Custom Fighting Style Technique Submission

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Imperfect

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Wrought Iron Archery Approval: Here.

(Rentetsu Kyūjutsu: Mu no Kensei) Wrought Iron Archery: Void Creation of Blades
Type:
Supplementary
Rank: D-Rank
Range: Self
Chakra: 10
Damage: N/A (+20 to Kenjutsu techniques)
Description: A small seal emblazoned with the Kanji for "虚" or Void, which can be applied to the user's Warbow, their body, or both. Sealed within are a number of Sword-Arrows designed for Wrought Iron Archery techniques, and in the case of the body seal specifically, the user can also store their Warbow. The user activates their seal with a small burst of Chakra and summons forth one of the many Sword-Arrows, which appears in an unoccupied space within 1m, typically within reach of, or summoned into their hand itself. When the user is finished utilizing their Warbow, or alternatively don't wish to fire their selected Sword-Arrow, they can reactivate the seal, returning the selected target back to the seal at half of the cost of activation. Neither drawing nor returning the Warbow or a Sword Arrow from/ to the seal expend one of the user's 3 Jutsu per turn, but can only be performed once per turn, and the user cannot have more than one Sword Arrow at a time. Finally, when a Sword-Arrow is utilized for Kenjutsu, including those that fall outside the realm of the Wrought Iron Archery Fighting Style, the damage is increased +20 due to the weight of the Sword-Arrow increasing the force behind the technique.

(Rentetsu Kyūjutsu: Mumei Gensō) Wrought Iron Archery: Nameless Phantasm
Type:
Offensive
Rank: B-Rank - A-Rank
Range: Short - Long
Chakra: N/A - 30
Damage: 40 - 60
Description: The most fundamental technique for Wrought Iron Archery, the user knocks a basic arrow into their Warbow, and fires it, with the action being as fast as a Samurai Iaidō strike. The user can add Chakra (including Raw, and Elemental Chakra they have access to) to their arrow, boosting the techniques strength to the equivalent of an A-Rank Jutsu, which causes the projectile to give off a blue hue and leave a trail as it travels. Once the infused arrow makes contact with anything, be it the target, the ground around them, or an aspect of or within the environment not directly related to the target, it causes the arrow to explode, damaging everything within 5m of the impact radius.

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

(Rentetsu Kyūjutsu: Caladbolg II) Wrought Iron Archery: False Spiral Sword
Type:
Offensive
Rank: A-Rank - S-Rank
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: With one of their unique "Sword Arrows", Caladbolg II, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has a uniquely shaped blade which spirals down toward a jagged point, almost like a lance.

Caladbolg - Path of the Sword: With Caladbolg in hand, the user drives the weapon into their target, as they channel Chakra into it, creating a barrier similar in nature to "(Fusen no Kekkai) Tag Barrier", which possesses physical qualities. They then activate the barrier, which spirals in a similar nature to the sword's design, rotating outwards from the point of impact, potentially shredding the target asunder. The end result is an A-Rank Kenjutsu attack whose effects are similar to that of the Rasengan, rotating the targeted surface, and tearing it apart, albeit with more of a drill-like application.

Caladbolg - Path of the Arrow: Instead of attacking a target with the Sword-Arrow directly, and effectively drilling them, the user instead knocks the unique instrument into their Warbow, and begins to draw it's string back. As they do, they channel the same Chakra into the weapon, giving it a barrier, though in this instance, it's wildly different. Though with the same properties as "(Fusen no Kekkai) Tag Barrier", providing the projectile with a physical barrier, they take it one step further, and add the quality of the "( Kekkai Kireme no Jutsu ) - Barrier Shatter Technique" to it. As they do, Caladbolg's physical form changes, extending while retaining that similar "spiral" shape. Once fired, Caladbolg rotates rapidly, as the barrier and it's imbued "shattering" property allow the projectile to pierce through defensive barriers and structures by twisting and distorting them, allowing Caladbolg to penetrate all but the strongest defenses. The additional Chakra, as well as the increased force from being fired from the user's Warbow make this application stronger than the Sword Application, resulting in an S-Rank technique.

Note: A-Rank application can be used a max of 3 times per battle, and the S-Rank 2 times per battle, with two turns between uses.

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All Approved - Daemon
 
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(Kiseichū) - Parasites
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 50
Damage: N/A
Description: Alucard focuses their Ghoulspine chakra throughout his body and unleashes microscopical bug-like parasites that will spread across the battlefield. These parasites are not visible to the naked eye individually due to their size but when focused on one point, they will form a mass of Ghoulspine chakra that is as large as a house. Once the parasites reaches any living organism or creation with a sentient mind they will start to gradually eat their way throughout the targets body from inside and out. However, because these parasites are purely formed out of Ghoulspine chakra they don't cause any physical damage to the body but instead they target the mind and will therefore feel just like real. Being voided of their legs, the target will lose the ability to use them and cannot move their legs as long as the parasites influences them. Once a target is locked and lying on the ground(presumably) - the remaining parasites will lock on and start to fill up the targets body which will eat them from inside out until the eventually cease to exist, which again is not really happening but is real enough that the target thinks so. These parasites are purely spectral and can phase through any matter. They travel as fast as the user is when releasing the technique and even if a target is airborne, the parasites may start to climb upon eachother to form a pillar or a rope structure to reach it. However, going above ground, they cannot reach any taller than mid-range and that requires all of the parasites to be present in one spot, which again reveals their presence to the naked eye. The target loses their ability to use their legs primarily as they start to feel like their muscles are being eaten away or "clipped" off from their anchors which are holding them together. It takes 2 turns for all of the parasites, once locked on the target, to fill it up and cause the second effect, which was being eaten from inside out. If that second effect takes place, the target will be dealt spiritual/mental damage(100 dmg).

Note: Can only be used twice per battle - with a two turn cooldown
Note: No other Ghoulspine technique above A rank while Parasites are present

Declined: Okay so, all the bolded sections? Hard no. Also is this a genjutsu or not? The way you are describing this seems to a genjutsu thats inflicted on the opponent through the use of the spiders. And if thats the case the genjutsu should be abled to be dispelled. Secondly if you are attacking one's spiritual energy and mind how are you producing these physical effects (Assuming you wrote to not be a genjutsu) - Daemon
 
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Alyx

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Approved CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/post-22050556

(Magiruti Sensu: Unmei no Kishō) Maguilty Sense: Insignia of Fate
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: N/A (+50 Chakra)
Damage: N/A
Description: Insignia of Fate is a unique technique amongst the Maguilty Sense style. Acting as an infusion of sorts; the user is capable of creating replicants of other mystic codes. In other words, the mystic code employed by this technique which purposely lacks any sort of intention, is morphed to the user's desires utilizing their yin energy. Once the mystic code shifts, so does the internally sealed spiritual parasite. This allows it to mimic any other Maguilty Sense based scripts, applying them to other Kyujutsu techniques. The mimicked code behaves the same as the original technique; while keeping in tact the styles unique sense of dual type of attacks (such as the arrow physically striking the opponent while the spiritual parasite employs its unique affects etc). This can be used in the same time frame as another Kyujutsu type technique, with a cool down of three turns between each use. The user is unable to utilize Fuinjutsu nor Yin Release above A rank in the same nor next turn after use. The mimicked technique most be posted alongside this technique as a reference. Can only be used thrice per battle. This can only mimic mystic codes up to A rank.

Approved with Edits Made - Daemon
 
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Wrought Iron Archery Approval: Here.

(Rentetsu Kyūjutsu: Hrunting) Wrought Iron Archery: Hound of the Red Plains
Type:
Offensive/ Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: 40 (10 or +10)
Damage: 80
Description: With one of their unique "Sword Arrows", Hrunting, a pitch-black weapon with a flat edges coiling around a thin spine-like core, spiraling around it and somewhat curving outward, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow.

Hrunting - Path of the Sword: Hrunting's Kenjutsu application is unique, as it is solely used to employ it's Kyūjutsu application. Through contact with the target, either direct or indirect via ranged Kenjutsu applications, Hrunting inflicts it's prey with a simple Fūinjutsu formula, of which a paired seal appears on the shaft of Hrunting itself. The pair are naturally drawn to one another, a result of the inherent nature of Fūinjutsu techniques, and their ability to draw in, and seal specific targets into a vessel. In this techniques case, the target is Hrunting itself, while the seal created on the target acting as the vessel, and is fully realized within the Path of the Arrow. The application of the seal costs 10 Chakra to apply, or an additional +10 on top of the cost a technique they perform through Hrunting as a sword. Otherwise, Hrunting's sword application has nothing in the way of Chakra cost, offensive capabilities, etc, except of those listed within "(Rentetsu Kyūjutsu: Mu no Kensei) Wrought Iron Archery: Void Creation of Blades".​
Hrunting - Path of the Arrow: As mentioned above, this application can only be employed after the Kenjutsu application, once the sealing formula has been inscribed/ created on the target. After knocking and firing this projectile, it is noticeably slower than that of it's counterparts within the style, travelling at x3 the user's own base speed rather than the almost instantaneous speeds the Iaidō-like style produces. As it's name implies, Hrunting, the Hound of the Red Plains, seeks out it's prey with absolute focus, aiming to "return" to its paired seal. As a result, Hrunting seemingly defies the laws of physics, soaring through the air towards it's targets wreathed in a red aura, and will alter its trajectory when it passes it target, or it's speed is slowed as a result of physical resistance, such as defensive techniques. The projectile will travel at that same consistant speed towards it's target, cannot be blocked or evaded, and the only way to truly end the technique is for the oppnent to destroy the projectile completely, or spend one of their 3 Jutsu per turn to effectively "wash off" the seal applied to them. The latter however requires the knowledge of the seals existence on their person, meaning that if it is applied to a part of the body they cannot see, or they lack the capacity to detect a foreign Chakra signal on their person, this "counter" isn't avaliable to them, leaving destuction of the projectile as their only option. Finally, the seal applied to the target will remain active even after a shot from Hrunting has struck it's mark, meaning more than one ranged Hrunting shot can be made on the same Kenjutsu application, however the seal will naturally expire after 4 turns.​

Note: Can be performed 3 times per battle, with a two turn cooldown between uses.

