Custom Fighting Style Technique Submission

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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
( 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, creating a shared 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. This follows the Genjutsu Layering rules, which is indeed a Double Layering of Genjutsu, but also entails an addition of new elements within a higher ranked technique but not elements created by the enemy technique, manipulation of illusionary elements of a same ranked illusions, or flushing out weaker techniques by creating an entirely new illusion.

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: Putting "shared illusion" doesn't change the fact that your chakra systems aren't linked nor do you share the same mental space so you wouldn't be able to illicit the effects you want. - 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). Thereupon, they will see the user arch around the terrain to then deliver a chakra-infused martial attack on them. Upon completion, the target will then see the opponent back in the same spot as before, with the same dominating stance, and will repeat the same motion to arch around the terrain and then re-attack. Within the loop, the targets can see different arching motions, through the left, right, or even high above. While other senses are manipulated to give realism to the illusion, it is still considered a visual illusion. The martial attack can also be a punch, a kick or others, but will always reset back to the same dominating stance from the begining.

The user is free to move as one wishes, to fullfill the attack or not. Producing a non-Taijutsu attack will distrupt the loop, but otherwise the user is free to use techniques to deliver an unseen attack.

Note: The loop remains until broken, requiring 10 jutsu to maintain and recast at the begining of each turn. The damage entails a single physical attack, 80 damage, taijutsu-based, that can happen each turn the jutsu maintains, if the user chooses to fulfill the attack.

Note: Across the 4 turns, the user can still be blocked or damaged, before resuming the Dominating Stance and re-launch the attack.
Note: Can only be used 2 times per battle, requires a 4 turn cool down.

Declined: I have some new issues with this based on how you rewrote it. One why doesn't this have a time limit allowing it to be recast at the start of turns? Will it take a move out of your turn if it does that? (This is just me questioning the logic behind this. You won't be able to keep this genjutsu sustained like that since it basically does 80 damage per turn. If you want it to be sustained like this the 80 damage is going to have to be spread and divided across a number of turns.) - Daemon
 
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ZK

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Namikazeron Approved Here

(Namikazeron ♦ Chōkankakutekichikaku) – Theory of Waves and Wind ♦ Extrasensory Perception
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: By taking advantage of the closed circuit of Namikazerian Fūinjutsu and utilizing the intrinsic properties of the style the user can create Shiki Muchi able to pass through ranked physical obstructions and forms of energy that do not absorb or drain chakra. Dense layering of the formulae and any eventual Kanji enables these threads to act as an extension of the user’s physical self to a much higher degree than is commonly the case. Thus, anything that comes into contact with the threads can be sensed in whatever ways the user is able, i.e. perceived, touched, tasted etcetera. This ability also covers more esoteric methods of sensing and perception, all of which are effective to the same degree as if the user was in the spot themself. All the normal properties of Shiki Muchi and Namikazeron still apply and the product of this technique is, for all intents and purposes, Shiki Muchi.

Declined: Well for one, how does this not have a chakra cost nor a maintenance cost? "This ability also covers more esoteric methods of sensing and perception" elaborate on what this means. It's written as a generic, vague statement that can be bent to your will later on. Be specific and explicit about what this can sense. - Daemon


(Inton/Namikazeron ♦ Chō Chōkankakuteki) – Yin Release/Theory of Waves and Wind ♦ Super Extrasensory
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Expanding on the sensory properties of Chōkankakutekichikaku this technique allows the user to create unique Shiki Muchi that are fundamentally spiritual in nature. Chō Chōkankakuteki shares all the properties of its parent technique, but originates instead in the spiritual plane where it acts as an extension of the user’s spiritual self and senses. Through its nature this technique extends beyond the physical senses, allowing the user to feel more sibylline features of whatever they interact with. This includes a sense of alignment, honesty versus deception, shame versus pride and so forth. The user cannot read thoughts or memories, but rather obtains varying degrees of understanding of whatever the technique interacts with. The Shiki Muchi act as the user’s spiritual chakra interacting with the spiritual plane and are thus unable to affect anything that is purely material in nature. Material things with strong spiritual characteristics, such as humans, can be indirectly interacted with and sensed, but the effects of Chō Chōkankakuteki are significantly diminished in this case. In the invisible world the Shiki Muchi can be used as blunt, but fast and lethal weapons. Importantly, any offensive use of the technique can only be employed against targets that are fundamentally spiritual in nature.
- The Shiki Muchi are invisible to the naked eye, but can be perceived by evolved Dōjutsu such as the Mangekyō Sharingan, Tenseigan, Rinnegan, etc. They can be perceived clearly in the invisible world, however, and can thus be perceived by whatever the technique can be used to attack.
- Can only be used thrice per battle.

Declined: The technique this is based on isn't approved yet. - 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
- Resubmitting the first two techniques.


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 Summons Sanctuary 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 an arm to step closer into an opponent's close quarters. 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 difference 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. This technique allows for the vanished parts to be focused around one extremity (arms, legs, head, etc ) with higher ranks allowing for contiguous sections to vanish as well. 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. This technique only allows reversed parts to be in the sanctuary for a maximum of 2 turns

Declined: It sounds like you are trying to get around the no torso thing with the "contiguous sections line". Delve into this deeper what are the limits on what you can or cannot vanish. - Daemon

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

Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20 ( +10 to a technique )
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 Infusion of Wind to empower the Fire technique, creating an S Ranked Wind/Fire Combo with a +20 damage boost. This technique thus entails power boost to a technique produced by the user accounting for either an infusion of Basic Elemental Chakra to become a boosted dual elemental technique, or a boost of chakra from a same-Element or non-Elemental Summon, to just become a boosted technique. 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.

A Wolf in a Sheep's Coat depends on the rank of the original technique to be empowered, spending 20 chakra to summon the supporting limb and boosting the following intended technique +10 chakra, in order to create a combined attack with a +20 boost.

Note: Can be used a total of three times per battle, with the two turn cooldown in between usages.

