical barriers from his body that are infused with the Infinite Embraces jutsu and allow him to seal chakra on contact with the opponent to allow him to perform things such as Taijutsu sequences alongside seals.
Note: Each use infuses a seal into a Barrier in the same timeframe at the cost of only one move per turn.
Note: Use of A and S rank seal prevent this from being further used at any rank for 3 turns and collectively can be done 4 times in all.

⚔ Declined: This is just waaaaay too broad, and appears heavily abusable. ⚔

- Imperfect

The ability to apply just about any seal, canon or custom, to literally any barrier, including ones that aren't associated with this Fighting Style, is simply too ambiguous to try and quantify. Adding Infinite Embraces, and especially the stronger "Multiple" variant, to an existing barrier which could already possess it's own powerful effects, rules, conditions, etc, alone as an example gives me pause. Then when you add in things like increasing the Rank, Range, Damage, etc of Seals and Barriers, this is simply far too abusable for me to allow as is. I'm really struggling with whether or not to slap a DNR on this, because I simply can't fully grasp the sheer scope of what this can achieve, especially with personal Fuin CJ.

And while the sheer scope of this tech is the reason it's being declined, for me personally I'm also having trouble justifying allowing someone to have a CFSJ that directly interacts with regular Customs as though it were one. It's not my intention here to "call you out", but this is coming across as an attempt to get something approved as a CFSJ that you can't get as a CJ, either because it's too powerful like I suspect, or because it already exists as a Custom Jutsu, or something to that effect. I don't know if this is a precedent that's been set in other Fighting Styles, but I personally don't think CFSJ should so directly interact with regular Customs. Fighting Styles are their own thing, and they get their own Fighting Style Jutsu slots for Jutsu that are tied to that specific CFS, for the purpose of making an arsenal of techniques specifically for that Fighting Style, so making techs that act like they aren't really tied to the CFS is odd. I know there's typically some overlap in CFS-related boosts from techniques, most commonly for Taijutsu as all CFS typically have some cqc aspect, which you can then use with any Taijutsu technique you have. This goes far above and beyond that, making me genuinely curious if this is a thing that actually exists with other CFS, or even is allowed with other checkers, cause I genuinely have no clue, but personally feel it goes beyond what any CFS should be allowed.


( Titaomachy: Cronus' δύναμη ) - Titanomachy: Cronus' Might
Type:Supplementary/Offensive/Defensive
Rank:B-S
Range:Short
Chakra:20 - 40 ( -5 per turn for A, -10 per turn for S )
Damage: N/A ( +20 Damage to Tai and Ken/held Bukijutsu )
Description: The user uses this jutsu to activate dormant seals along armor platings and accessories/armors to trigger several Fuuinjutsu barriers for basic usages. These barriers may only be created from seals along his torso and limbs, but may form various limb like barriers such as barriers shaped like talons, gigantic arms, animal legs, or anything that can be otherwise classified in the same manner. Due to the basic nature of this technique, it is multi ranked and scaled, with higher ranks providing greater offensive and defensive uses.

B rank: With the B ranked usage, the user is able to create generic barriers around his person and items he holds ( not including people ). These barriers may extend up to two times the user size, allowing him increased range and striking distance via the shaped barriers. While this barrier based shroud is coating the user's body, his Taijutsu and Kenjutsu/held bukijutsu is able to interact safely with elemental chakra and neutral to same rank attacks while offering B rank protection. This allows the user to be able to combat up to B rank jutsu with Taijutsu or Kenjutsu. This barrier lasts until it is overpowered or destroyed by the opponent, requiring no extra chakra to maintain.

A rank: Stronger and more specific in use, this barrier allows the user to coat his limbs will barriers that form humanoid or animalistic limbs, such as shaped claws, or fish-like fins. These barriers are able to extend up to short range in their use, adding +20 to Taijutsu or Kenjutsu attacks used, if logical. Due to how this barrier is utilized, it doesn't have a long lasting duration free of chakra drain like the lesser version. Requiring 5 chakra per turn, this can only last up to two turns each use and up to 5 times in all.

S rank: The strongest version of this, at S rank the user is able to create limbs that are infused with elemental chakra. Gaining the properties as well as strengths and weaknesses of these elements, these barriers also gain a +20 rank damage increase to physical attacks. Due to being enhanced by elemental chakra, these barriers require a higher chakra drain per turn and has harsher restrictions as well. Being able to be used 3 times, can be used once every 3 turns, and after use the User cannot use any Titanomachy customs for one turn and no Fuuinjutsu above S rank for the same amount of time.

Note: For any version, the user can use cause these barriers to activate in the same timeframe as physical movements/attacks, but never alongside other Ninjutsu or Genjutsu.