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Declined: The basis that you are using to give this arrow x3 speed doesn't fit with what the CFS says. You have to remember that even though this lets you fire at "Iaido speeds" Iaido speeds isn't really a value as it doesnt exist on the speed chart and its certainly not in the same vein of speed as teleportation. Also be careful with "this cannot be blocked" because this arrow certainly can even if you can have it weave around obstacles. - Daemon
 
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Resubbing
Removed extra range and clarified no self harm (smh) other stuff was already there!

(Tsukareta Ken No Hantei: Sono Nemuri Kage) Jaded Fist of Judgment: The Sleeping Shadow
Type: Supplementary
Rank: A
Range: Dependant
Chakra: 30 (-5)
Damage: Dependant
Description: The sleeping shadow requires a prerequisite of having the target(s) under the influence of any other shadow based technique. It allows the user to take control of the targets movements without having to follow said movements himself. The user can only control up to 3 limbs of the target, resulting in a somewhat restricted usage. (Targets are divided into 6 broad 'limbs': legs, arms, head, and spine/stomach/chest.) This could allow for a array of movement performed by the target. However, a downside of this technique is that the target would regain control of the two remaining limbs, allowing for some resistance against the control. The prerequisite shadow technique must have either paralysing qualities, or movement imitation qualities, such as Shadow Paralysis Jutsu and Shadow Imitation respectively. As such, the technique's range is entirely limited to it's precursor technique. If the precursor technique affected multiple targets and the user wished to control multiple targets through The Sleeping Shadow, an additional 5 chakra points must be paid for each target, as well as an additional 5 chakra points per extended turn per target. The technique can last up to two turns, and being usable three times per battle with two turn interval between uses. While not usable to force opponents to directly harm themselves, it can be used to have multiple targets attack one another, or simply steer them into harmful techniques. The user is restricted to CQC/Nara based abilities while this is in usage

Approved with edits made - Daemon
 
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Spirits of Balance: God of Tools (Onryodo: Tsukumogami)
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra: 60
Damage: N/A
Description: Tsukumogami is a multipurpose Spirits of Balance technique, a basic Bukijutsu that forms the fundamental fighting style of a Spirits of Balance user. The technique allows the user to summon Tool Gods to possess objects within close proximity of the user, if an adequate object does not exist the user may summon one, or they can form one from Yin Release as part of the technique. The spirit(s) assume full control of the object(s) targeted, levitating it and manipulating the tool with peerless efficiency being able to dodge and intercept techniques of their own accord. If the object employs chakra the spirit within the tool is able to siphon it straight out of the object’s creator given their connection, using it to refund the user’s own reserves. The shape, function, and multiplicity of the formed object(s) is limited only by the user’s imagination. Tsukumogami have a direct connection to the user’s mind seal, allowing the tools to strike objects and seal them into the user’s mental realm up to equal chakra of God of Tools. For example, the user creates a giant shuriken that they use to skillfully maneuver and strike an enemy’s technique; the technique would dissipate like a genjutsu, dissolving as it’s sealed into the user’s mind. Should the technique struck possess less chakra than the tool used, it will not disperse the tool and allow it to continue. Likewise, equal chakra results in neutralization. Tsukumogami are able to perform any of the user’s other Fuuinjutsu with the same degree of expertise, and multiple tools are able to perform fuuinjutsu to their full effect. In fact, a core function of the technique is to allow the spirits to perform fuuinjutsu from ranges normally not possible for the user. Tsukumogami are also able to release the techniques they absorb (with the use of a move per turn) directing the enemy’s attacks back at them. A secondary function of the technique is restraining by sealing their movement. Upon hitting the target object or enemy, Tsukumogami can erect a powerful curse seal that spreads across the target or object's body causing paralysis (for up to 4 turns) and absorbing 100 chakra per turn.
Note: The technique can be used up to 5 times per battle. The tools otherwise last until fully used.
-The user cannot use a Spirits of balance technique in the following turn.

Declined: This technique does like 66 things and the restrictions do not fit that at all. Cut down on some of the stuff.- Daemon

Spirits of Balance: Rite of the Hellhounds (Onryodo: Inugami no giten)
Rank:
S
Type: Offensive / Supplementary
Range: Short-Long
Chakra cost: 70
Damage points: 140
Description: The technique draws inspiration from the practice of evoking inugami (dog-god), and uses combat with military animals as a foundational principle. Inugami are shadowy canine figures, they are intangible, can phase through objects, are not bound to surface, and can be controlled by the user’s will but are otherwise sentient. The user can form up to 4 at any given moment. The inugami are hungry for life force and drawn towards yang energy in attempts to consume and seal it within their bodies. The inugami are able to differentiate between the life energy of different beings like different scents and are able to start tracking based on residue as long as the target has been around the area. Once they have a ‘scent’, the Inugami can track and hunt for a target up to 2 landmarks away. Being composed primarily of Yin energy, anything inugami passes through is robbed of its life-giving yang energy, though not entirely. To put this concept into perspective, say, a hound phases through the opponent’s hands; the target area would quickly lose its life energy and the target will simultaneously experience necrosis rendering the limb useless. The lingering yin energy acts as a curse that can only be lifted by a Yang technazaique of equivalent rank to this technique, only then could a body heal. Getting struck near the chest deals critical damage and getting attacked on the head can instantly paralyze on top of critical damage, even if it does not kill, it leaves the target in a vegetative state. Inugami do not interact with normal techniques and elements, simply phasing through them. It is possible to use natural energy to interact with inugami, respecting strength/weakness rules as well as Yang energy on par. Furthermore, the technique interacts with Fuuinjutsu via mutual annihilation. It is possible to seal inugami in a seal of equal or greater power. Inversely it is also possible to use inugami to disrupt a seal or barrier of equivalent or lower power by phasing through and disrupting the seal/barrier’s energy balance.
Note: Inugami can move at the user's base speed.
-The technique can only be used twice per battle.
-The technique lasts 4 turns but can be renewed at the cost of a move+usage limit.
-The user is unable to use Spirits of Balance techniques above A rank for two turns following its use.


Declined: The first bolded is a hard no. You won't be getting free crit damage that way. Secondly, this should be able to be interacted with by energy based elements. Thirdly, put a cool down on usages you wont be allowed to just renew this at the cost of a move (which is a ridiculous thought btw). And For a 140 damage technique the restrictions on it are too lax. - Daemon
 
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CFS Approval:

Spirits of Balance: God of Tools (Onryodo: Tsukumogami)
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra: 60
Damage: N/A
Description: Tsukumogami is a multipurpose Spirits of Balance technique, a basic Bukijutsu that forms the fundamental fighting style of a Spirits of Balance user. The technique allows the user to summon Tool Gods to possess objects within close proximity of the user, if an adequate object does not exist the user may summon one, or they can form one from Yin Release as part of the technique. The spirit(s) assume full control of the object(s) targeted, levitating it and manipulating the tool with peerless efficiency being able to dodge and intercept techniques of their own accord. If the object employs chakra the spirit within the tool is able to siphon it straight out of the object’s creator given their connection, using it to refund the user’s own reserves. The shape, function, and multiplicity of the formed object(s) is limited only by the user’s imagination. Tsukumogami have a direct connection to the user’s mind seal, allowing the tools to strike objects and seal them into the user’s mental realm up to equal chakra of God of Tools. For example, the user creates a giant shuriken that they use to skillfully maneuver and strike an enemy’s technique; the technique would dissipate like a genjutsu, dissolving as it’s sealed into the user’s mind. Should the technique struck possess less chakra than the tool used, it will not disperse the tool and allow it to continue. Likewise, equal chakra results in neutralization. Tsukumogami are able to perform any of the user’s other Fuuinjutsu with the same degree of expertise, and multiple tools are able to perform fuuinjutsu to their full effect. In fact, a core function of the technique is to allow the spirits to perform fuuinjutsu from ranges normally not possible for the user. Tsukumogami are also able to release the techniques they absorb (with the use of a move per turn) directing the enemy’s attacks back at them. A secondary function of the technique is restraining by sealing their movement. Upon hitting the target object or enemy, Tsukumogami can erect a powerful curse seal that spreads across the target or object's body causing paralysis (for up to 4 turns) and absorbing 100 chakra per turn.
Note: The technique can be used up to 5 times per battle. The tools otherwise last until fully used.
-The user cannot use a Spirits of balance technique in the following turn.