Approved with Edits Made - Daemon
 
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Alyx

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Approved CFS: Permission from Mathias to make CJ akin to Sniper Arts (Making Arrows of Chakra): https://animebase.me/profile-posts/7523774/

(Magiruti Sensu/Inton: Heika no Yumi) Maguilty Sense/Yin Release: Majesty of the Bow
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: 80
Description: A practitioner of Maguilty Sense would knock an arrow to the bow – while infusing his/her chakra into the bow. This caused the arrow itself to become infused with a Yin energy, causing it to turn black in coloration. The arrow itself is no longer physical but rather a spiritually charged arrow covered in golden script, this being the mistake code. The process takes little to no time, as the user will then release the arrow as it sores into the air. The arrow would then immediately pierce through a target; namely either an ally or target with the spiritual arrow. As it pierces through, them depending on the user’s intention, will cause certain affects to occur. In the case of an ally or even the user themselves – the arrow would immediately first absorb all foreign chakra sources, including the allies own but this in itself acts as a cleansing; removing any chakra affecting them at the time i.e Yang Release, Yin Release etc. The golden mystic code would then spread onto the target where the code absorbs the chakra siphoned prior to this. This would then act as an enhancement; as the user’s spiritual fortitude is becomes enhanced; gaining a damage/effect reduction against techniques that spiritually strike them. This reduces the damage they take by -20 DMG while other auxiliary effects such as mental bindings, spiritual degradation etc are reduced by two turns. In the case of the opponent however is the opposite. The arrow itself would cause spiritually damage to the target, causing 80 DMG but reduces their spiritual resistances they might have by -20 DMG, while also rendering them unable to use Yin Release or any spiritual based techniques above B Rank as the golden mystic code spreads and affected by the spiritual parasite. The mystic code/spiritual parasite only lasts for four turns before naturally fading away. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of A Rank and below can be used for one turn.

Declined: The overall concept of this technique is fine. It's a generic Yin technique which is nothing wrong but I feel like it does too much at once. With one shot to yourself (or an ally) you can cleanse foreign chakra, bolster your spiritual defenses by taking -20 damage from spiritual techniques and then also reduce the side effects of spiritual attacks by two turns then you have these effects lasting four turns in general. Tone some of this down please. - Daemon
 
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The_Empire

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Approved Link from Old CJ Thread
Link to Gear One
Link to Gear Two and Three

Chainsaw Arts: Chain Body Rotation (Chenso Gigei: Chen Bodi Roteshon)
Rank: A
Type: Attack
Chakra Cost: N/A
Damage Points: Depends on the Gear
Description: The user leaps in the air towards their target rotating while activating(passively) their chains in whatever gear grating that amount of damage depending on the gear they are in. The user tucks their arms in and legs in while they rotate and with a sensing ability gives them more ability to know what is going to be ahead because without a sensing ability they could be rotating into an attack they opponent has for them. The user rotates onto their target cutting them straight through(all depends on the gear which gives this jutsu its damage)

Made it with no chakra since the Gears do have chakra rotating already from them which would make since and made it passively activates one of the gears.

Update Declined: Keep the original. - Daemon
 
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Zatanna

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Yariken Kogeki | Spear Hand Strike
Rank:
E/B
Type: Offensive
Chakra Cost: 5/20
Damage Points: 5/20
Description:
Conceptually its not a good idea to heal opponents, however this can be used to an attackers advantage when it will hinder the target. This technique combines dealing damage while also healing an opponent to hinder and reduce their ability to heal or recover. By dealing damage, and then healing the wound over, the user can create scar tissue or effectively reduce the opponents ability to heal a wound back normally or even remove their actual physical body. An extreme example of this would be removing an opponents arm and then healing over the wound, which would then cause them to have to physically grow a new arm, as the wound itself cannot be healed, as there is no wound. Other examples include things like destroying muscle tissue then healing the surrounding tissue, so that there was never any muscle there to begin with. From these examples, the user can reduce an opponents Max Health from attacks by causing said damage and then healing over the wound. This can be done via freeform damage, or via a B rank taijutsu attack. Because the user is dealing damage then healing over reducing max HP, the target will still be at 100% (assuming the target is at 100%) not taking effect for the HP drawback rules.
Notes:
-Freeform damage can only be done once per timeframe (max 3 times per turn)
-B rank can be performed every other turn

Declined: This makes no sense for multiple reasons. Your mechanism for reducing an opponent's max health also makes no sense if you are just healing them again. Actually, this is just a DNR. Medical Ninjutsu typically heals a wound back to normal due to the magical power known as chakra. So you healing them after an attack will just undo the damage that you did as well.- Daemon
 
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Delta

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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
Removed the speed from original., and removed the little boost i added in the last edit
(link to original submission)


(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.
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 Approved - Daemon
 
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(Haritsuke) - Crucify
Type: Offensive
Rank: A-S
Range: Short - Long
Chakra: 60 - 70
Damage: N/A
Description: The user starts by weaving three or four handseals depending on the rank of the technique that is being used. Using their Ghoulspine release, they will then create a black intangible mass that will start to spread out from the user who is acting source for all Ghoulspine techniques. The technique will form around the target(s) and bind them into a cross that will form straight behind them, after binding their ankles to the mass. Since the technique is infused with high amounts of chakra, the A-rank version is capable of completely freezing an opponent who stares into the grotesque eyeballs that forms into the A-rank version which binds them to the cross. In the S-rank version, the hounds of Baskerville will be infused into the technique and thus bite off a targets feet and immobilize them from there as the cross then binds them(this is physical damage). Once bound, the torment begins and will inflict heavy mental damage as it will trigger an illusion that will make a target lose track of time and instead experience a certain type of hell as time in their mind slows down to a rate much lower than the normal rate. This means that if a target is trapped in the illusion for just one turn in reality, in their mind they've been in it for several days.

The illusions themselves will have a target starved to the brink of collapse, their hands and kneecaps are constantly getting nailed into the wooden cross that they are tied too. Each hit with a hammer will deal extreme pain to a targets mind, thinking they're getting struck for real. This process repeats itself until a targets mind shatters which will happen two turns using the S rank version and three turns using the A rank version. The surroundings in the illusion mimics that of the surroundings of a targets own version of hell. In reality, while being influence by the genjutsu, a target remains immobilized due to them being bound to the Ghoulspine cross. It takes a chakra surge equivale to the technique to break free from the illusion, which in turn breaks the bond of the Ghoulspine mass in reality however, since the S rank version deals physical damage in the binding it has bitten off a targets feet.

Note: A rank version can be used twice per battle with a cool down of four turns. No other Ghoulspine techniques can be used in the same turn. Shikotsumyaku and Genjutsu are unable to be used at forbidden ranks for a turn after use.
Note: S rank version can be used once per battle. No other Ghoulspine techniques can be used for two turns while Shikotsumyaku and Genjutsu are unable to be used at S rank/Forbidden rank for two turns after use.