⚔ Declined: Couple of edits required. Notes in spoiler. ⚔

- Imperfect

Okay, so first, the B-Rank application should have a Chakra cost per turn, even if it doesn't have a duration limit. I know of, and even have a technique with the same mechanic of having no set duration, but still requires a Chakra cost per turn. It would be a different story if this were a boosting technique, as I've been told that there are some that exist that don't require additional Chakra to supplement the targeted technique, but this is something you'd have to actively maintain with Chakra, especially if you intend to interact with other techniques via this barrier. Every time a Jutsu hits this, even if it's of a lower Rank, by the Technique Interaction rules they're going to weaken it, so if you're not supplying it with Chakra, it's going to disappear, even if it's not "overpowered" by an A-Rank or higher. So rearrange the Chakra cost per turn of the applications please, cause what you have right now is a 20 Chakra unlimited usage immunity to B-Ranks, with no downside besides that initial Chakra cost of 20, which is virtually nothing.

Next, two times your size for the B-Rank application to reach is just too loosely defined to allow. You ditch this multiplicative approach in the A-Rank application anyway, and make it Short Range for that one anyway, and then don't even mention a range in the S-Rank application, presumably because it's also Short. This isn't so much of an issue since your technique is limited to Short Range by the template's Range, so maybe just make the applications relatively balanced. As a recommendation, start with B-Rank at 1m since it's a generic barrier around your person, then A-Rank at 3 meters, when they become more complex, then finally a max of Short Range/ 5m for the S-Ranks. Makes everything neater, and less likely to cause confusion.

The S-Rank doesn't have a stated duration, and on top of this, the duration for the A-Rank is odd as well. If the applications are supposed to become shorter the higher their Rank is, then by following the logic here, since the A-Rank is 2 turns, the S-Rank should only last for a turn, but then if that was the case, it shouldn't have a Chakra cost per turn. Rework all of this so it makes sense. You can keep the B-Rank at indefinite, provided you give it a Chakra cost, make the A-Rank 4 turns, and the S-Rank 2-3 turns.

Finally, the smaller issues. I changed some wording, as the technique repeated itself in some places, or just benefited from a small change. 5 usages is a bit much for an A-Rank as far as I'm aware. And finally, please for the love of Kaguya, replace that Fuinjutsu restriction on the S-Rank application. Even I'm aware that it's an empty restriction, and is just there to make the technique look more restricted than it actually is. Forbidden Rank Fuinjutsu require an Advanced Uzumaki bio, or the Foreman's permission, or some other advanced requirement like that, so going without a Rank of technique that you most likely don't have for a single turn isn't really a restriction, is it? Because, if it's to prevent some insane combination of external seals and this technique, it's not achieving that when the restriction is 1 turn long, and these techniques can last from 2 turns on the A-Rank application, to forever on the B-Rank, and like I mentioned earlier, not even defining a turn limit on the S-Rank. Rework this restriction after fixing the turn limits on the applications themselves, and make them align with one another, so that the technique is actually restricted.
 
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-Broly-

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Crackdown approval https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21921160
Vital Pistols https://animebase.me/threads/custom-technology-submission.764499/page-2#post-21898657



(Torishimari: Furuōto) Crackdown: Full Auto
Type:Supplementary
Rank: A
Range:Short-Mid
Chakra:
30
Damage: N/A (+20 Damage/1 Rank Effectiveness to attacks this is used on)
Description: The user applies a seal onto a bullet he’s about to fire that unseals chakra similar to that of Shuriken Shadow Clone Jutsu onto the bullet. This causes the bullet to reploujutsu to prevent healing, moving at 2x Kage speeds. into over 1000 copies of itself, with any sort of seals, effects, or objects attached to it still intact amongst the copies, similar to the jutsu it takes inspiration from. These bullets still fly out one by one, but now as if the gun has been set to a Rapid Fire - Fully Automatic firing mode, and fly out at an extremely rapid pace. This jutsu is capable of filling an area of up to mid range, and serves well to increase the user’s range in case an opponent tries to run. This jutsu boosts the technique it is used on by +1 Rank/20 Damage in effectiveness. This can be used simultaneously to an offensive attack utilizing Vital Pistols due to it meaning to enhance a bullet that already exists as a result Full Auto can be used in the same time frame as another Crackdown Technique, taking up a move slot. This can be used 3 times per battle with a two turn cooldown in between usages.

Approved - Edits made in bold and gold


From CFS
The user utilizes the expert body control, focus, and power that years of Taijutsu study brings to bring the real power to this style. The user utilizes flips, rolls, body positioning, and pure speed in order to close the distance, evade enemy techniques, and position himself for fire The aspect of Taijutsu is also prevalent in the crushing and powerful strikes that this style is known for, that is used in tandem with the effects of the projectiles User's of this style are able to tie all of these aspects together for an extremely fluid style of fighting
in the crushing and powerful strikes that this style is known for, that is used in tandem with the effects of the projectiles User's of this style are able to tie all of these aspects together for an extremely fluid style of fighting
(Torishimari : Hoka no muhōmono) Crackdown: Another Outlaw
Type:Supplementary
Rank:B
Range:Short
Chakra:N/A
Damage: N/A (40 if used to strike)
Description:This technique is simply using the natural speed, strength, and skill of the user of this style to aid him in combat. With this technique the user may use his physical movement and previously mentioned traits to get himself into better position to fire, avoid an enemy technique, or anything else that would be useful to him that can be accomplished by physical movement. This can be rolling, flipping, jumping, sliding, positioning his body, running, and other things within reason such as this. The user can avoid opposing techniques and otherwise so long as they dont exceed his short range area in total size. Such usages must be realistic, for example the user can’t outrun something faster than he is. The user may also seamlessly transition these movements into a strong blow or series strike with the weapon(s) in the user’s hand with the same usage while moving, dealing damage up to 40 no matter the number of strikes.
Note: Can be used 4 times per battle.