Declined: This technique does like 66 things and the restrictions do not fit that at all. Cut down on some of the stuff.- Daemon

Spirits of Balance: Rite of the Hellhounds (Onryodo: Inugami no giten)
Rank:
S
Type: Offensive / Supplementary
Range: Short-Long
Chakra cost: 70
Damage points: 140
Description: The technique draws inspiration from the practice of evoking inugami (dog-god), and uses combat with military animals as a foundational principle. Inugami are shadowy canine figures, they are intangible, can phase through objects, are not bound to surface, and can be controlled by the user’s will but are otherwise sentient. The user can form up to 4 at any given moment. The inugami are hungry for life force and drawn towards yang energy in attempts to consume and seal it within their bodies. The inugami are able to differentiate between the life energy of different beings like different scents and are able to start tracking based on residue as long as the target has been around the area. Once they have a ‘scent’, the Inugami can track and hunt for a target up to 2 landmarks away. Being composed primarily of Yin energy, anything inugami passes through is robbed of its life-giving yang energy, though not entirely. To put this concept into perspective, say, a hound phases through the opponent’s hands; the target area would quickly lose its life energy and the target will simultaneously experience necrosis rendering the limb useless. The lingering yin energy acts as a curse that can only be lifted by a Yang technazaique of equivalent rank to this technique, only then could a body heal. Getting struck near the chest deals critical damage and getting attacked on the head can instantly paralyze on top of critical damage, even if it does not kill, it leaves the target in a vegetative state. Inugami do not interact with normal techniques and elements, simply phasing through them. It is possible to use natural energy to interact with inugami, respecting strength/weakness rules as well as Yang energy on par. Furthermore, the technique interacts with Fuuinjutsu via mutual annihilation. It is possible to seal inugami in a seal of equal or greater power. Inversely it is also possible to use inugami to disrupt a seal or barrier of equivalent or lower power by phasing through and disrupting the seal/barrier’s energy balance.
Note: Inugami can move at the user's base speed.
-The technique can only be used twice per battle.
-The technique lasts 4 turns but can be renewed at the cost of a move+usage limit.
-The user is unable to use Spirits of Balance techniques above A rank for two turns following its use.


Declined: The first bolded is a hard no. You won't be getting free crit damage that way. Secondly, this should be able to be interacted with by energy based elements. Thirdly, put a cool down on usages you wont be allowed to just renew this at the cost of a move (which is a ridiculous thought btw). And For a 140 damage technique the restrictions on it are too lax. - Daemon
CFS Approval:

-Removed the secondary function in its entirety, Tsukumogami can no longer produce curse seals to restrict movements, paralyze or absorb chakra.

Spirits of Balance: God of Tools (Onryodo: Tsukumogami)
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra: 60
Damage: N/A
Description: Tsukumogami is a multipurpose Spirits of Balance technique, a basic Bukijutsu that forms the fundamental fighting style of a Spirits of Balance user. The technique allows the user to summon Tool Gods to possess objects within close proximity of the user, if an adequate object does not exist the user may summon one, or they can form one from Yin Release as part of the technique. The spirit(s) assume full control of the object(s) targeted, levitating it and manipulating the tool with peerless efficiency being able to dodge and intercept techniques of their own accord. If the object employs chakra the spirit within the tool is able to siphon it straight out of the object’s creator given their connection, using it to refund the user’s own reserves. The shape, function, and multiplicity of the formed object(s) is limited only by the user’s imagination. Tsukumogami have a direct connection to the user’s mind seal, allowing the tools to strike objects and seal them into the user’s mental realm up to equal chakra of God of Tools. For example, the user creates a giant shuriken that they use to skillfully maneuver and strike an enemy’s technique; the technique would dissipate like a genjutsu, dissolving as it’s sealed into the user’s mind. Should the technique struck possess less chakra than the tool used, it will not disperse the tool and allow it to continue. Likewise, equal chakra results in neutralization.
Note: The technique can be used up to 3 times per battle. The tools last a maximum of two turns and have a three turn cool down in between usages.
-The user cannot use a Spirits of balance technique in the following turn.

Approved with Edits Made - Daemon

-Removed critical damage
-Technique now phases through physical elements, interacts with energy based elements and deals extra damage to living techniques. Technique still interacts with YY and Senjutsu
-Added 1 turn cooldown and the technique can no longer be renewed
-Added new restriction preventing use of YY after the technique

Spirits of Balance: Rite of the Hellhounds (Onryodo: Inugami no giten)
Rank:
S
Type: Offensive / Supplementary
Range: Short-Long
Chakra cost: 70
Damage points: 140
Description: The technique draws inspiration from the practice of evoking inugami (dog-god), and uses combat with military animals as a foundational principle. Inugami are shadowy canine figures, they are intangible, can phase through objects, are not bound to the surface, and can be controlled by the user’s will but are otherwise sentient being able to dodge and move around enemy techniques. The user can form up to 4 at any given moment. The inugami are hungry for life force and drawn towards yang energy in attempts to consume and seal it within their bodies. The inugami are able to differentiate between the life energy of different beings like different scents and are able to start tracking based on residue as long as the target has been around the area. Once they have a ‘scent’, the Inugami can track and hunt for a target up to 2 landmarks away. Being composed primarily of Yin energy, anything inugami passes through is robbed of its life-giving yang energy, though not entirely. To put this concept into perspective, say, a hound phases through the opponent’s hands; the target area would quickly lose its life energy and the target will simultaneously experience necrosis rendering the limb useless. The lingering yin energy acts as a curse that can only be lifted by a Yang technique of equivalent rank to this technique, only then could a body heal. Getting struck near the chest or head instantly paralyzes the target, even if it does not kill, it leaves the target in a vegetative state. Inugami do not interact with normal techniques and physical elements, simply phasing through them. Energy-based elements are able to interact with inugami normally. Living elements and techniques such as wood take twice the normal damage during interactions. It is possible to use natural energy to interact with inugami, respecting strength/weakness rules as well as Yang energy. Furthermore, the technique interacts with Fuuinjutsu via mutual annihilation. It is possible to seal inugami in a seal of equal or greater power. Inversely it is also possible to use inugami to disrupt a seal or barrier of equivalent or lower power by phasing through and disrupting the seal/barrier’s energy balance.
Note: Inugami can track at the user's level.
-The technique can only be used twice per battle.
-The technique lasts 4 turns.
-The technique has a cooldown of 1 turn in between uses
-The user is unable to use Spirits of Balance techniques above A rank for two turns after casting this technique.
-The user is unable to use Yin/Yang techniques above A rank for one turn after casting this technique.

Declined: Why would wood take twice the normal damage during interactions? You can deploy this technique, have it hunt a target up to 2 Landmarks away, Try to instantly paralyze the target if passing through the head or torso. And this can also disrupt Fuuinjutsu it passes through. Then you try to allow the spirit dogs to track at the user's level which can be abused. There is no way this technique is going to have a one turn cool down. This reads as when you were typing new ideas and effects were popping into your head so you just threw it on as you went along. Streamline this abit more. If you are going to have this technique focus on hunting down Life energy then have it that way without all the extra. But this is more like a Generic Yin technique than it is a Spirit of Balance technique. - Daemon
 
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Approved CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/post-22050556

(Magiruti Sensu: Konagona Gurasu) Maguilty Sense: Shattered Glass
Type: Offensive, Supplementary
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense will take an arrow out from their quiver swiftly and fire it. Upon the release of the arrow; it will immediately soar through the air but not far (up to five meters away). As the arrow head pierces into the ground; the mystic code initially surrounds the arrow would immediately spread across the terrain up to mid-range instantly. This causes a barrier to shroud the area in turn; the barrier itself being the spiritual parasite – in which it affects the opponent’s ability to control their chakra. Upon being in the area of effect – the target’s body is forcefully infused with immense amount of Yin Energy, causing a spiritual imbalance between the target which in turn causes their focus when molding chakra to be hindered. Because of this, the opponent would lose function to properly create techniques; limiting the opponent to two techniques per turn but also causes them to overuse their chakra in order to utilize it. This causes the opponent to utilize an additional +20 chakra when performing techniques but this isn’t included in the original chakra cost. This extra chakra is then absorbed by the barrier in question; in which is then sealed into the mystic code. Once the barrier ends naturally or prematurely – the chakra within it would be expelled into an explosion. This explosion of raw Yin Energy is directed into the general direction of the opponent; though if the user is in the way then they would immune to the damage of the explosion. The explosions damage is based on the amount of chakra absorbed, which for every 20-chakra sealed within the explosion deals 40 DMG, max out at 120 DMG (60 Chakra Max). With this technique active, it takes up a move slot per turn; while the user is unable to utilize Yin Release and Fuinjutsu up to A rank and above while active. The barrier remains active for three turns, before naturally ending; releasing the explosion at the opponent thought this doesn’t cost a move slot. The barrier only absorbs only the first instance of +20 chakra in the turn rather than from all techniques.

Declined: You see this technique was fine as a nice hindering technique before the offensive part of it. How would you be immune to the explosion if you got caught in it? You kind of just throw that in there without really explaining it. Releasing the barrier will count as a move slot.. Having all that in combination with limiting your opponent to two moves a turn seems a little strong. - Daemon
 
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Wrought Iron Archery Approval: Here.

(Rentetsu Kyūjutsu: Meslamtaea) Wrought Iron Archery: Blazing Soul
Type:
Offensive/ Supplementary
Rank: B-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 40
Damage: N/A - 80
Description: With one of their unique "Sword Arrows", Meslamtaea, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has an incredibly ornate, if not entirely ceremonial design, constructed from a unique abyssal black metal that changes to a pristine white when charged with Chakra.