Declined: Okay so this is basically just a weaker Tsukoyomi based on the illusion and time dilating effects. This doesn't need to be multi-ranked at all. Secondly, Ghoulspine is purely intangible and carries spiritual damage only, you won't be able to enact physical damage effects with the S ranked version of this technique. Which is also find odd as to why you say it does physical damage but the technique has no damage stats at all. Also you say that the mind of the opponent will shatter after a certain time. What does that mean really? What are the consequences of that? Are you going by the spiritual health rules "
  • 100% - Techniques that cause this amount of damage will completely shatter the user's mind. Even after battle recovery, they'll need an additional day to recover. "
Because if you are then this is definitely just a Tsukoyomi rip off and will be swiftly DNR'd. I'll give you a chance to fix this up and change it a bit. - Daemon


(Akuma no Mai) - Dance of The Devil

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 60
Damage: 100
Description: The user will, upon entering close combat with an opponent, utilize their spectral skeleton to use it in similar means of that of regular Shikotsumyaku techniques. The user starts off by overflowing their current skeleton with Ghoulspine chakra and raising their damage resistance to a roof of 60 as well as increasing their healing rate to 20. This is also a contribute from Yang energy which the user also overflows into their body and gain a similar feat as that of Power of the Sun but slightly less. The main point of the technique is to let the user reshape their body into a weapon of destruction. Black bones will form on the user on several locations up to their will and can reach a length of up to 5 meters long (each). These bones will attain the soul freezing eyes, a passive freezing capability described in the Ghoulspine description but this effect only happens when in contact with the black bones. Passively, they only install pure fear into a target who looks into them. These bones deal physical damage but are able to cause muscle freezing on any area they hit on a user. For example, if a bone hits a targets arm, it will become disabled. The bones the user creates are extremely durable and can only be broken by techniques exceeding their damage output as Ghoulspine is neutral to all interactions. Therefore its also an excellent defensive technique as it lets the user take on high damage if using the bones to form into a peak defense position. This will let the user fuse the black bones into a shell, covering their entire body and thus allows them to reduce a whooping 100 damage from a technique. However, doing so will cancel the Dance of the Devil technique and make the user unable to use it again (if used once). When the technique is active, the user becomes a close combat abomination and able to form spikes from any point of their body as it suits their needs. Because the bones are in a tangible state in this technique, it will be easier to counter and the bones can be destroyed with enough damage, however, the bones can regenerate using one of the users move slots to do so. Regeneration of bones can be done twice while the dance remains active.

Note: Can only be used twice per battle and last for up to four turns. After it deactivates (naturally or forcibly) the user is limited of using Ghoulspine for two turns. They are also unable to use Yang/Shikotsumyaku above S rank for two turns.
Note: User must know Yang.

Declined: I just know you didn't use Yang to try and empower your Yin based CFS with abilities that your CFS doesn't even have. I just know you didn't. DNR. - Daemon
 
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Xylon

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CFS Approval:

-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
Edit Log:
-Removed 2 landmark tracking
-Rank Advantage against biological elements instead of 2x. Advantage remains because they’re ‘alive’
-Opponent has to be struck twice for paralysis now
-Removed Fuuinjutsu advantage. Replaced with a healing ability as discussed
-Cooldown increased to two turns
-Inugami no longer tracks at the user's level. They move at 15 speed, (faster than S rank lightning but weaker than F rank, which in most cases would be the required technique strength to destroy them regardless) and track at 20. I felt it necessary to include tracking because of the theme. Please use your discretion if it's unacceptable.

Spirits of Balance: Rite of the Hellhounds (Onryodo: Inugami no giten)
Rank
: S
Type: Offensive / Supplementary
Range: Short-Long
Chakra cost: 60
Damage points: 120
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 damage of the technique is split between the bodies of the Inugami i.e creation of 2 Inugami would result in each Inugami having 60 damage points etc.). 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 tracking different scents. They are also able to track based on residue as long as the target has been within the area. 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 twice with the Inugami paralyzes the target leaving them 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 have a rank disadvantage against this technique during interactions. It is possible to use natural energy to interact with inugami, respecting strength/weakness rules. When an Inugami leaves the battlefield, they return the life energy they stole to the user, healing them from damages. The amount healed is dependent on the damage Inugami dealt(Heals half the amount of damage dealt). Inugami may travel to the user or another person and dissipate in their vicinity transferring the life energy to the person. The user may also disperse any number of Inugami himself with a seal of confrontation allowing the energy to flow back to the user. Excess energy could be stored in the user’s mind seal, however, it costs a move per turn to extract it.

Note: Inugami can move at 13 speed, and track enemies/objects moving at 20 speeds.
-The technique can only be used twice per battle.
-The technique lasts 4 turns.
-The technique has a cooldown of three turns in between uses
-The user is unable to use Spirits of Balance techniques for two turns after casting this technique.
-The user is unable to use Yin/Yang techniques above A rank for two turns after casting this technique.

Approved with Edits Made - Daemon
 
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(Namikazeron ♦ Seigyoki) – Theory of Waves and Wind ♦ Modulator
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: This technique takes advantage of the concept of layering within Namikazeron to act as an amplifier for absorption-based effects. The user generates a number of Shiki Muchi that form the characters for ‘modulator’ and attach themselves to the source of the effect. Seigyoki can only be utilized when the Shiki Muchi are able to grasp the source of the absorption directly, such as a seal or the construct of a technique. Practically, the layered characters will mimic the chakra modulation of the absorption effect in question and amplify it by either -50 for chakra or -20 health per turn. It is only effective if the parent absorption in question is. This technique can be performed in the same timeframe as another, but still costs a move.

Declined: Give this usage restrictions. Also in regards to chakra/health absorption, no way are you gonna be able to take off 20 health per turn off someone. And for the absorption effect that you want to apply the -50 would have to be only applied to techniques which absorb chakra directly from the opponent usage as Multiple Infinite Embraces. If you planned to add this to a technique it definitely wouldn't allow you to absorb 50 extra chakra from a technique due to the Chakra Absorption rules. - Daemon

Updating: https://animebase.me/threads/custom-fighting-style-technique-submission.689138/page-8#post-21548298

(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create a self-sustaining bond that binds one technique in its entirety. This process is either physical or energetic in nature and is therefore only able to target one of the two. It seals the momentum of the targeted technique by wrapping threads of black formulae around it and any constituent parts. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. Nozomashikarazaru does not clash directly with its target; instead it affects its immediate surroundings in order to contain it in a state of arrested momentum. A technique sealed in this way maintains its shape and all properties, but simply remains still until the tethers binding it are severed. If an energetic seal has been used only a physical technique of equal rank or above can achieve this and vice versa. The target must be something that can logically be contained by a sealing technique, but it cannot be another player. If the tethers are broken the targeted technique will simply continue its momentum, otherwise the seal will destabilize itself and the target after three (3) turns and cause a concentrated chakra explosion equal in damage to the sealed technique. This explosion will stretch up to long range in all directions if a technique above 100dmg is sealed, but is otherwise restricted to mid-range.
- Can only be used thrice (3) per battle.