Approved - With Edits made. Added a usage limit

Reference from Vital Pistols
These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely.
(Torishimari: Jōrei) Crackdown: Ordinance
Type: Offensive/Supplementary
Rank: C
Range:Short-Long
Chakra:15
Damage:N/A (30 for Explosive Rounds)
Description: Similar to explosive tags, smoke bombs, and flash bombs for kunai. Ordinance can be applied without taking a slot in the timeframe or jutsu cap. This is due to this technique representing the application of common kunai accessories (smoke bomb, explosive tag, flash bomb, along with 1 modern type of accessory) to bullets fired from Vital Pistols, as these bullets are stated to replace the user’s kunai. The user simply forms a sealing tag onto the number of bullets he intends to use within Vital Pistols. This seal bares a kanji representing the type of ninja tool accessory being applied and seals itself onto the bullets, making this seal break up and form copies of the sealing tag all over the bullets used. Each variation of ordinance still counts and functions as only one seal however. Through the power of Advanced Fuinjutsu, the user is able to program functions into the timing of activation of the tags like that seen with normal explosive tags. This would be things such as whether they activate after a certain time period, after they reach a certain target, or upon contact with an opposing technique.

Explosive Rounds– These tags similar to that of the explosive tags have been improved and is capable of explosions that deal a total of 30 Damage whether the user fires one bullet or a lot more in the timeframe this is used in. These bullets are Capable of creating 2 meter area explosions. With this applied the user may use any technique within reason that utilizes paper bombs/explosive tags with the tags on these bullets.

Haze - This seal give the effect of creating bullets that may release smoke like regular smoke bombs as they travel. By using adv fuin, the user may manipulate the type smoke released. If the user coats the seal of the smoke bomb with a substance such as Poison, the seal is able to seal the chakra makeup of the substance into the smoke it releases. This would release smoke with the properties as the substance coating the seal to be released. However by using this feature, any usage limits, requirements, or drawbacks of the using the technique thats tied to that substance applies.

Gotham Stars- This gives the bullets the effect of a strong flash bomb, however the target(s) seeing flash actually triggers a seal similar in aspect to Medical Sealing Arts: Bloodline Sealing Technique. This seal makes it so that Dojutsu and any bloodline ability users will find that such traits ability to protect them against flashes of light has been sealed away. The blindness lasts 1 turn. The light is extremely strong and it is effective from long range.

Loud and Clear - This seal is capable of unsealing a quick and very loud noise as when the user programs it to.. The act of hearing the noise for the opponent triggers the activation of a seal that seals the target(s) hearing, and making it seem as if the bang had deafened them. This deafening lasts 1 turn.


(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user by using the user's technological knowledge, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the user through the power of advanced biomechanical and genetic sciences. The user may fire freeform chakra bullets that move as fast as the average lightning jutsu. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely. The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

Vital Pistols can merge to form a single scoped rifle as well. This rifle can scope in up to 2 landmarks away (Long Range in battle). The user may shoot and fire a chakra bullet (S Rank/80 Damage) at the cost of a move up to 4 times a battle. By expending an additional moveslot when firing the rifle, the user can apply a seal onto the bullet via its Compensator ability that creates a barrier with the ability to prevent the detection of the bullets chakra by sensors and dojutsu users by disrupting its chakra signature and deflecting chakra away. This can be used twice with a 2 turn cooldown in between each shot. The user may use a supplementary ability/technique alongside the firing of the rifle.


Compensator:
This gun bears a seal that makes it so that any effects applied to the gun via sealing script are also applied to bullets fired from it so long as they cost a move. Placing a seal upon the gun will cause the bullet that comes out it to carry the same effects of the seal. This would be split across the bullets, meaning an A rank seal will its strength split up to 4 times. This ability is active and may be used simultaneously with another technique as this ability is supplementary. Up to 2 seals can be applied at one time with their effects applied to alternating bullets. Compensator can be used up to 3 times with a break of 2 turns in between use.

Declined: Reduce the range on the flash from Gotham Stars. Also better explain how this sealing actually occurs. Is it a barrier that erects from the bullet in conjunction with the flash? stuff like that. And for Haze you will only be limited to Poisons or normal smoke bombs. - Daemon
 
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Crackdown approval https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21921160
Vital Pistols https://animebase.me/threads/custom-technology-submission.764499/page-2#post-21898657