Meslamtaea - Kur Kigal Irkalla: An imitation of the crushing pressure exerted within the depths of the Underworld, Kur Kigal Irkalla is a unique Sword Application in the sense that it has no offensive capabilities of it's own. Instead, by channeling Chakra into Meslamtaea, then driving the unique Sword-Arrow into the ground, the user creates a large spherical barrier 20m in radius from the weapon itself. Everyone encompassed by the barrier are gripped by a death-like cold that eats away at their Chakra, siphoning it from them at a rate of 10 Chakra per person per turn, storing it within Meslamtaea itself, up to a max of 70 Chakra. The barrier is B-Rank in terms of cost and Rank, and requires one of the user's 3 Jutsu per turn to perform, but is physically intangible, requiring techniques akin to "Barrier Shatter Technique", or the destruction of Meslamtaea itself to be neutralized, the latter of which requires an attack equivalent to A-Rank or higher directed at the weapon itself.​
Alternatively, Meslamtaea's Chakra draining barrier can be applied to the blade itself, allowing it to steal more Chakra from a target through direct physical contact. Whether against opposing techniques or a target with it's own Chakra pool, Meslamtaea can absorb up to a max of 30 Chakra per strike, storing it within it's blade, and as mentioned before, the limit of this storage is 70 Chakra. Finally The user can choose to actively expel Chakra from within Meslamtaea in the form of a Raw Chakra attacks. The damage this can inflict is equivalent to that of the Chakra expended, has a range of Short - Mid, and can only be performed once in a turn, but does not count towards their Jutsu per turn. Finally, regardless of application, the barrier remains active for up to a max of 4 turns.​
Meslamtaea - An Gal Tā Kigal Shē: Literally meaning "From the Great Heavens towards the Great Earth", this Advanced Fūin-Kyūjutsu is based on the legend of an atrocious act carried out by a certain Goddess when she set her sights upon a mountain range whose beauty rivaled her own. Likewise this technique is radiant in both it's beauty and destruction. The user starts by channeling Chakra into Meslamtaea, charging the weapon with a vast quantity of Raw Chakra. Then, rather than aiming for the target directly, the user fires Meslamtaea into the Heavens, giving the unique projectile a high arc, so much so that it can take several turns (max of 4) to return to the Earth. As it descends the weapon picks up speed which translates into force, resulting in a large explosion. The end result is an S-Rank Neutral Chakra explosion, more akin to an orbital bombardment than a mere arrow loosed from a bow, which covers a 15m radius within the same Landmark, affecting everyone within.​
If Meslamtaea has Chakra stored within the blade itself when it is fired into the sky to perform An Gal Tā Kigal Shē, the Chakra present within the blade can be, at the cost of an additional Jutsu slot, converted into a barrier surrounding the projectile akin to an "overshield", protecting it from harm. The barrier's durability is equivalent to the Chakra Meslamtaea was fired with, and can neutralize Chakra-based techniques up to that amount. If the barrier is still active as the projectile strikes the earth, the remaining Chakra from it is added to the explosion as a separate instance of damage, increasing it's damage by the amount of Chakra remaining within the barrier, but itself being susceptible to mitigation and similar effects.​

Note: Requires Advanced Fūinjutsu.
Note: Kur Kigal Irkalla can be used 3 times per battle, with three turns between uses.
Note: An Gal Tā Kigal Shē can be used 2 times per battle, with three turns between uses. Additionally, if An Gal Tā Kigal Shē is empowered by Kur Kigal Irkalla, the user cannot perform any Wrought Iron Archery techniques above B-Rank for 3 turns.

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Declined: My main issue with this is the verbiage you use on this technique, it needs some clarification. For example on Kur Kigal Irkalla " The damage this can inflict is equivalent to that of the Chakra expended" are you saying that if you absorb 70 chakra the explosion will do 70 damage? are you saying it's a 1:2 ratio sort of thing? Drop the explosion radius on the An Gal Tā Kigal Shē especially if you are gonna put that barrier on it if comboed with the barrier effect. The barrier that can be formed around the An Gal Tā Kigal Shē may be too powerful to allow on an attack in the first place especially since you are having it work by chakra cost. - Daemon
 
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Skorm

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Approved CFS [x]

(Kuroitaron) - Black Talons
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 60
Damage: N/A
Description: Black Talons is a close combat technique that specializes in body movements and the Yin infused skeleton that is given to a Ghoulspine master. The user will start off by focusing their chakra across their body to create a black chitin-esque armor of their black skeleton. This armor can vary in cosmetics but will always cover up the desired spots on the body. The armor is highly durable and can morph from one place on the users body to another. The black chitin skeleton can also be used in hand to hand combat, creating highly durable spikes or other weapons that are morphed from the users black skeleton. In this manifestation, the Ghoulspine is solid but continues to be neutral in elemental clashes. The armor heightens the users already high damage reduction to 20 points higher and gives the user a very useful arsenal of weapons or shields they can use in close quarters that they seem fit. These weapons and shields have a base damage/resist of 100 damage (physical). The user can only morph two weapons or one weapon and one shield per usage of the technique and the range of said weapons cannot stretch longer than mid range.

Note: Can only be used twice per battle, with a four turn cooldown
Note: User cannot use any other Ghoulspine technique or Shikotsumyaku technique during activation
Note: User cannot use Yin release above A rank during activation, or S rank if they are specialists in Ghoulspine

Declined: All the bones produced by your CFS are intangible and phase through physical objects. So this wouldn't provide a physical defense but an elemental/spiritual one. You can't manifest the Ghoulspine as a physical entity, but spiritual/intangible is fair game. - Daemon
 
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Alyx

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Approved CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/post-22050556

(Magiruti Sensu: Konagona Gurasu) Maguilty Sense: Shattered Glass
Type: Offensive, Supplementary
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense will take an arrow out from their quiver swiftly and fire it. Upon the release of the arrow; it will immediately soar through the air but not far (up to five meters away). As the arrow head pierces into the ground; the mystic code initially surrounds the arrow would immediately spread across the terrain up to mid-range instantly. This causes a barrier to shroud the area in turn; the barrier itself being the spiritual parasite – in which it affects the opponent’s ability to control their chakra. Upon being in the area of effect – the target’s body is forcefully infused with immense amount of Yin Energy, causing a spiritual imbalance between the target which in turn causes their focus when molding chakra to be hindered. Because of this, the opponent would lose function to properly create techniques; limiting the opponent to two techniques per turn but also causes them to overuse their chakra in order to utilize it. This causes the opponent to utilize an additional +20 chakra when performing techniques but this isn’t included in the original chakra cost. This extra chakra is then absorbed by the barrier in question; in which is then sealed into the mystic code. Once the barrier ends naturally or prematurely – the chakra within it would be expelled into an explosion. This explosion of raw Yin Energy is directed into the general direction of the opponent; though if the user is in the way then they would immune to the damage of the explosion. The explosions damage is based on the amount of chakra absorbed, which for every 20-chakra sealed within the explosion deals 40 DMG, max out at 120 DMG (60 Chakra Max). With this technique active, it takes up a move slot per turn; while the user is unable to utilize Yin Release and Fuinjutsu up to A rank and above while active. The barrier remains active for three turns, before naturally ending; releasing the explosion at the opponent thought this doesn’t cost a move slot. The barrier only absorbs only the first instance of +20 chakra in the turn rather than from all techniques.

Declined: You see this technique was fine as a nice hindering technique before the offensive part of it. How would you be immune to the explosion if you got caught in it? You kind of just throw that in there without really explaining it. Releasing the barrier will count as a move slot.. Having all that in combination with limiting your opponent to two moves a turn seems a little strong. - Daemon
(Magiruti Sensu: Konagona Gurasu) Maguilty Sense: Shattered Glass
Type: Supplementary
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense will take an arrow out from their quiver swiftly and fire it. Upon the release of the arrow; it will immediately soar through the air but not far (up to five meters away). As the arrow head pierces into the ground; the mystic code initially surrounds the arrow would immediately spread across the terrain up to mid-range instantly. This causes a barrier to shroud the area in turn; the barrier itself being the spiritual parasite – in which it affects the opponent’s ability to control their chakra. Upon being in the area of effect – the target’s body is forcefully infused with immense amount of Yin Energy, causing a spiritual imbalance between the target which in turn causes their focus when molding chakra to be hindered. Because of this, the opponent would lose function to properly create techniques; limiting the opponent to two techniques per turn but also causes them to overuse their chakra in order to utilize it. This causes the opponent to utilize an additional +20 chakra when performing techniques but this isn’t included in the original chakra cost. This extra chakra is then absorbed by the barrier in question; in which is then sealed into the mystic code. With this technique active, it takes up a move slot per turn; while the user is unable to utilize Yin Release and Fuinjutsu up to A rank and above while active. The barrier remains active for three turns before naturally fading away but can be deactivated prematurely.

Approved - Daemon
 
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Link to Journey of the swordless

(Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion
Type:
Offensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: 20-80
Description: Kyotoru Secret Art: Internal Combustion, is a technique used to not only attack jutsu from the inside out, but also attack the opponent from the inside out. For this jutsu to be used, however, Journey of the Swordless must be active previously, as that technique is required for this jutsu to be executed. Once activated, this technique has 2 components to it, while both acting primarily in the same fashion, each one has a different outcome when used on a jutsu and when used on an opponent directly.

Firstly, when used on jutsu: When this technique is used on an enemy jutsu, the user will strike forwards, as he does this, he will release a portion of the chakra shrouding his body with Journey of the Swordless, and launch it forward into the enemy jutsu. As the chakra enters the technique, having been released from the user, it will explode, causing a chain reaction of razor sharp chakra, which will expand inside the enemy jutsu, slashing it to pieces and dispelling it as the uncontrolled chakra from Journey of the Swordless runs rampant, destroying the jutsu from the inside out. This portion can disperse jutsu of the same rank, as the chakra is not clashing with the jutsu, instead, it is invading the jutsu, and destroying it from the inside out, removing strength and weakness. However, this is rank based, so jutsu with a higher chakra limit than Internal combustion will be unaffected. This only works on techniques up to 40 chakra.