Declined: Can the object be interacted with while in this stasis like state? Also, the issue with making this work on any constituent parts of the technique by binding one section of the technique is that it shouldn't logically work on techniques that attack you from various angles. Like for example Fire Release: Great Fireball Shower. The technique can create up to 8 Fireballs, will this allow you to stop the momentum of all 8 fireballs by stopping one of them? This also needs restrictions or drawbacks. Also, up to what rank can the tethers actually stop a technique. The explosion that you want should always be up to Mid range regardless of technique strength. And how durable is the tether itself since you say it can be destroyed. - Daemon
 
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Approved CFS: Permission from Mathias to make CJ akin to Sniper Arts (Making Arrows of Chakra): https://animebase.me/profile-posts/7523774/

(Magiruti Sensu/Inton: Heika no Yumi) Maguilty Sense/Yin Release: Majesty of the Bow
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: 80
Description: A practitioner of Maguilty Sense would knock an arrow to the bow – while infusing his/her chakra into the bow. This caused the arrow itself to become infused with a Yin energy, causing it to turn black in coloration. The arrow itself is no longer physical but rather a spiritually charged arrow covered in golden script, this being the mistake code. The process takes little to no time, as the user will then release the arrow as it sores into the air. The arrow would then immediately pierce through a target; namely either an ally or target with the spiritual arrow. As it pierces through, them depending on the user’s intention, will cause certain affects to occur. In the case of an ally or even the user themselves – the arrow would immediately first absorb all foreign chakra sources, including the allies own but this in itself acts as a cleansing; removing any chakra affecting them at the time i.e Yang Release, Yin Release etc. The golden mystic code would then spread onto the target where the code absorbs the chakra siphoned prior to this. This would then act as an enhancement; as the user’s spiritual fortitude is becomes enhanced; gaining a damage/effect reduction against techniques that spiritually strike them. This reduces the damage they take by -20 DMG while other auxiliary effects such as mental bindings, spiritual degradation etc are reduced by two turns. In the case of the opponent however is the opposite. The arrow itself would cause spiritually damage to the target, causing 80 DMG but reduces their spiritual resistances they might have by -20 DMG, while also rendering them unable to use Yin Release or any spiritual based techniques above B Rank as the golden mystic code spreads and affected by the spiritual parasite. The mystic code/spiritual parasite only lasts for four turns before naturally fading away. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of A Rank and below can be used for one turn.

Declined: The overall concept of this technique is fine. It's a generic Yin technique which is nothing wrong but I feel like it does too much at once. With one shot to yourself (or an ally) you can cleanse foreign chakra, bolster your spiritual defenses by taking -20 damage from spiritual techniques and then also reduce the side effects of spiritual attacks by two turns then you have these effects lasting four turns in general. Tone some of this down please. - Daemon
Removed Spiritual Damage Reduction when applied to ally/self, Reduced Duration of Mystic Code.

(Magiruti Sensu/Inton: Heika no Yumi) Maguilty Sense/Yin Release: Majesty of the Bow
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: 80
Description: A practitioner of Maguilty Sense would knock an arrow to the bow – while infusing his/her chakra into the bow. This caused the arrow itself to become infused with a Yin energy, causing it to turn black in coloration. The arrow itself is no longer physical but rather a spiritually charged arrow covered in golden script, this being the mistake code. The process takes little to no time, as the user will then release the arrow as it sores into the air. The arrow would then immediately pierce through a target; namely either an ally or target with the spiritual arrow. As it pierces through, them depending on the user’s intention, will cause certain affects to occur. In the case of an ally or even the user themselves – the arrow would immediately first absorb all foreign chakra sources, including the allies own but this in itself acts as a cleansing; removing any chakra affecting them at the time i.e Yang Release, Yin Release etc. The golden mystic code would then spread onto the target where the code absorbs the chakra siphoned prior to this. This would then act as an enhancement; as the user’s spiritual fortitude is becomes enhanced; gaining a damage/effect reduction against techniques that spiritually strike them. This reduces auxiliary effects such as mental bindings, spiritual degradation etc are reduced by two turns. In the case of the opponent however is the opposite. The arrow itself would cause spiritually damage to the target, causing 80 DMG but reduces their spiritual resistances they might have by -20 DMG, while also rendering them unable to use Yin Release or any spiritual based techniques above A Rank as the golden mystic code spreads and affected by the spiritual parasite. The mystic code/spiritual parasite only lasts for two turns before naturally fading away. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of A Rank and above can be used for one

Approved with Edits Made - Daemon
 
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Ressubmitting Approved

I re-wrote most of the description to make it clearer. I will bold the changes that I find relevant, because they're either different or have a more direct application.

( Oukouchuu Toujutsu: Wankyoku & Kyouben ) Pharaoh Sickles: Crook & Flail

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage: 60
Description: The Crook & Flail are physical aggregations of chitin that appear in the hand of the user, though they serve to control other chitin particles through the duration of this technique. Although they can be used as basic weapons themselves, the main usage of the Crook & Flail is to create armour composed of spiked or articulated pieces and braces reminiscent of scarabs around oneself or a target. This is done by moving both items and taking hold of chitin leftover from other techniques or the natural shedding of the insects within the user's body. The higher number of armour created, the lesser the rank, as only the overall technique is A rank.

Wrapping the armour around oneself or one's techniques/allies allows the user to defend or empower, whereas wrapping them around others can serve constrict enemies, preventing them from moving or forcing them to move in the way the user wants. The more targets the user selects, the lesser the rank of the technique, as the user evenly divides the rank between each target, and can be countered as such. ( 1 A rank, 30 chakra; 2 B rank, 20 chakra; 4 C rank, 15 chakra, 8 D rank, 10 chakra, 16 E rank, 5 chakra ). One of the most unique usages of this technique is the ability to create tiny armours around insects, which again can be used to empower or to constrict and manipulate. This can be used against enemy insects, and overpowers any Aburame technique bellow S rank, pinning them in place, while being able to re-direct any Aburame technique bellow A rank. S rank or higher techniques, based on the chakra within the technique, will overpower the strength of the armour, dispersing the pieces and cannot be restricted or manipulated. A successful enprisonment of a swarm of enemy insects will revoke the chakra link they have with their host, preventing the original host from merely re-shaping the entrapped swarm into a higher tier construct. It requires insects outside that swarm to free them, or any other technique that can overpower the armor ( S&W of Aburame Techniques ).

When used to empower oneself, their insects or technique, the aggregation of the armor follows the same properties of microscopic roughness found in Aegis Shading the Moonlit Netjeret, whereas it can be chakraphobic, and thus repel chakra, which translates in a shaving of 20 damage or 10 chakra from opposing techniques, or chakraphilic, and thus attract chakra and empower 20 damage or 10 chakra from subsquent techniques, like taijutsu or chakra-based techniques from those wearing the armor pieces. These boons can only be attached to up to two targets ( B rank, 20 chakra ). This counts towards the previously mentioned divisions, restricting the amount of divisions the user is able to perform.