(Torishimari: Furuōto) Crackdown: Full Auto
Type:Supplementary
Rank: A
Range:Short-Long
Chakra:30
Damage: N/A (+20 Damage/1 Rank Effectiveness to attacks this is used on)
Description: The user applies a seal onto a bullet he’s about to fire that unseals chakra similar to that of Shuriken Shadow Clone Jutsu onto the bullet. This causes the bullet to reploujutsu to prevent healing, moving at 2x Sage speeds. Defensively, the Batjet can reduce 30 damage from attacks that hit the Batjet but can survive 1 S ranked attack by enabling it's back up engines and healing the damage. After this, any attack of A rank and up can destroy the technique. The Bicate into over 1000 copies of itself, with any sort of seals, effects, or objects attached to it still intact amongst the copies, similar to the jutsu it takes inspiration from. These bullets still fly out one by one, but now as if the gun has been set to a Rapid Fire - Fully Automatic firing mode, and fly out at an extremely rapid pace. This is such that the full salvo of bullets would be fired in little more than the time it takes to toss a kunai. This jutsu is capable of filling an area of up to mid range, and serves well to increase the user’s range in case an opponent tries to run. This jutsu boosts the technique it is used on by +1 Rank/20 Damage in effectiveness. This can be used simultaneously to an offensive attack utilizing Vital Pistols due to it meaning to enhance a bullet that already exists. This can be used 3 times per battle with a 1 turn cooldown in between usages.

Declined: Half of this tech doesn't make sense - Daemon


From CFS


(Torishimari : Hoka no muhōmono) Crackdown: Another Outlaw
Type:Supplementary
Rank:B
Range:Short
Chakra:N/A
Damage: N/A (40 if used to strike)
Description:This technique is simply using the natural speed, strength, and skill of the user of this style to aid him in combat. With this technique the user may use his physical movement and previously mentioned traits to get himself into better position to fire, avoid an enemy technique, or anything else that would be useful to him that can be accomplished by physical movement. This can be rolling, flipping, jumping, sliding, positioning his body, running, and other things within reason such as this. The user can avoid opposing techniques and otherwise so long as they dont exceed his short range area in total size. Such usages must be realistic, for example the user can’t outrun something faster than he is. The user may also seamlessly transition these movements into a strong blow or series strike with the weapon(s) in the user’s hand with the same usage while moving, dealing damage up to 40 no matter the number of strikes.
Note: Can be used 4 times per battle.

Approved - With Edits made. Added a usage limit

Reference from Vital Pistols


(Torishimari: Jōrei) Crackdown: Ordinance
Type: Offensive/Supplementary
Rank: C
Range:Short-Long
Chakra:15
Damage:N/A (30 for Explosive Rounds)
Description: Similar to explosive tags, smoke bombs, and flash bombs for kunai. Ordinance can be applied without taking a slot in the timeframe or jutsu cap. This is due to this technique representing the application of common kunai accessories (smoke bomb, explosive tag, flash bomb, along with 1 modern type of accessory) to bullets fired from Vital Pistols, as these bullets are stated to replace the user’s kunai. The user simply forms a sealing tag onto the number of bullets he intends to use within Vital Pistols. This seal bares a kanji representing the type of ninja tool accessory being applied and seals itself onto the bullets, making this seal break up and form copies of the sealing tag all over the bullets used. Each variation of ordinance still counts and functions as only one seal however. Through the power of Advanced Fuinjutsu, the user is able to program functions into the timing of activation of the tags like that seen with normal explosive tags. This would be things such as whether they activate after a certain time period, after they reach a certain target, or upon contact with an opposing technique.

Explosive Rounds– These tags similar to that of the explosive tags have been improved and is capable of explosions that deal a total of 30 Damage whether the user fires one bullet or a lot more in the timeframe this is used in. These bullets are Capable of creating 2 meter area explosions. With this applied the user may use any technique within reason that utilizes paper bombs/explosive tags with the tags on these bullets.

Haze - This seal give the effect of creating bullets that may release smoke like regular smoke bombs as they travel. By using adv fuin, the user may manipulate the type smoke released. If the user coats the seal of the smoke bomb with a substance such as Poison, the seal is able to seal the chakra makeup of the substance into the smoke it releases. This would release smoke with the properties as the substance coating the seal to be released. However by using this feature, any usage limits, requirements, or drawbacks of the using the technique thats tied to that substance applies.

Gotham Stars- This gives the bullets the effect of a strong flash bomb, however the target(s) seeing flash actually triggers a seal similar in aspect to Medical Sealing Arts: Bloodline Sealing Technique. This seal makes it so that Dojutsu and any bloodline ability users will find that such traits ability to protect them against flashes of light has been sealed away. The blindness lasts 1 turn. The light is extremely strong and it is effective from long range.

Loud and Clear - This seal is capable of unsealing a quick and very loud noise as when the user programs it to.. The act of hearing the noise for the opponent triggers the activation of a seal that seals the target(s) hearing, and making it seem as if the bang had deafened them. This deafening lasts 1 turn.


(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user by using the user's technological knowledge, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the user through the power of advanced biomechanical and genetic sciences. The user may fire freeform chakra bullets that move as fast as the average lightning jutsu. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely. The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

Vital Pistols can merge to form a single scoped rifle as well. This rifle can scope in up to 2 landmarks away (Long Range in battle). The user may shoot and fire a chakra bullet (S Rank/80 Damage) at the cost of a move up to 4 times a battle. By expending an additional moveslot when firing the rifle, the user can apply a seal onto the bullet via its Compensator ability that creates a barrier with the ability to prevent the detection of the bullets chakra by sensors and dojutsu users by disrupting its chakra signature and deflecting chakra away. This can be used twice with a 2 turn cooldown in between each shot. The user may use a supplementary ability/technique alongside the firing of the rifle.