Secondly, When used directly on an opponent: When this jutsu is used directly on someone, it behaves slightly differently, than when it does collides with a jutsu. Instead of the chakra interacting with the chakra in a jutsu, it instead, acts more like a hail of razor blades inside the opponents body. As the user strikes forwards, he will release the chakra around their body part, sending it forward at the opponent. As the chakra makes contact, it will create a small incision in the opponent, a tiny cut, as the chakra enters the opponents body. The moment said chakra enters the opponents body, no longer under control of the user, it will explode outwards, like a Hail storm of razor blades, slashing the opponents internal organs and bones to ribbons, before exploding out the back of the opponent, like a concussive blast. How this differs is, instead of attacking the chakra, it attacks the opponents flesh directly, acting like a barrage of sword slashes, targeting the internal organs, and ripping them to shreds as if being chopped by a sharp knife. This version is just as fast as a regular sword would be piercing someones body, the internal damage and external damage to the person back happening almost instantly after the chakra is injected into them.
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Restrictions:
D-C can be used any amount of time, B rank 4 times, A rank 3 Times with a one turn cool down between usages, S rank 2 times, with a two turn cool down in between usages.
Requires Journey of the Swordless to be active.
After S rank usage, No S-rank or above Kyotoryu Techniques can be used in the following turn.


Approved with Edits Made - Daemon
Editing to fit the Chakra boosting Rules


(Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion
Type:
Offensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: 20-80
Description: Kyotoru Secret Art: Internal Combustion, is a technique used to not only attack jutsu from the inside out, but also attack the opponent from the inside out. For this jutsu to be used, however, Journey of the Swordless must be active previously, as that technique is required for this jutsu to be executed. Once activated, this technique has 2 components to it, while both acting primarily in the same fashion, each one has a different outcome when used on a jutsu and when used on an opponent directly.

Firstly, when used on jutsu: When this technique is used on an enemy jutsu, the user will strike forwards, as he does this, he will release a portion of the chakra shrouding his body with Journey of the Swordless, and launch it forward into the enemy jutsu. As the chakra enters the technique, having been released from the user, it will explode, causing a chain reaction of razor sharp chakra, which will expand inside the enemy jutsu, slashing it to pieces and dispelling it as the uncontrolled chakra from Journey of the Swordless runs rampant, destroying the jutsu from the inside out. This portion can disperse jutsu of the same rank, as the chakra is not clashing with the jutsu, instead, it is invading the jutsu, and destroying it from the inside out, removing strength and weakness. However, this is rank based, so jutsu with a higher chakra limit than Internal combustion will be unaffected. This only works on techniques with chakra equal to the chakra used to use this technique.

Secondly, When used directly on an opponent: When this jutsu is used directly on someone, it behaves slightly differently, than when it does collides with a jutsu. Instead of the chakra interacting with the chakra in a jutsu, it instead, acts more like a hail of razor blades inside the opponents body. As the user strikes forwards, he will release the chakra around their body part, sending it forward at the opponent. As the chakra makes contact, it will create a small incision in the opponent, a tiny cut, as the chakra enters the opponents body. The moment said chakra enters the opponents body, no longer under control of the user, it will explode outwards, like a Hail storm of razor blades, slashing the opponents internal organs and bones to ribbons, before exploding out the back of the opponent, like a concussive blast. How this differs is, instead of attacking the chakra, it attacks the opponents flesh directly, acting like a barrage of sword slashes, targeting the internal organs, and ripping them to shreds as if being chopped by a sharp knife. This version is just as fast as a regular sword would be piercing someones body, the internal damage and external damage to the person back happening almost instantly after the chakra is injected into them.
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Restrictions:
D-C can be used any amount of time, B rank 4 times, A rank 3 Times with a one turn cool down between usages, S rank 2 times, with a two turn cool down in between usages.
Requires Journey of the Swordless to be active.
After S rank usage, No S-rank or above Kyotoryu Techniques can be used in the following turn.

Update Declined: I made that edit to the technique to fit the chakra boosting rules. The technique is default S rank so it can do a max of 40 chakra (due to it being S rank). A boost in chakra of this technique will increase what this technique can do as well. - Daemon
 
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Resubmitting:

Wrought Iron Archery Approval: Here.

(Rentetsu Kyūjutsu: Meslamtaea) Wrought Iron Archery: Blazing Soul
Type:
Offensive/ Supplementary
Rank: B-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 40
Damage: N/A - 80
Description: With one of their unique "Sword Arrows", Meslamtaea, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has an incredibly ornate, if not entirely ceremonial design, constructed from a unique abyssal black metal that changes to a pristine white when charged with Chakra.

Meslamtaea - Kur Kigal Irkalla: An imitation of the crushing pressure exerted within the depths of the Underworld, Kur Kigal Irkalla is a unique Sword Application in the sense that it has no offensive capabilities of it's own. Instead, by channeling Chakra into Meslamtaea, then driving the unique Sword-Arrow into the ground, the user creates a large spherical barrier 20m in radius from the weapon itself. Everyone encompassed by the barrier are gripped by a death-like cold that eats away at their Chakra, siphoning it from them at a rate of 10 Chakra per person per turn, storing it within Meslamtaea itself, up to a max of 70 Chakra. The barrier is B-Rank in terms of cost and Rank, and requires one of the user's 3 Jutsu per turn to perform, but is physically intangible, requiring techniques akin to "Barrier Shatter Technique", or the destruction of Meslamtaea itself to be neutralized, the latter of which requires an attack equivalent to A-Rank or higher directed at the weapon itself.​
Alternatively, Meslamtaea's Chakra draining barrier can be applied to the blade itself, allowing it to steal more Chakra from a target through direct physical contact. Whether against opposing techniques or a target with it's own Chakra pool, Meslamtaea can absorb up to a max of 30 Chakra per strike, storing it within it's blade, and as mentioned before, the limit of this storage is 70 Chakra. Finally The user can choose to actively expel Chakra from within Meslamtaea in the form of a Raw Chakra attacks. The damage this can inflict is equivalent to that of the Chakra expended, has a range of Short - Mid, and can only be performed once in a turn, but does not count towards their Jutsu per turn. Finally, regardless of application, the barrier remains active for up to a max of 4 turns.​
Meslamtaea - An Gal Tā Kigal Shē: Literally meaning "From the Great Heavens towards the Great Earth", this Advanced Fūin-Kyūjutsu is based on the legend of an atrocious act carried out by a certain Goddess when she set her sights upon a mountain range whose beauty rivaled her own. Likewise this technique is radiant in both it's beauty and destruction. The user starts by channeling Chakra into Meslamtaea, charging the weapon with a vast quantity of Raw Chakra. Then, rather than aiming for the target directly, the user fires Meslamtaea into the Heavens, giving the unique projectile a high arc, so much so that it can take several turns (max of 4) to return to the Earth. As it descends the weapon picks up speed which translates into force, resulting in a large explosion. The end result is an S-Rank Neutral Chakra explosion, more akin to an orbital bombardment than a mere arrow loosed from a bow, which covers a 15m radius within the same Landmark, affecting everyone within.​
If Meslamtaea has Chakra stored within the blade itself when it is fired into the sky to perform An Gal Tā Kigal Shē, the Chakra present within the blade can be, at the cost of an additional Jutsu slot, converted into a barrier surrounding the projectile akin to an "overshield", protecting it from harm. The barrier's durability is equivalent to the Chakra Meslamtaea was fired with, and can neutralize Chakra-based techniques up to that amount. If the barrier is still active as the projectile strikes the earth, the remaining Chakra from it is added to the explosion as a separate instance of damage, increasing it's damage by the amount of Chakra remaining within the barrier, but itself being susceptible to mitigation and similar effects.​

Note: Requires Advanced Fūinjutsu.
Note: Kur Kigal Irkalla can be used 3 times per battle, with three turns between uses.
Note: An Gal Tā Kigal Shē can be used 2 times per battle, with three turns between uses. Additionally, if An Gal Tā Kigal Shē is empowered by Kur Kigal Irkalla, the user cannot perform any Wrought Iron Archery techniques above B-Rank for 3 turns.

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Declined: My main issue with this is the verbiage you use on this technique, it needs some clarification. For example on Kur Kigal Irkalla " The damage this can inflict is equivalent to that of the Chakra expended" are you saying that if you absorb 70 chakra the explosion will do 70 damage? are you saying it's a 1:2 ratio sort of thing? Drop the explosion radius on the An Gal Tā Kigal Shē especially if you are gonna put that barrier on it if comboed with the barrier effect. The barrier that can be formed around the An Gal Tā Kigal Shē may be too powerful to allow on an attack in the first place especially since you are having it work by chakra cost. - Daemon
Reduced Kur Kigal Irkalla's barrier to 15m, so it's only effective within Short - Mid range.

Reduced Meslamtaea's overall capacity, per the barrier being applied to An Gal Ta Kigal She being too strong. Now has a lower capacity to seal when siphoned Chakra is used to empower An Gal Ta Kigal She.

Made applying the barrier when using the weapon as a sword passive, as it requires other techniques, or actions to siphon Chakra.

As the capacity was lowered, I made the Chakra attacks from the sword have a 1:2 damage ratio, while also making it expend a move if 30 Chakra or more is used in one go, and not eligible for any boosts due to the slight increase in potential damage with this.

Reduced the range on An Gal Ta Kigal She to 5m.

Kept the damage scaling on the barrier explosion a 1:1 conversion, and gave it the same "no boosting" rule so 40 damage max.

Finally removed the Advanced Fuinjutsu wording, as the capacity for sealing was lowered beyond the point the field is necessary.