*It is the group of armours that has an overall A rank strength, not the isolated chitin particles nor the Crook & Flail, which have the same power as basic ninja arsenal, less than E rank, and merely a vessel for the motion of the armours. Bukijutsu can be used through the Crook & Flail, like a normal sharp weapon.*
*This technique last a maximum of 4 turns*
*Requires 2 turns of cool down between usages*
*Can only be used 4 times per battle*

Reference to Aegis [x]
Update Declined: This is practically an entirely new technique. Not an update. - Daemon
 
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(Haritsuke) - Crucify
Type: Offensive
Rank: A-S
Range: Short - Long
Chakra: 60 - 70
Damage: N/A
Description: The user starts by weaving three or four handseals depending on the rank of the technique that is being used. Using their Ghoulspine release, they will then create a black intangible mass that will start to spread out from the user who is acting source for all Ghoulspine techniques. The technique will form around the target(s) and bind them into a cross that will form straight behind them, after binding their ankles to the mass. Since the technique is infused with high amounts of chakra, the A-rank version is capable of completely freezing an opponent who stares into the grotesque eyeballs that forms into the A-rank version which binds them to the cross. In the S-rank version, the hounds of Baskerville will be infused into the technique and thus bite off a targets feet and immobilize them from there as the cross then binds them(this is physical damage). Once bound, the torment begins and will inflict heavy mental damage as it will trigger an illusion that will make a target lose track of time and instead experience a certain type of hell as time in their mind slows down to a rate much lower than the normal rate. This means that if a target is trapped in the illusion for just one turn in reality, in their mind they've been in it for several days.

The illusions themselves will have a target starved to the brink of collapse, their hands and kneecaps are constantly getting nailed into the wooden cross that they are tied too. Each hit with a hammer will deal extreme pain to a targets mind, thinking they're getting struck for real. This process repeats itself until a targets mind shatters which will happen two turns using the S rank version and three turns using the A rank version. The surroundings in the illusion mimics that of the surroundings of a targets own version of hell. In reality, while being influence by the genjutsu, a target remains immobilized due to them being bound to the Ghoulspine cross. It takes a chakra surge equivale to the technique to break free from the illusion, which in turn breaks the bond of the Ghoulspine mass in reality however, since the S rank version deals physical damage in the binding it has bitten off a targets feet.

Note: A rank version can be used twice per battle with a cool down of four turns. No other Ghoulspine techniques can be used in the same turn. Shikotsumyaku and Genjutsu are unable to be used at forbidden ranks for a turn after use.
Note: S rank version can be used once per battle. No other Ghoulspine techniques can be used for two turns while Shikotsumyaku and Genjutsu are unable to be used at S rank/Forbidden rank for two turns after use.

Declined: Okay so this is basically just a weaker Tsukoyomi based on the illusion and time dilating effects. This doesn't need to be multi-ranked at all. Secondly, Ghoulspine is purely intangible and carries spiritual damage only, you won't be able to enact physical damage effects with the S ranked version of this technique. Which is also find odd as to why you say it does physical damage but the technique has no damage stats at all. Also you say that the mind of the opponent will shatter after a certain time. What does that mean really? What are the consequences of that? Are you going by the spiritual health rules "
  • 100% - Techniques that cause this amount of damage will completely shatter the user's mind. Even after battle recovery, they'll need an additional day to recover. "
Because if you are then this is definitely just a Tsukoyomi rip off and will be swiftly DNR'd. I'll give you a chance to fix this up and change it a bit. - Daemon
Basically re-wrote the whole thing so i didn't bold.
Approved CFS [x]

(Haritsuke) - Crucify
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user starts by weaving three handseals, and by using their Ghoulspine release, they will then create a black intangible mass that will start to spread out from the user who is acting source for all Ghoulspine techniques. The technique will form around the target(s) and bind them into a cross that would form out of the same mass. Since Ghoulspine is infact intangible, it does not bind a target physically but rather mentally due to the influence of Yin that radiates within the techniques. A target will believe they are bound to this matter even though they physically aren't. This will emphasize in the events that follows once a target is under influence of the technique as the Ghoulspine chakra will form into jet black dogs with thousands of eyes that bites down on a targets body and cripples them mentally as they think that it is happening in real life. Once they believe that their limbs has been bitten off they can find no means of escape as they are crippled and it is at this stage that their mind will start to turn into a vegetative state. As they believe their body is immobilized their minds will find themselves in a new place where they are conceiving the destruction of the remains of their body through horrible experiments and or torture until they have nothing left of themselves. All pain receptors will be cut off, making this part of the trip non painful but instead making them question if they are still alive or not. That is the key of the technique and the longer a target is exposed to it, the more damage they take. However, due to the severity of the technique, the user of it becomes rather limited as well. A Yin-based surge equivalent of the technique's chakra count is required to break free.

Note: The user of the technique cannot perform genjutsu or yin techniques above B-rank while this technique is active.
Note: The user may not perform Yin or Ghoulspine above B rank for two turns after this technique ends.
Note: Can only be used twice per battle with a four turn cooldown

Declined: This is worded very complexly for no apparent reason it can be written much more concisely and to the point, also stop calling it Ghoulspine release it's not a custom element. Now on to the actual problems with the technique. For one, I'm not going to inherently allow you to remove pain stimuli with the technique as this is already a high level genjutsu multiple options need to be had to allow for escape. If you want to try to remove one of the methods to escape by auxiliary means then be my guest and try but I won't be inherent to the technique. Next, you say the longer they are in this technique the more damage they take but there is no damage over time aspect in this technique at all. In fact, you have them taking 140 damage all at once. Furthermore, you don't even say how long the illusion lasts for which makes the damage over time mechanic less likely. As it stands now, your technique would be a one and done technique. Which brings me to my next point, why is this a source of other Ghoulspine techniques even though it has no duration? Also no a Yin-based surge would not be required to break this technique, it'd have to be a chakra surge in general that matches this in chakra. Also no way is this reaching into Long range - Daemon
 
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ZK

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CFS: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-5#post-21182000

(Namikazeron ♦ Seigyoki) – Theory of Waves and Wind ♦ Modulator
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: This technique takes advantage of the concept of layering within Namikazeron to act as an amplifier for absorption-based effects. The user generates a number of Shiki Muchi that form the characters for ‘modulator’ and attach themselves to the source of the effect. Seigyoki can only be utilized when the Shiki Muchi are able to grasp the source of the absorption directly, such as a seal or the construct of a technique. Practically, the layered characters will mimic the chakra modulation of the absorption effect in question and amplify it by either -50 for chakra or -20 health per turn. It is only effective if the parent absorption in question is. This technique can be performed in the same timeframe as another, but still costs a move.