Compensator:
This gun bears a seal that makes it so that any effects applied to the gun via sealing script are also applied to bullets fired from it so long as they cost a move. Placing a seal upon the gun will cause the bullet that comes out it to carry the same effects of the seal. This would be split across the bullets, meaning an A rank seal will its strength split up to 4 times. This ability is active and may be used simultaneously with another technique as this ability is supplementary. Up to 2 seals can be applied at one time with their effects applied to alternating bullets. Compensator can be used up to 3 times with a break of 2 turns in between use.

Declined: Reduce the range on the flash from Gotham Stars. Also better explain how this sealing actually occurs. Is it a barrier that erects from the bullet in conjunction with the flash? stuff like that. And for Haze you will only be limited to Poisons or normal smoke bombs. - Daemon
(Torishimari: Jōrei) Crackdown: Ordinance
Type: Offensive/Supplementary
Rank: C
Range:Short-Long
Chakra:15
Damage:N/A (30 for Explosive Rounds)
Description: Similar to explosive tags, smoke bombs, and flash bombs for kunai. Ordinance can be applied without taking a slot in the timeframe or jutsu cap. This is due to this technique representing the application of common kunai accessories (smoke bomb, explosive tag, flash bomb, along with 1 modern type of accessory) to bullets fired from Vital Pistols, as these bullets are stated to replace the user’s kunai. The user simply forms a sealing tag onto the number of bullets he intends to use within Vital Pistols. This seal bares a kanji representing the type of ninja tool accessory being applied and seals itself onto the bullets, making this seal break up and form copies of the sealing tag all over the bullets used. Each variation of ordinance still counts and functions as only one seal however. Through the power of Advanced Fuinjutsu, the user is able to program functions into the timing of activation of the tags like that seen with normal explosive tags. This would be things such as whether they activate after a certain time period, after they reach a certain target, or upon contact with an opposing technique.

Explosive Rounds– These tags similar to that of the explosive tags have been improved and is capable of explosions that deal a total of 30 Damage whether the user fires one bullet or a lot more in the timeframe this is used in. These bullets are Capable of creating 2 meter area explosions. With this applied the user may use any technique within reason that utilizes paper bombs/explosive tags with the tags on these bullets.

Haze - This seal give the effect of creating bullets that may release smoke like regular smoke bombs as they travel. By using adv fuin, the user may manipulate the type smoke released. If the user coats the seal of the smoke bomb with a Poison, the seal is able to seal the chakra makeup of the substance into the smoke it releases. This would release smoke with the properties as the substance coating the seal to be released. However by using this feature, any usage limits, requirements, or drawbacks of the using the technique thats tied to that substance applies.

Gotham Stars- This gives the bullets the effect of a strong flash bomb, however the target(s) seeing flash actually triggers a seal similar in aspect to Medical Sealing Arts: Bloodline Sealing Technique. This seal makes it so that Dojutsu and any bloodline ability users will find that such traits ability to protect them against flashes of light has been sealed away. The blindness lasts 1 turn. The light is extremely strong and it is effective from mid range. The flash of light is the vessel for the seal, and the opponent seeing the light is the trigger, which activates the sealing effect on their eyes.

Loud and Clear - This seal is capable of unsealing a quick and very loud noise as when the user programs it to. The noise is the vessel for the seal, and the act of hearing the noise for the opponent triggers the activation of a seal that seals the target(s) hearing, and making it seem as if the bang had deafened them. This deafening lasts 1 turn.

Approved - Daemon




( Torishimar: Sensō hanzai)
Crackdown: War Crimes
Type: Offensive
Rank: S
Range:Short-Long
Chakra: 40
Damage:80
Description: By simply having the opponent in his gun's sight (or generally in front of the gun) the user is passively able to seal a copy of the opponent's essence into a seal, creating the target. By expending a moveslot, the user may release a bullet filled with chakra similar to Medical Technique: Cellular regeneration, only in a hindering manner. Whereas the original technique promotes healing and cellular growth, this bullet destroys all healing and growth agents in the target's body. This all healing and restorative effects on the opponent for the next 3 turns. When this bullet is shot, it is directed to the target acquired. It is drawn only to the opponent's essence. It is able to go around obstacles and evade objects up to mid range in size in order to ensure that it meets its target, and of course will pursue them into any range.