(Rentetsu Kyūjutsu: Meslamtaea) Wrought Iron Archery: Blazing Soul
Type:
Offensive/ Supplementary
Rank: B-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 40
Damage: N/A - 80
Description: With one of their unique "Sword Arrows", Meslamtaea, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has an incredibly ornate, if not entirely ceremonial design, constructed from a unique abyssal black metal that changes to a pristine white when charged with Chakra.

Meslamtaea - Kur Kigal Irkalla: An imitation of the crushing pressure exerted within the depths of the Underworld, Kur Kigal Irkalla is a unique Sword Application in the sense that it has no offensive capabilities of it's own. Instead, by channeling Chakra into Meslamtaea, then driving the unique Sword-Arrow into the ground, the user creates a large spherical barrier with a 15m radius from the weapon itself. Everyone encompassed by the barrier are gripped by a death-like cold that eats away at their Chakra, siphoning it from them at a rate of 10 Chakra per person per turn, storing it within Meslamtaea itself, up to a max of 40 Chakra. The barrier is B-Rank in terms of cost and Rank, and requires one of the user's 3 Jutsu per turn to perform, but is physically intangible, requiring techniques akin to "Barrier Shatter Technique", or the destruction of Meslamtaea itself to be neutralized, the latter of which requires an A-Rank or higher technique directed at the weapon itself.​
Alternatively, Meslamtaea's Chakra draining barrier can be passively applied to the blade itself, allowing it to steal more Chakra from a target through direct physical contact. Whether against opposing techniques or a target with it's own Chakra pool, Meslamtaea can absorb up to a max of 20 Chakra per strike, storing it within it's blade, and as mentioned before, the limit of this storage is 40 Chakra. Finally the user can choose to actively expel Chakra from within Meslamtaea in the form of a Raw Chakra attacks. The damage inflicted is equivalent to a Jutsu of that cost's Rank (10 Chakra = D-Rank, 20 Chakra = B-Rank, etc), has a range of Short - Mid, counts as one of their Jutsu per turn if expending 30 Chakra or more in a single attack, but cannot be boosted in any capacity. Finally, regardless of application, the barrier remains active for up to a max of 4 turns.​
Meslamtaea - An Gal Tā Kigal Shē: Literally meaning "From the Great Heavens towards the Great Earth", this Fūin-Kyūjutsu is based on the legend of an atrocious act carried out by a certain Goddess when she set her sights upon a mountain range whose beauty rivaled her own. Likewise this technique is radiant in both it's beauty and destruction. The user starts by channeling Chakra into Meslamtaea, charging the weapon with a vast quantity of Raw Chakra. Then, rather than aiming for the target directly, the user fires Meslamtaea into the Heavens, giving the unique projectile a high arc, so much so that it can take several turns (max of 4) to return to the Earth. As it descends the weapon picks up speed which translates into force, resulting in a large explosion. The end result is an S-Rank Neutral Chakra explosion, more akin to an orbital bombardment than a mere arrow loosed from a bow, which covers a 5m radius around the target.​
If Meslamtaea has Chakra stored within the blade itself when it is fired into the sky to perform An Gal Tā Kigal Shē, the Chakra present within the blade can be, at the cost of an additional Jutsu slot, converted into a barrier surrounding the projectile akin to an "overshield", protecting it from harm. The barrier's durability is equivalent to the Chakra Meslamtaea was fired with, and can neutralize Chakra-based techniques up to that amount. If the barrier is still active as the projectile strikes the earth, the remaining Chakra from it is added to the explosion, increasing its base damage damage by the amount of Chakra remaining within the barrier in a direct conversion from Chakra to Damage with a ratio of 1:1, resulting in a max increase of 20 damage. Like with Kur Kigal Irkalla, the Chakra utilized in this application can't be boosted by any means.​

Note: Kur Kigal Irkalla can be used 3 times per battle, with three turns between uses.
Note: An Gal Tā Kigal Shē can be used 2 times per battle, with three turns between uses. Additionally, if An Gal Tā Kigal Shē is empowered by Kur Kigal Irkalla, the user cannot perform any Wrought Iron Archery techniques above B-Rank for 3 turns.

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Approved with Edits Made - Daemon
 
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Way of the Wild [x]
Permission from El Alucard to sub these

(Yajuu no Kata: Tsukuribanashi ) Way of the Wild: The Lion's Distributions of War

Type: Supplementary
Rank: D
Range: Short
Chakra Cost: 10 (+5 per turn)
Damage Points: N/A
Description: This technique is supplementary application of the style in order to support the caster through diferent environmental conditions. The user is capable of swapping a specific limb or organ for that of an animal and use that change to face harsh conditions in the environment and better fight their opponent or traverse the land. For exampe, in order to breathe underwater, the user can swap their mouth for a waterbreathing animal's mouth, to have their summon breathe for them, or even swap the mouth for a non-breathing organ, so that the user reverses his own breathing system onto the non-toxic/underwater sanctuary of their chosen animal, and is able to still go through the harsh environment in the world/battle. Other changes can also entail swaping one of their eyes for a night vision summon's eye, or swap their eyelids for a transparent brille from reptilian animals to help cover the eyes from debris, or change the back shoulders with wings to achieve flight. This is considered a passive aplication, though chakra costly, as it can remain active even as the user performs other techniques. These limbs can only achieve supplentary usages, lest they will break the technique, though they can be used to attack with proper techniques added onto this one, like summoning more powerfull teeth to bite down food, but can't use this technique alone in a battle for freeform damage, requiring the user to perform a second technique that entails a bite/chomp in order to do so, for example.

Note: Lasts until broken or the user runs out of chakra.

Approved - Daemon

(Yajuu no Kata: Yaju Tori ) Way of the Wild: Beast and Bird, The Duality of the Bat

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This technique is a direct application of the Second and Third Form of Way of the Wild, the Beast and Jungle Switch. This enables the user to passively perform any known Taijutsu technique by swapping the primary limb with that of their animal. This is the most basic technique of the style, but the chosen animal is required to have access to any particular category of non-pure Taijutsu techniques, such as a fire animal be required for a Fire elemental taijutsu, and the such. This technique can be applied to one Taijutsu technique per turn.

Note: Chakra-less Taijutsu techs will cost the normal amount for their rank when converted to this style.
Note: If applied to A rank or higher Taijutsu techniques, one has to wait 2 turns. S rank applications can only be used 6 times per battle. Forbidden rank Taijutsu can't be converted.

Approved - Daemon
 
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Delta

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Reference to Journey

(Kyotoryu Himitsu No Ato: Rakka Hana Tento Senko)Kytoryu Secret Art: Falling Blossom Lightning Step/Flash
Type
: Offensive/Defensive
Rank: A-F
Range: Short-Mid
Chakra: N/a|50
Damage: 60-90(-10 damage)
Description:
Falling Blossom Lightning Step is a secret art of Kyotoryu, passed down to those who have mastered the technique, Journey of the Swordless. This technique is a technique which has two possible versions, depending on the method or power the user decides they require. The first Version of this technique is slightly more linear than the second. When faced against an opponents technique, the user will cross both their arms across their face, and take a low stance. As the technique gets close, using their raw power, the user will dash forward, turning themselves into a powerful Kenjutsu slash style Dash. As the user makes contact with the enemy technique, the raw power of the strike will create enough force around the users body to force the jutsu to split in two, as if the technique has been cut. As this occurs, the user will dash straight through the technique up to the opponent, before slashing both their arms down, cross slashing the opponent in the chest. Being a chakraless technique, this jutsu relies on the raw power of the user to split the technique instead of chakra, and grants no speed boost outside of Journey or any Modes active that grant speed.

Falling Blossom Lightning Flash: Falling Blossom Lightning Flash is a more advanced, chakra based technique, and while more powerful, it comes with more drawbacks than its sister counter part. With Journey of the Swordless active, the user will channel Lightning chakra into their entire body, agitating the muscles, essentially overclocking their body and massively increasing their speed as well as their striking power. With the Raiton chakra flowing through their body, the user will take a low stance, and place both hands behind them. When an enemy jutsu comes close, the user will launch themselves forward at x3 their base speed, piercing through the technique like a spearhead, and splitting it in two. As the user comes close to the opponent, they will slash one arm forward, cutting the opponent in half from the chest area, before ending up a meter behind the opponent . Upon contact, the lightning chakra flowing through the user will paralyze the opponent on contact, allowing for a swifter follow up. The Speed boost from this technique will remain until the end of users turn, allowing them to follow up swiftly before deactivation.
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Notes:
-Both Versions Require Journey of the Swordless to be activated
-A rank can be used 4 times, S rank can be used 3 times per battle, with a one turn cooldown between usages,where as Forbidden can only be used Once
-If the S rank version is used, No other S rank or above Kyotoryu techniques may be used in the next turn.
-If the Forbidden Version is used, Journey of the Swordless will temporarily deactivate for 2 turns, before requiring the user to reactivate the technique.
-Both techniques focus on their raw power, the clash resolving based on Damage vs Damage
-After Journey of the Swordless deactivates from the Forbidden Version, the turn after the user will lose -1 speed for 1 turn.