Declined: Give this usage restrictions. Also in regards to chakra/health absorption, no way are you gonna be able to take off 20 health per turn off someone. And for the absorption effect that you want to apply the -50 would have to be only applied to techniques which absorb chakra directly from the opponent usage as Multiple Infinite Embraces. If you planned to add this to a technique it definitely wouldn't allow you to absorb 50 extra chakra from a technique due to the Chakra Absorption rules. - Daemon

Updating: https://animebase.me/threads/custom-fighting-style-technique-submission.689138/page-8#post-21548298

(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create a self-sustaining bond that binds one technique in its entirety. This process is either physical or energetic in nature and is therefore only able to target one of the two. It seals the momentum of the targeted technique by wrapping threads of black formulae around it and any constituent parts. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. Nozomashikarazaru does not clash directly with its target; instead it affects its immediate surroundings in order to contain it in a state of arrested momentum. A technique sealed in this way maintains its shape and all properties, but simply remains still until the tethers binding it are severed. If an energetic seal has been used only a physical technique of equal rank or above can achieve this and vice versa. The target must be something that can logically be contained by a sealing technique, but it cannot be another player. If the tethers are broken the targeted technique will simply continue its momentum, otherwise the seal will destabilize itself and the target after three (3) turns and cause a concentrated chakra explosion equal in damage to the sealed technique. This explosion will stretch up to long range in all directions if a technique above 100dmg is sealed, but is otherwise restricted to mid-range.
- Can only be used thrice (3) per battle.

Declined: Can the object be interacted with while in this stasis like state? Also, the issue with making this work on any constituent parts of the technique by binding one section of the technique is that it shouldn't logically work on techniques that attack you from various angles. Like for example Fire Release: Great Fireball Shower. The technique can create up to 8 Fireballs, will this allow you to stop the momentum of all 8 fireballs by stopping one of them? This also needs restrictions or drawbacks. Also, up to what rank can the tethers actually stop a technique. The explosion that you want should always be up to Mid range regardless of technique strength. And how durable is the tether itself since you say it can be destroyed. - Daemon
(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create a self-sustaining bond that binds one technique of its rank or below in its entirety and gradually compresses it. This process is either physical or energetic in nature and is therefore only able to target one of the two. It seals the momentum of the targeted technique by wrapping threads of black formulae around it and any constituent parts. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. Nozomashikarazaru does not clash directly with its target; instead it affects its immediate surroundings in order to contain it in a state of arrested momentum. A technique sealed in this way maintains its shape and all properties, though it cannot be interacted with unless the tethers are destroyed, and simply remains still until the tethers binding it are severed. If an energetic seal has been used, only a physical technique of equal or higher rank than the technique sealed can achieve this and vice versa. The targeted technique must be something that can logically be contained by a sealing technique, so if multiple constituent parts are more than mid-range from each other those further away will remain unaffected . If the tethers are broken the targeted technique will simply continue its momentum, otherwise the compression process will finish after three turns and cause a concentrated chakra explosion equal in rank to the sealed technique. This explosion will stretch up to mid-range in all directions.
- Can only be used thrice per battle with no Namikazeron used in the same turn, and no Namikazeron techniques above A rank can be used in the turn after. Nozomashikarazaru has three turns of cool down between usages.

Approved with edits made - Daemon


Clarified that object cannot be interacted with unless tethers destroyed / Multiple tethers allow for multiple parts sealed in multiple directions, but added a range limit to prevent sealing of techniques targeting two different targets or approaching from wholly different angles / Added a cool down and CEJ use restriction / Elaborated that it can target techs of equal rank / Tethers can be destroyed with damage equal to targeted tech / Added visual compression effect so explosion makes more sense
 
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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

(Kyotoryu Himitsu No Ato: Rakka Hana Tento Senko)Kytoryu Secret Art: Falling Blossom Lightning Step/Flash
Type
: Offensive/Defensive
Rank: S-F
Range: Short-Mid
Chakra: N/a|50
Damage: 80-90(-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 gets close to the opponents technique, the force around the user will act both as a shield and as a weapon, protecting the user from the opponents technique, while also splitting the technique in two, like a powerful kenjutsu slash, as the momentum and force around the user strikes the technique.. 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.
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Notes:
-Both Versions Require Journey of the Swordless to be activated
-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, at the cost of a move slot that turn.
-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, as well as be unable to perform Kenjutsu or Taijutsu for 1 full turn.

Declined: Due to Ban - Daemon
 
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Skorm

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Custom Kinjutsu [x]

(Furuiwake) - Winnower
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: One of the clans that descended directly from Kaguya would inherit her Otsotsuki bloodline and inherit the Shikotsumyaku kekkei genkai. A feared arsenal that would hunt the clan to a near extinction and in its wake, the Ghoulspine style was born. The ones that would learn this style had already weaved their Yin chakra into their bones and fortified their bodies spiritually. However, out of all people who would know the Ghoulspine style there was even fewer who would walk the final step on the pinnacle line and become a winnower. A kinjutsu technique that would severely re-organize certain parts of the skeleton in a persons body as well as re-writing organic codes of the users body. As explained in the initial Ghoulspine style, the users can infuse their bones with Yin and make their jutsu intangible. A winnower will gain additional perks in order to counter spiritual arts. If a winnower is struck by any spiritual technique that targets mental damage or other effects, they will automatically engage in a process of spiritual cleansing, which works similar in the way of healing physical damage, which the Shikotsumyaku blood line already provides - however in this case it is spiritual healing that is being provided. If a Winnower is caught in a genjutsu of any kind, they will only take damage of the initial turn they are cast in it even if they do not break out of it. This means damage that repeats over turn is voided for a winnower when it comes to spiritual damage of any kind. In addition to this, a Winnower will be able to bypass a single genjutsu break immunity that is bestowed on an enemy genjutsu provided by a Yin master/user - who can nullify ways of breaking free from genjutsu with their skill. However if multiple ways are locked, only one of these locks can be bypassed and needs to be stated. A winnower will also be able to passively heal mental damage over time just like their ability to do with physical damage (through Shikotsumyaku). A winnower heals 10 points of spiritual damage per turn. Apart from these benefits, a Winnower is also granted aesthetical changes and dramatic ones at that. Horns will form from their skull and point out either from the sides or forehead and needs to be specified in the bio what shape they have. As well, any Dojutsu a Winnower possesses will turn crimson red but retain its functionally completely unchanged.

Declined. Yin Release cannot provide Spiritual Healing anymore. It is restricted to Utu.
 
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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
Edit Log:
- Changing restriction to S Rank as it made this unusable with S Rank Maguilty Sense Techniques as intended.

(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 S rank in the same turn. The user is unable to use Fuuinjutsu or Yin Release above A rank in the turn after. The mimicked technique most be posted alongside this technique as a reference. Can only be used twice per battle with a three turn cooldown in between usages. This can only mimic mystic codes up to S rank.