Declined: This technique is entirely too wild. Create a better and more sensible lock-on mechanism. Reduce how long it can stop healing for. This will not be allowed to follow the opponent into any range and will not be allowed to track them like that. - Daemon
 
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Daemon

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Fighting Style Approved: https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21910457

Totsuzenhen'i Yūhatsu: 2-Banme no bakuteriofāji: Kansen | Mutagenesis: The Second Bacteriophage: Infection
Type: Supplementary/Offensive
Rank: A - F
Range: Short - Mid
Chakra: 50-90
Damage: 100-130
Description: The Second Bacteriophage: Infection is a Mutagenesis technique that takes advantage of Yang's properties of effecting ones chakra system. As as a result, The Second Bacteriophage: Infection is a technique designed to be the antithesis of the Eight Inner Gates. To fully understand the Second Bacteriophage technique, one must understand that all living beings that possess a chakra system have eight distinct gates: the Gate of Opening, Gate of Healing, Gate of Life, Gate of Pain, Gate of Limit, Gate of View, Gate of Wonder and Gate of Death. The Second Bacteriophage serves to turn this unyielding benefit into an unbearable curse. After striking a surface (including the opponent), the user releases a stream of sentient "virus" sealing tags from their body that travel across surfaces while duplicating and growing rapidly . As per the nature of the virus, the sealing tags begin to rapidly duplicate and consume their target while injecting Yang chakra is injected into the object. As the Yang chakra injects it's chakra into the object, the Yang chakra begins to fill that object or target entirely. On contact with the opponent, targets their chakra pathway, more specifically their Eight Inner Gates. Once the Yang chakra makes contact with their body, the sudden rush of life energy begins to burn its way through the opponent's chakra pathway, burning away the target's Yin chakra causing an imbalance. Due to Yang's positive energy as it burns through an opponent's chakra system, it causes a swelling of near the affected gates. Much like an overflown dam, the chakra forcibly opens the gate achieving the affects of this gate. However, due to the gate being forcibly opened and the influence of yang these gates become permanently damaged unless another Yang user heals it. Due to there being eight gates, there are three applications of this technique broken up by rank based on how much damage they used and what gates are affected, these rankings also entail the level of sealing effects observed at various levels.. Due to the innate abilities of Mutagenesis, the "virus" sealing tags travel over surfaces by completely blending into the surroundings, making them undetectable similar to the Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique technique. These tags also share a mental link with the user and are capable of communicating with the user telepathically.

A rank: An A ranked application of The Second Bacteriophage can affect Eight Inner Gates 1 through 3. (Gate of Opening, Healing and Life). The user has the freedom of selecting which gate to open forcibly, such as causing the opponent to enter up to the 3rd Gate against their will. The A rank application of Eight Outer Gates costs 50 chakra and does 100 damage to the target. An A ranked application due to the imbalance of the opponent's chakra has these effects: Similar to the Muscle constriction seal, the opponent's movements become limited, the "virus" seal seals away C rank and below Taijutsu usage and lowers the speed of the opponent by x0.25.

S Rank: The S ranked application of Second Bacteriophage can effect gates 4-6. Much Like the A rank version. The user can decide which gate to effect. At this point, the opponent will begin to feel the adverse effects granted by these gates such as intense muscle tearing, nose bleeds due to high blood pressure etc. The S ranked application requires 70 chakra and does 120 damage. The sealing portion of this level due to the imbalance of Yang and Yin within the opponent causes a higher level sealing effect compared to that of the A rank variant, the "virus" seals away the opponent's ability to use B rank and below taijutsu and lowers their speed by x0.5.

F Rank: The F rank application of the second Bacteriophage can affect gates 7 and 8. Much like the A and S rank variants, the user forces the opening and destruction of either the 7th or 8th gate. If the 8th gate is selected, the opponent's body begins to burn out from the inside out as a side effect of opening this gate. This process cannot be reversed unless through the usage of Yang. This usage requires 90 chakra and deals 130 damage. The sealing portion of the F ranked variation is the most powerful of the sealing variations and results in the sealing of A rank and below taijutsu techniques and lowers the speed of the opponent by x0.75.

Note: The A rank application of the Second Bacteriophage can only be used three times per battle with a two turn cooldown in between usages. The S ranked variant can be used twice per battle with a four turn cool down in between usages. And the F ranked application can only be used once per battle. Can only be used a max of 3 times against a single opponent.
Note: No Mutagenesis techniques can be used in the same turn as this technique and no Mutagenesis techniques can be used for two turns after this technique has been used.
Note: Despite forcibly opening the gates, only Eight Inner Gates users will gain the speed benefits and strength benefits associated with the gate, due to the immense training on how to utilize these boosts.
Note: Once opened, the Gates stay opened for that turn only.

¤ Approved, made a small edit ¤

Totsuzenhen'i Yūhatsu: 3-Banme no bakuteriofāji: Tōgō | Mutagenesis: The Third Bacteriophage: Integration
Type: Supplementary/Defensive
Rank: A
Range: Short (Self)
Chakra: 50
Damage: N/A
Description: The Third Bacteriophage: Integration is a Mutagenesis technique that takes advantage of Mutagenesis' ability to apply the "virus" to ones own body through the spreading of the "virus" sealing tag. The user begins by striking a part of their body or the body part of a sentient ally. The "virus" sealing tag begins to spread over the targets body, duplicating itself and travelling to most corners of the body. As the "virus" spreads, it injects Yang chakra into the target's body, burning away their Yin chakra causing an imbalance. This influx of Yang chakra serves as beneficial to the targets it is applied to, healing them for a specific amount. This healing, while it heals less than Touch of the Sun, is capable of performing the similar feats such as repairing a damaged chakra system, or regenerating a limb, purging poisons, etc albeit it at a slower rate. The health recovered can be delivered in two ways depending on the situation needed. In the first case, health can be distributed all at once, delivering a total of 80 health at once. In the second scenario, the 80 health can be distributed to the target at a steady rate over the course of four turns, healing 20 damage per turn, for a total of 80. As per the nature of Mutagensis, the imbalance in Yang and Yin chakras within the target's chakra system triggers the sealing effects of the "virus". A golden, spherical barrier is erected from the "virus" sealing tags that encompass the user's immediate area up until short range. This barrier is solid and serves as a defensive scheme for the target to incoming attacks. The strength and duration of the barrier are dependent on how the healing is distributed to the target. If all 80 health is delivered to the target in one go, the golden barrier will only last for that one turn and be able to defend against techniques with equivalent chakra cost or higher. If the 80 health is distributed over the course of four turns, the golden barrier will also last a max of four turns but can be destroyed by techniques with equivalent rank or higher (A or higher) .
Note: The Third Bacteriophage: Integration can only be used three times per battle with three turns of cooldown in between usages. Note: Due to the inherent ability of Mutagenesis, these sealing tags share a telepathic link with the user and can thus communicate with them mentally. This is perfect for alerting the user or keeping tabs on targets affected by this technique.