Declined: First off, Journey of the Swordless doesn't give you any defensive capabilities. So you running through a technique (especially with the chakraless version of this technique) would result in you taking damage. It'd be akin to trying to punch an A rank fireball with a chakraless A rank punch. It wouldn't work in your favor. Secondly, this technique doesn't need to be A-F especially if it only has two variants, S-F is fine. Third, If you want x3 speed even if its for a brief moment, you'll have to come up with better restrictions than "After Journey of the Swordless deactivates from the Forbidden Version, the turn after the user will lose -1 speed for 1 turn." This isn't a real restriction and basically is put there as a filler. The Bolded a no as well, the speed boost should only last for the technique. - Daemon
 
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Alyx

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Approved CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/post-22050556

(Magiruti Sensu: Unmei no Kishō) Maguilty Sense: Insignia of Fate
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: N/A (+50 Chakra)
Damage: N/A
Description: Insignia of Fate is a unique technique amongst the Maguilty Sense style. Acting as an infusion of sorts; the user is capable of creating replicants of other mystic codes. In other words, the mystic code employed by this technique which purposely lacks any sort of intention, is morphed to the user's desires utilizing their yin energy. Once the mystic code shifts, so does the internally sealed spiritual parasite. This allows it to mimic any other Maguilty Sense based scripts, applying them to other Kyujutsu techniques. The mimicked code behaves the same as the original technique; while keeping in tact the styles unique sense of dual type of attacks (such as the arrow physically striking the opponent while the spiritual parasite employs its unique affects etc). This can be used in the same time frame as another Kyujutsu type technique, with a cool down of three turns between each use. The user is unable to utilize Fuinjutsu nor Yin Release above A rank in the same nor next turn after use. The mimicked technique most be posted alongside this technique as a reference. Can only be used thrice per battle. This can only mimic mystic codes up to A rank.

Approved with Edits Made - Daemon
Minor Update

(Magiruti Sensu: Unmei no Kishō) Maguilty Sense: Insignia of Fate
Type: Supplementary
Rank: S - Rank
Range: Short
Chakra: N/A (+50 Chakra)
Damage: N/A
Description: Insignia of Fate is a unique technique amongst the Maguilty Sense style. Acting as an infusion of sorts; the user is capable of creating replicants of other mystic codes. In other words, the mystic code employed by this technique which purposely lacks any sort of intention, is morphed to the user's desires utilizing their yin energy. Once the mystic code shifts, so does the internally sealed spiritual parasite. This allows it to mimic any other Maguilty Sense based scripts, applying them to other Kyujutsu techniques. The mimicked code behaves the same as the original technique; while keeping in tact the styles unique sense of dual type of attacks (such as the arrow physically striking the opponent while the spiritual parasite employs its unique affects etc). This can be used in the same time frame as another Kyujutsu type technique, with a cool down of three turns between each use. The user is unable to utilize Fuinjutsu nor Yin Release above A rank in the same nor next turn after use. The mimicked technique most be posted alongside this technique as a reference. Can only be used twice per battle with a two turn cooldown in between usages. This can only mimic mystic codes up to S rank.

Approved with Edits Made - Daemon
 
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Lili-Chwan

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Surreal Palm [x]

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

Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 Chakra to a Cast Genjutsu )
Damage Points: N/A
Description: Allows the user to peer into the chaos of another, in order to subdue the chaos within. Mirror is a meditative state that allows one to replicate a cast genjutsu onto oneself, following the concept and ideology of Surreal Palm, essentially allowing the practicioner to spiritually peer into the illusion that the user has cast onto another, and how the target(s) react to the illusion. This is a passive ability that can be activated when the user casts a genjutsu, allowing the technique to be dually cast onto oneself and any intended target, whereas they feel the effects of the genjutsu and the user witnesses it first-hand. The user can then take advantage of the shared Genjutsu to layer other Surreal Palm techniques or Genjutsu, even after losing track of the enemy, for as long as the initial Genjutsu hasn't been released. Another application of Mirror is to utilize the user's arsenal of Genjutsu to counter enemy genjutsu, by simultaneously casting a Genjutsu onto oneself to flush it out or layer with the enemy genjutsu, and also cast it onto their target(s), such as using the B rank Tree Binding Death to flush out a D rank False Surrounding that was afflicting the user in order to flush out the illusion of false surroundings and change it into a tree trapping an opponent as the user witnesses it.

Note: Mirror is a passive ability to cast Genjutsu both onto the intended targets and oneself, using more chakra than the original technique entails, but the Genjutsu will behave as normal, without any chakra, rank, damage or resilience boost, and spending the required number of hanseals. Yin Specialists will be able to use this technique without spending chakra, merely manipulating the original technique.

Declined: It's hard to justify being able to enter an opponents illusion. You may be able to cast the illusion on yourself and the opponent simultaneously but unless you share a chakra system with them you can't actually enter or perceive their illusion yourself. Nor can you see how the target's react to the genjutsu as you guys don't share a chakra system nor mental space. Flushing out an enemies Genjutsu by casting a genjutsu on yourself is also a weird method of release, wouldn't this just double layer a genjutsu on yourself? - Daemon

Trained in Déjà Fu, by Emperor:
Given permission to submit tecniques.

( Déjà Fu: Uchuujin Mujun ) Déjà Fu: Fermi's Contradiction

Rank: D-S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10-40
Damage Points: 20-80
Description: Fermi's Contradiction is the direct application of the First Principle of the style, allowing the user to perform up to 8 physical attacks towards their target(s) which will be cloaked by an illusion of time dilation. The user is able of jumbling down the speed of the illusionary and physical attacks, baffling the target(s) with illusionary punches that phase through their chest, a few seconds before an actual punch strikes them and breaks the illusion, or an illusionary kick targetting the leg and disappearing moments before connecting, as an actual kick was already dealt and broke the illusion. Each physical strike momentarily breaks the illusion which is then recast with the succeeding motion.

S rank can be split into 2 A rank attacks or 4 B Ranks or 8 C ranks, with according damage. A rank can go down to 8 D Rank attacks. B rank can go down to 4 D ranks. C can go down to 2 D Ranks and D can only perform one strike. A Rank and above require 3 turns cooldown between usage. S rank can only be used twice times per battle.

Approved with Edits Made - Daemon

( Déjà Fu: Manmaru Yuusei ) Déjà Fu: Newcomb's Dominance

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 ( +10 per turn )
Damage Points: 80
Description: Newcomb's Dominance employs the second principle of Déjà Fu, the Art of Posing, to create a dominating stance upon their target(s). From thereupon, the user will continuously attack their target(s) with a combination of Illusionary Attacks and Physical Attacks. When launching an Illusionary Attack, the user will stand still in reality, while an illusionary copy of themselves will enhance a part of their body with chakra and viciously attack the opponent with a knee smash, kick, punch, etc, which will deal great spiritual pain and damange, and end the illusion, revealing the user back in the same dominating stance from the begining. When launching a Physical Attack, the user will charge at their opponent with a chakra-enhanced part of the body and viciously attack the opponent with a knee smash, kick, punch, etc, which will deal great physical pain and damage, which will then cast an illusion of the user back in the stance of the begining, which the user will then resume to match. Across 4 turns, the user will successively keep alternating physical and illusionary attacks, embuing their body with chakra to make it stronger and more resilient.

Note: Across the 4 turns, the user can still be blocked or damaged, before resuming the Dominating Stance and re-launch the attack. There is no order to the Illusionary or Physical attacks, and that is the main property that will baffle an opponent encoutering a Déjà Fu practicioner.
Note: Can only be used 2 times per battle, requires a 4 turn cool down. While under the effects of Newcomb's Dominance, the user can still perform other Defensive/Supplementary techniques to defend oneself, though the chakra-enhanced body will be akin to Dragon Leaf God, and Neutral in S&W to other Taijutsu and Ninjutsu techniques, which can be used to attack or defend oneself. Newcomb's Dominance allows only 1 other technique to be used per turn, if required, while active.

Declined: As far as I read from the Deja Vu CFS submission, the Art of Posing creates a genjutsu loop in which the pose the opponent sees is repeated over and over again like a discount version of Izanami. The user casts an illusion upon the opponent when striking a pose, then that illusion loops over and over again. It doesn't typically allow you to split between an illusionary attack and physical attack. Also I don't know whats up with you and wanting techs to choose between spiritual and physical damage. The Way Deja Vu reads the damage is entirely physical, the genjutsu that you inflict causes time dilation like effects but don't carry any actual damage outside of those effects. Lastly, the user can still perform other Defensive/Supplementary techniques to defend oneself, though the chakra-enhanced body will be akin to Dragon Leaf God, and Neutral in S&W to other Taijutsu and Ninjutsu techniques, which can be used to attack or defend oneself. Is a no. - Daemon
 
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Zatanna

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Gai o tsuihō suru | Expel Harm
Type:
Supplementary
Rank: B
Range: Self/Short
Chakra: N/A
Damage: N/A
Description:
Medical ninja with a knowledge of the body have memorized the position of each tenketsu within the body,
as well as the positions of each muscle, bone, organ and various other important medical facts. Keeping balance in ones body is important to a medical ninja as much as focus in battle, and thus the technique of Expel Harm comes into play. By striking the users own key points of tenketsu (clusters that lead to several other tenketsu through out the body, they can increase the chakra flow around the body, not only increasing its potency but also increasing its flow speed. Performing this technique allows the user to reduce the amount of chakra required by 20 to break the user out of a genjutsu via chakra surge. The danger however is that while this doesnt take chakra to perform, using this technique too many times can cause the user to loose excess chakra.
Notes:
-Can only be used 4 time.
-1st and 2nd uses have no repercussions. 3rd time the user will lose 25 chakra and 4th time will cause the user to lose 50 chakra. (not to be confused with a cost but an actual loss of chakra

Declined: I highly doubt Med Nin remember the exact location of 361 teneketsu throughout the body when they are the size of tips of needles. But that aside how does increasing the speed of chakra flow make genjutsu easier to break? Striking your own tenketsu would cause damage to them and hinder flow. At the highest level of tenketsu manipulation (Gentle Fist), they can pretty much only close tenketsu. The only tenketsu that can be open or closed at will are the 8th gates. Your technique does not affect those points and if you do forcibly open them, it won't be a good time for you. Lastly, there is no way you are targeting tenketsu without using chakra.