Update Approved with Edits Made - Daemon


Made so can only absorb and seal 40 chakra in physical contact with the opponent.

(Magiruti Sensu/Fuinjutsu: Shinobiyoru Kyouki ) Maguilty Sense/Sealing Technique: Creeping Madness
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: 80 (Physical)
Description: A practitioner of Maguilty Sense will swiftly take hold of an arrow. This arrow is composed of a modified version of the “Boundary Barrier Technique”. Upon release, the sealing script within it will automatically release a barrier that spans up to mid-range instantly. It’s invisible to the naked eye, but what it does is create a zone of sensory for the arrow. It immediately causes the arrow to lock onto the largest source of chakra within the barrier. However, alongside the modified nature of the seal, comes in with the mystic code. Upon the arrow making either physical contact with the opponent, the spiritual parasite will be released. Upon the parasite coming into physical contact with the opponent, it will immediately begin to cause spiritual degrading of the target. As it does this, the target slowly begins to lose the ability to properly utilize chakra, Upon the first turn of exposure, the target loses the ability to utilize F ranks, which in the second turn cannot utilize S ranks and above etc. This lasts four turns before the parasite naturally dies out however, for however amount of turns the target remained, will require equal amounts for their ability to utilize said ability to return. Upon physical contact with the opponent 40 chakra is robbed and sealed into the mystic code. The arrow itself however deals 80 physical damage. Barrier naturally ends after two turns but requires a move slot after initial turn of activation to sustain. Simply dodging the arrow also will cause it to redirect towards the opponent, needing to get rid of the arrow. Can be used twice per battle, with a cool down of three turns between each use. No Yin or Fuinjutsu above A rank can be used in the same and next turns.

(Magiruti Sensu: Meigasuāchā no shinzō-bu) Maguilty Sense: Heart of the Magus Archer
Type: Defensive
Rank: S - Rank
Range: Short
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense would have a unique arrow prepared before battle, labeled with a seal labeled “protection”, mixed together with a mystic code. This in turn causes the seal to remain dormant until foreign chakra is within five meters of the user. Once this occurs, the mystic code infused seal will break open, unleashing a spiritual parasite. This parasite, black in coloration and with the appearance of a spider immediately latches onto the foreign chakra source, as it utilizes its Yin Energy to siphon the chakra. This acts as a means of protection to user, capable of triggering outside of their control though if the user is aware of the incoming technique can mentally control the seal to not trigger. The spider parasite then is sealed back into the mystic code, going into a rest period after consumption. This parasite is capable of absorbing any technique of 40 chakra and below. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of A Rank and below can be used for one turn

Both Approved - Daemon
Edit Log:
- Made adjustments to self triggering feature
- Made edit to it's restriction.

(Magiruti Sensu: Meigasuāchā no shinzō-bu) Maguilty Sense: Heart of the Magus Archer
Type: Defensive
Rank: S - Rank
Range: Short
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense would have a unique arrow prepared before battle, labeled with a seal labeled “protection”, mixed together with a mystic code. This in turn causes the seal to remain dormant until foreign chakra is within five meters of the user. Once this occurs, the mystic code infused seal will break open, unleashing a spiritual parasite. This parasite, black in coloration and with the appearance of a spider immediately latches onto the foreign chakra source, as it utilizes its Yin Energy to siphon the chakra. This acts as a means of protection to user, capable of triggering outside of their control though if the user is aware of the incoming technique can mentally control the seal to not trigger or trigger it willingly. The spider parasite then is sealed back into the mystic code, going into a rest period after consumption. This parasite is capable of absorbing any technique of 40 chakra and below. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of S Rank and above can be used for one turn

Update Approved - Daemon
 
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Lili-Chwan

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Mantis Fist Approved: [x]
Gained permission from Scaze to submit techniques for the style

( Genkotsu Kamakiri: Suzumebachi: Rinsei Doudensei ) Mantis Fist: Vespa Orientalis : Calamity Conduit

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A ( +10 chakra )
Damage Points: N/A
Description: Calamity Conduit is an adaptation of the pinpoint and precise movement and lightning manipulation of Mantis Fist from Taijutsu to Bukijutsu, by conducting their techniques through hand-held weapons. This technique is a passive application that allows Mantis Fist techniques to be used through weapons as an extention of the user's limbs, working best with small weapons, like daggers, kunai and needles, but most being easily translatable to shakujo, rods and swords. This technique embues only the original technique and uses a weapon as a conduit, adding no damage or chakra to the original technique and costing no move slot. The second application of this Calamity Conduit entails the usage of projectiles, whereas the infusion of +10 chakra adds to the original technique and capsulates it into a weapon that can then be thrown towards an opponent. This is mainly used with needles that can then carry the damage by being thrown, spat or blown towards a target, specially with Paraponera Clavata: Torment, where the needles will unleash bursts of lightning that induce excrutiating signals of pain. This infusion adds more chakra to the Mantis Fist technique being conducted.

Note: This technique can be combined with short-range/contact Bukijutsu in the first variation, and projectile Bukijutsu with the chakra cost variant. Neither adds any additional damage to the techniques. When performed with Bukijutsu, the user spends chakra and a move slot for both the Bukijutsu and the Mantis Fist being conducted through it, but the damage will always be equal to the highest damage dealing technique, and will not stack.

Declined, DNR by Imperfect.

Going off of what's in the Fighting Style, you can't use this with weapons. If it's not in the Fields and/ or Abilities, it's not part of your CFS. The word weapon isn't mentioned in the style once, so no weapons. That's an ironclad rule, and if it could be subverted this easily, we wouldn't have it in the template. Even if this were allowed, why would it be translatable to just about any kind of weapon? How is a Shakujo, a large staff with multiple rings attached to the head, able to become unpredictable or hard to read like the movements of a mantis? How does a rod, a typically blunt-ended elongated cylinder strike a target in a pinpoint fashion like Gentle Fist? Neither of those makes sense as a potential candidate given the nature of the Style. In certain parts of the approved style's submission, it specifically says that it "mostly involves striking your opponent with the tip of your finger(s)". As noted in a Fighting Style update this passed cycle, I am not a fan of the idea of allowing people to make specific/ niche styles, and then update to expand them over time to gain more control over a given field or application. It's only one or two submissions now, but this is starting to become a trend, and I need to put a clear line in the sand. Sadly, this submission is where that line is drawn.
 