Totsuzenhen'i Yūhatsu: 4-Banme no bakuteriofāji: Shōjō | Mutagenesis: The Fourth Bacteriophage: Symptom
Type: Supplementary
Rank: A
Range: Short (Self)
Chakra: 50
Damage: N/A
Description: The Fourth Bacteriophage: Symptom is a Mutagenesis technique that takes advantage of Mutagenesis' ability to apply the "virus" to ones own body through the spreading of the "virus" sealing tag. The user begins by striking a part of their body or the body part of a sentient ally. The "virus" sealing tag begins to spread over the targets body, duplicating itself and travelling to most corners of the body. As the "virus" spreads, it injects Yang chakra into the target's body, burning away their Yin chakra causing an imbalance. The imbalance of Yang/Yin ratio has various effects on the user's body mainly their chakra system, similar to the White Tiger Technique, this influx of Yang Chakra affects how much chakra is used when performing a technique. As a result of Symptom, the user's techniques would require an extra 50 chakra to use or initiate. This status effect lasts for a total of 3 turns. Due to the inherent nature of Mutatgenesis, the fuuinjutsu portion of the technique triggers due to the imbalance within the user's own chakra system.The "virus" begins to respond by activating a fuuinjutsu response that results in the "virus" kanji itself beginning to glow a white/golden shimmer. This kanji formula is of the absorption/sealing method and allows the user to recycle their own chakra based techniques by "devouring" them, turning them into a raw source of chakra that can replenish the user's chakra reserves. This absorption works on contact, allowing the user to absorb their own techniques up to S rank. This can also be applied to the opponent's techniques also but only on techniques A rank and below. The user is capable of absorbing their own techniques up to three times per battle while they are capable of absorbing an opponent's techniques up to twice per battle. The amount of chakra gained from absorption is equal to the amount of chakra absorbed from the technique. Due to the properties of Mutagenesis, the seals are capable of travelling over and blending into inorganic sources such as their surroundings to go undetected (until their target has been reached). Due to the nature of this technique. The Fourth Bacteriophage: Symptom can be utilized in the same time frame as a subsequent technique, taking up a move in the turn. Absorbing a technique for chakra is not passive and will also require a move per turn.
Note: This technique can be used twice per battle with each usage lasting three turns.
Note: Due to the nature of Mutagenesis, the "virus" sealing tags share a telepathic link with the opponent and are capable of communicating with the user telepathically.

¤ Both Approved, made edits. ¤
 
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Corazon

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Permission to submit Titanomachy techs

Old Submission ( archive thread so couldn't c/p )

Permission to resubmit

( Titanomachy: Themis' διάταγμα ) - Titanomachy: Themis' Decree
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( -150 chakra per turn )
Damage: N/A
Description: Based on the Multiple Infinite Embraces barrier, the user creates a pulsing barrier from his body and weaponry. This pulse is notable because it creates two separate barriers, both with different effects. Created from the user's person, after the first pulse is released, a large barrier rapidly follows it, extending up to mid range from the user's body in all directions while leaving him untouched. Immediately afterwards, a second barrier forms from the user's feet, coating the earth in a translucent barrier with the Kanji for Gaia on it. While these barriers are generated, the user's body is essentially coated in chakra that keeps his person safe from the effects of the barriers. The actual effects of the primary barrier is to limit the opponent's physical movement as his chakra is drained. This mid range sized barrier creates a heavy pressurized effect on those within in, causing them to feel immense weight on their body as if the world was on them. This effect causes them to be forced down, unable to physically move at all. This barrier, much like the advanced parent technique, this barrier leaves the target unable to mold chakra above A-Rank while having his chakra drained. However, as an advancement to the original jutsu, the secondary barrier coating the earth prevents the target from using attacks via the ground while raising higher to pin him between the two barriers, the force of one pushing down while the other grows upwards crushing his body.

Note: Individually, both barriers of A rank strength and combine to form an S ranked Fuuinjutsu. While the barrier is in effect, the user cannot utilize non elemental Ninjutsu.
Note: Lasts up to 2 turns and can be used twice per battle.
 