Sessuru ga Karuma | Touch of Karma
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
One advantage of learning medical ninjutsu as well as being a master of taijutsu is the ability to combine the knowledge of the body's strengths and weaknesses as well as its weak points physically. Certain joints have a lower strength threshold than others, certain bones and muscles can lift more, and on the body there are more muscles protecting certain area's than others. With the cumulation of this knowledge, practitioners of Fistweaving are able to strike at vulnerable points on the body, bypassing any damage shaving by 20points.
Notes:
-Bypassing damage shaving applies only to fistweaving techniques unless the user specializes as a cfs specialty, which can then be applied to all of the users taijutsu techniques
-Must be placed in bio or at start of match

Declined: I don't think I have to say why but you know this is wild conceptually tight? - Daemon
 
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El Alucard

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Way of the Wild [X]

Yajuu no Kata: Hato-Ha ) Way of the Wild: The Offering of the Dove
Type: Supplementary/Defensive
Rank: D-S
Range: Short
Chakra Cost: 10-40 (+5/+10 per turn)
Damage Points: N/A
Description: This technique pertains to the Fifth Stance of the style Fable Evasion, and is a defensive application of the style. The user forsakes working in tandem with a partner summon, and instead utilizes the concept of Summoning and Reverse Summoning with the Summon's Sactuary in order to vanish parts of their body, which can be used for evasion, such as vanishing an entire leg to avoid being tripped by an opponent, or vanishing one's chest to avoid being hit by a punch. Since this style pertains to cutoff points, this vanishing isn't complete, as the user will still be held together for the duration of the technique, but it allows one to efficiently had a layer of chaos and evasion to their taijutsu. While the changes happen near-instantly, and the user is able of choosing how much time they need to keep the reversed summoned parts within the sanctuary, this could also leave the user's open to attacks if no other summon are still in the the field, or if the user reverses their own sensory organs.
The diference in ranks pertains to the size of the limbs that can be reversed. D rank allows a single limb, C Rank enables 2 limbs, B rank enables half the body, A rank enables the whole body minus 1 limb, usually the head. For the S rank application, the user is capable of instantaneously reverse themselves whole into the the Sanctuary, and will be required to be Reverse Summoned by an active summon in the field in order to continue battling.

Note: This technique can only be used once every two turns up to C rank. In order to maintain the reversed parts in the sanctuary the user is required to spend +5 chakra per turn. B and A rank can only be used once every 3 turns, and can only be used 4 times per battle. In order to maintain the reversed parts in the sanctuary the user is required to spend +10 chakra per turn. S rank can only be used 2 times and requires a 4 turn cooldown.
Note: Specializing in the style allows the user to perform D and C applications passively, without it costing a move, but can only do it once every 2 turns.

Declined: The specialty of the style doesn't allow passive applications of anything. There are some issues with this technique mainly "vanishing one's chest". It's hard for me to believe you can selectively reverse summon your chest like that but the other limbs (arms and legs) seem more doable. If this technique is for quick evasion you shouldn't be able to have the reverse summoned parts away from your body for extended periods of time.- Daemon

(Yajuu no Kata: Garou no Bakenokawa ) Way of the Wild: A Wolf in a Sheep's Coat

Type: Supplementary/Offensive
Rank: B-S
Range: Short - Long
Chakra Cost: 20-40
Damage Points: N/A ( + 20 Damage )
Description: The Wolf in a Sheep's Coat is an advanced application of the Beast and Jungle Switch forms, that uses a swap to produce a combo technique. When performing a jutsu, for example, spitting out an A Ranked Fireball, the user is able to switch a limb to that of an animal, that will boost it with a complementary tech, such as swapping the user's shoulder with the head of Wind Affinity summon that will then breath out an A ranked Infusion of Wind to empower the Fire technique, creating an S Ranked Wind/Fire Combo with a +20 damage boost. The rank of this technique entails the power of the supporting attack, accounting for either an infusion of Basic Elemental Chakra or a Summon-Related substance, such as Venom, Mucus, Teeth, Silk, Ink, etc. Likewise, if the original technique is already written as a Combination technique that would require a succession of actions, the user can perform it simultaneously with their summon.

The Rank of A Wolf in a Sheep's Coat depends on the rank of the original technique to be empowered, spending the same amount of chakra in order to create a combined attack with a +20 boost and rank increase, following the Jutsu Combo Rules.

Note: B Rank version can only be used once every 2 turns, 6 times per battle. A rank version can only be used once every 3 turns, 4 times per battle. S Rank version can only be used once every 4 turns, 2 times per battle.

Declined: This doesn't need to be multiranked at all. You should just be able to summon a part and add +20 points of damage to the technique. I rather this be locked to adding summoning elemental affinity as well.- Daemon


(Yajuu no Kata: Karasu-Gou ) Way of the Wild: A Crow's Collection of Borrowed Feathers

Type: Supplementary/Defensive/Offensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Borrowed Feathers is the direct application of the Fourth Form: Kingdom Toss, where the user is capable of performing ranged attacks by plucking feathers or hairs from their own body, or even a globule of spit or blood containing their own cells, and enhance them with chakra to then throw at great speeds towards a target, swapping them with similar parts from a summon. These will then acquire a drawn-arrow speed and piercing abilities. The more chakra one embues onto this technique, the higher the damage and size of the swapped constructs, allowing one to turn a similar sized hair into a sharp Feather or Hair etc at D rank up to a massive Tooth or Scale of a Boss-Sized Summon (Gamabunta) at S rank.

Note: Up to B rank, it requires a 2 turn cooldown. B rank can be used 4 times per battle. A ranked usage requires a 3 turn cool down in between usages and can be used 3 times per battle. S ranked usage also requires a 3 turn cooldown in between usages and can be used twice per battle.

Approved Edits Made - Daemon
 
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Delta

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(Tabi no Katana nashi)Journey of the Swordless
Type:
Supplementary
Rank:A
Range:Short
Chakra:30(-15 per turn)
Damage:+20 to All Kenjutsu/Taijutsu based Techniques, 1.5x Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction.


(Kyotoryu Himitsu No Ato: Kosaten Hoho, Katana Bureka)Kyotoryu Secret Art: Intersection Method, Sword Breaker.
Type:
Defensive
Rank:A-F
Range:Short
Chakra:30-50
Damage:N/A(-10 to user if using forbidden)
Description:Kyotoryu Secret Art: Intersection Method, Sword Breaker, is a technique designed by the masters of Kyotoryu to leave their opponents at a complete disadvantage against them. The art of Kyotoryu is Swordless kenjutsu, and this intersection Method allows the users to imploy a similar method which occurs when two swords clash, that is, the weaker blade will break. Intersection method is actually broken up into three different methods of intersection, however, all three methods have the same overall outcome, which is to stop an opponents blade without harming themselves, and then apply the correct force to the right area of the opponents blade to shatter it into piece in one swift movement. All methods are broken down into different stances of Kyotoryu which are explained below.

Form 1: The first form is used primarily against stabbing style techniques, allowing the user of Kyotoryu to not only evade a stab, but also shatter the opponents blade in one swift movement. This works quite simply. When the opponent goes in for a thrust or a stabbing technique, the user will position both his hands, palms up, at his sides, creating a triangular opening behind the users back. At the same time, the user will position their body, so that the opponents blade will thrust into the two openings created by the users arms, to trap the blade in the openings. As the blade passes through both openings the user creates, the user will thrust both hands forward, slamming the side of the blade into the users back with enough force to shatter the blade as the users arms reach full extension.
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Form 2: Form two is designed to intersect techniques and slashes that are coming from directly above the user, techniques aimed cut the user from the top down, or even from the left or right shoulder down, this technique will work on those to. As the opponent begins to bring their sword down, the user will adopt a lower stance, while also bringing both their arms up in a cross fashion, with their palms face forwards. As the opponents blade comes down, the user will thrust their arms upwards, catching the blade between their crossed hands. As the blade is caught, in the same motion, the user will force their hands apart, creating equal pressure on both flat sides of the opponents blade, cutting the blade in half and smashing it in the process. The trick to this technique, is the user focuses large amounts of chakra into their hands and wrists, using said chakra to act as a cushion to stop the opponents blade from cutting them.
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Form 3: The final form is for slashes coming at the user from the side of from below, making the other two forms useless. This form is, unlike the other two, slightly more straight forward and faster to execute. As the opponents blade is coming towards the user, they will adjust their position, to get their left or right hand as close to the in coming blade as possible. As the blade comes close, the user will extend their hand, channeling large amounts of chakra into it, and catch the blade, stopping it with their own power. As the blade comes to a stop, with their other hand, the user will drive their fingers into the blade, targeting the weakest points, and shattering the blade on the impact point of the hand not holding the opponents blade.


Restrictions:
A ranks 3 times, S rank 2 times, and Forbidden only once.
This technique is capable of shattering all types of swords as long as they are not indestructible.
This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank.
This technique can be used by Samurai.

Both approved - Daemon
Minor Edit, removed the speed, so this won't count as a mode.

(Tabi no Katana nashi)Journey of the Swordless
Type:
Supplementary
Rank:A
Range:Short
Chakra:30(-15 per turn)
Damage:+20 to All Kenjutsu/Taijutsu based Techniques/+25 to all Kyotoryu Specific Kenjutsu techniques.
Description:
Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction.

Update Declined. Keep the Original - Daemon
 
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