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Lili-Chwan

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Mantis Fist Approved: [x]
Gained permission from Scaze to submit techniques for the style

( Genkotsu Kamakiri: Koketsu : Douten ) Mantis Fist: Odontomachus : Thralldom

Type: Supplementary
Rank: A-S
Range: Short
Chakra Cost: 30-40 ( +5 per block )
Damage Points: 60-80 ( + 5 per block )
Description: Thralldom is a submission technique that locks the opponent's movement and chakra process through pain. The user shapes their hand like a pincer, to then strike the opponent's base of the palm with their thumb, inducing a paralyzing electrical signal of pain that will cause the ulnar and median nerve to overload and limp the arm and hand, before rotating their fingers over the opponent's knuckles into an adductive wristlock with a single hand. This is the A application of the technique, costing 30 chakra and dealing 60 damage, that pertains to dominate the opponent into submission, where the hand's lightning chakra links to the nerves of the opponent and takes over as pure pain that spills across their entire nervous system. This technique works for both a wristlock (hand) and an anklelock (foot).

Whenever the opponent atempts to move ( Taijutsu and related ) or focus chakra ( Ninjutsu, Genjutsu, etc ), the electrical clamp will douse out the nervous system with pain and break concentration. While pain can be endured by pretty much any ninja at most 1 rank lower than the user, and thus allow them to perform chakra-less taijutsu and freestyle movement to atempt to injure and break the hold, the instantaneous pain will revoke the usage of any chakra-based application for any ninja rank. Everytime the opponent atempts a jutsu, a zap that costs 5 chakra and deals 5 damage is automatically unleashed, due to the electical linkage to the opponent's nervous and chakra system.

The S rank application pertains to rotating the opponent's caught arm downwards, exposing their back, to them press the user's opposite thumb at the base of the neck, creating a full body-lock on their muscles and nervous system. This is an S rank application that deals 80 damage. Being locked in this position for 2 turns results in complete loss of consciousness for the remainder of the battle. This can also be done in the anklelock variant, whereas the user will pull the target downwards onto the floor and latch to the base of the neck.This variant rejects any sort of motion by physically and painfully dominating the opponent into submission.

Note: Both applications can be breached by foreign infusion of chakra, such as a summon, a Bijuu, Senjutsu, etc. For the purposes of restriction, it requires a chakra infusion of the same rank ( chakra cost ) and will repel the user's hand away from their target, ending the technique.
Note: Likewise, it can be broken by stronger ranked chakra-less taijutsu. An S rank taijutsu that deals with the arm can break the hold of the A rank application, and any S rank that deals more than 90 damage or any Forbidden ranked chakraless taijutsu can break the hold, empowering the locked arm to overpower the lightning grip. For the purposes of restriction, this can happen regardless of pain and will repel the user's hand away from the target. This counter is true regardless if the opponent targets or damages the user or not, it is not about dealing damage to the user, but instead overpowering the technique with sheer power. (Though hurting the user is not out of the question)
Note: Can only be used 4 times per battle, with a 2 turn cooldown period between usages. S rank can only be used in the turn after the A rank was used, if the A rank lock is still in place.

Declined by Imperfect. Couple issues.

First issue, don't lie so blatantly when linking your techniques.

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Waiting approval? That's optimistic at best. You've got the A-Rank application that says that any Chakra usage from any opponent of any Rank will automatically be shut down by a 5 Chakra surge that deals 5 damage. That alone is just insane to me. It doesn't follow the Chakra to damage ratio we typically follow, but that's minor compared to the fact you are saying a simple 5 Chakra surge can completely shut down any Chakra use period. Even though when it comes to interactions the higher Chakra technique typically prevails, you're saying you can entirely shut down someone's Chakra network with 5 Chakra at a time?

This gets more egregious when we get to the S-Rank. A full body lock that knocks the opponent out after two turns? Sorry, no. That on top of the "zap" from the A-Rank, as the S-Rank is a follow up to the A-Rank? You can't be serious with this. Secondly, the breaking of these is via Chakraless Taijutsu? Check the canon Taijutsu list, Chakraless Taijutsu is very nonexistant, and I don't see people queuing up to make them in Customs either. Forbidden Rank Chakraless Taijutsu is something LoK has said in the past shouldn't exist without proper reason, so realistically the only way to beat this would be with a boosted S-Rank Chakraless Taijutsu, which is so specific as to invoke ridicule.

I can see what you've gone for here, and unlike the previous submission it's more in line with what the style is capable of, but I can see why, after that, I decided to leave this be at the time. You have my apologies for it taking so long, but this needs a major toning down if you want it to be approved.
 
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Skorm

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(Yami no Yōsō) - Aspect of Darkness
Type: Supplementary/Defensive/Offensive
Rank: S-rank
Range: Short-Mid
Chakra: 60 (-20/turn)
Damage: 120
Description: Aspect of Darkness encompasses Ghoulspines heart in the Close Combat ranges. This technique will let the user morph their own limbs and turn into Ghoulspine chakra for great flexibility but also for the opportunity to use it in hand-to-hand combat. They may also morph their limbs into any form they want, shields, swords etc. Akin to the style, the limbs becomes ethereal - unable to be touched physically but only through means of energy elements or raw chakra. Also akin to the style, the users limbs will start to deal mental damage rather than physical. Visually, the user of Aspect of Darkness will be engulfed into a freak show of nature having covered their entire body in a black mass with staring eyeballs which can freeze an opponent as well as a byproduct of being touched by the users limbs. These eyeballs may also morph into black dogs all to install fear into whoever looks towards the user while in this aspect of darkness.

Note: Lasts for three turns/use max but may be cancelled at will.
Note: Can only be used twice per battle with a three turn cool-down.
Note: While in use and for two turns after use, the user cannot use Shikotsumyaku or Yin release above B-rank.

Declined: The staring into the eyeballs thing and putting them into some freeze is a no go. You have to explain how you "freeze" the opponent. is it through genjutsu or some other mechanism? You'd also have to explain how to break free from this "freezing" and how long the freezing actually lasts for. - Daemon

(Sourubomu) - Soul Bombs

Type: Offensive
Rank: A-rank
Range: Short-Long
Chakra: 50
Damage: 100
Description: This technique lets the user of the Ghoulspine style to morph their Yin skeleton into fist-sized hand grenades that can be used as any sort of projectile that they can hurl/toss towards a designated target up to Long-Range. Akin to the Ghoulspine style, these grenades can phase through any physical barrier unless consisting of some sort of energy element. Upon detonation, the grenades will explode and cause a rift of Yin chakra that inhabits the behavior of Ghoulspine. This will make any target within the vicinity of mid-range from the explosion to take mental damage and succumb to a manifestation of their entire body having been blown to smithereens with only their mind intact. The bombs will have four eyes manifested infront, on the back and on the sides of its body for visual purposes only.

Note: Soul Bombs may be used up to four times per battle and has a two-turn cooldown between usage.
Note: In the same turn as used, the user may not use Yin/Shikotsumyaku techniques above S-rank.

Declined: Decrease the explosion radius also again explain how long this illusion lasts and how to break free from it. Also what do you mean by a rift of Yin chakra? How long does this rift last? - Daemon
 
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