Drackos

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(Shūkyō Gētea: Kidzuchi no Majo) – Goetic Theurgy: Malleus Maleficarum
Type: Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 80
Dmaage: N/A
Description: Malleus Maleficarum follows the user’s ability to manifest Athame on their person or around them within short-range controlled by their mind. This technique creates a single Athame from Yin Release imbued with a spirit within it; the dagger itself is formed in its intangible state. The dagger created, instead of being directed upon enemies, will be directed upon the user or an ally and pass through their body in order to release this spirit within it. The purpose of this spirit is to consume foreign chakra that permeates through the body, specifically against techniques like advanced Genjutsu and Yamanaka, and other spiritual based abilities. Following the core of the style, the spirit consumes the chakra within them and releases them from the technique. Then, using this chakra as a source, the spirit will tether to an opponent and reverse the illusion upon their enemy and contained within the spirit. This technique essentially acts as an alterative release method for foreign chakra. The spirit and its tether can be released through a surge of Yin, Yang, Yin-Yang, or Natural Energy of equivalent rank. This technique can be used once every three turns and a maximum of twice per battle. After use, the user is unable to use Yin or Yin-Yang Release above A-Rank for one turn.

¤ Approved, made a small edit ¤

CFS Approval
 
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Updating to remove chakra cost

[Yari no Michi: Saisho no fōmu, furō] - The way of the Bisento: First form, Flow

Type: Attack/Defense/Supplementary
Rank: D
Range: Short - mid
Chakra: 0
Damage: 20
Description: This is the most basic form of the Bisento arts akin to the "Drunken Fist" style, using body flow along with the bisento for exaggerated movements to increase their basic close combat fighting style. The bisento is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal chakra but still deadly. The first form of this, is swinging the bisento, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements. With a quick swing of their arm the user could roll the bisento around their back, coming around form the other side using the momentum from the roll for a crushing strike. The second form of this basic style is large swings, using the length of the bisento to their advantage to do ranged leg sweeps this allows the user to keep their target at a range while still attacking them. The third unique form of this style is one where the user will use the length of their bisento, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the blade of their bisento into the ground to push them self up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles), or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the bisento to make a "larger movement" moving up to 6m at a time. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. Or simply stabbing the bisento into the ground, holding oneself up with their hands for a side kick relying on the bisento for balance. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the bisento.

Approved - If you edit the chakra cost of a tech to N/A or 0 please go through the tech to remove mentioning of chakra before submitting just for your sake. - Daemon
 
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Iryō ken: Toraken - Fistweaving: Tiger palm
Type:
Attack/Defense/Supplementary
Rank: B-S
Range: Short
Chakra: 20-40 (+20)
Damage: 40-80 (+1 rank)
Description:
The user practicing Fistweaving, envelops their hands in aggressive medical chakra, striking blows against the opponent. Depending on the rank of the technique user, the user is able to inflict small to major damage to the user. With the users hands covered in the aggresive medical chakra, when they strike, the chakra is discharged injected into the opponent which then proceeds to internally destroy the users muscles. Additionally, by specifically destroying the area(s) struck, so are the tenketsu within the area. This then causes the user to lose chakra due to user not only losing physical energy (used in the creation of chakra) but also the tenktesu unable to be used in the area. Not to be mistaken that the chakra is sealed, but specifically lost, unless medically healed. With B rank, the user loses 1% of their chakra, A rank loses 2.5% of their chakra, while S rank loses 5% of their chakra.
Additionally, this technique can be applied or other taijutsu the user performs, in the same time frame, which increases it by 1 Rank at the cost of 20 chakra. When used in this fashion the default drawback to the opponent on contact will be equivalent to the B rank usage of this technique(1% chakra loss).
Notes:
- Can only be used every alternate turn
- S rank can only be used 2 times, A rank can be used three times per battle.

Approved with Edits made - Daemon
 
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CFS: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-10#post-21837574

[Shokan no Tate] Shield of Redemption
Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: A simple technique used through kusarigama, the user will release a surge of elemental chakra through their kusarigama and being to rapidly spin it in front of them and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the kusarigama release the element around it and create a shield of the chosen element. The element released will be like a focused chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control. kusarigama themselves are only around 3 feet long, but the user can use his elemental chakra in the chain connecting them aswell to create an even larger rotation and therefore larger barrier in front of them. The user can choose to spin one or both of the blades to protect them on both sides, or choose to use only one leaving the other to attack with. A rank makes use of one blade, S rank makes use of both.

Note: A rank can be used 3 times per battle with 2 turns between uses, only one element can be used at a time
Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn.

[Henka no Kaze] Winds of Change
Type: Attack/Defense/Supplementary
Rank: D
Range: Short - Long
Chakra: N/a
Damage: 20
Description: A base form for the death wind fighting style. The user will use their kusarigama for various basic attacks. The kusarigama being two blades weapons connected by two chains allows for the user to do various movements and attacks. Be it as simple as throw it past their target and pulling on the chain in a way that causes the blade to come back at a different trajectory or throwing it in a way to wrap around an item etc. Or even simple combos of slashes a swings between the two using the blades and the chains as an extension of themselves.

Both Approved - First one approved with edits. - Daemon
 
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