Custom Fighting Style Technique Submission

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Imperfect

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Please be sure to read the before making a submission.


±±Custom Fighting Style Techniques±±


Once you have an approved Custom Fighting Style (which is submitted and checked in ), you can make techniques for that style and submit them here to be checked.​



±± How to submit a Custom Technique? ±±

1. Step One: Pick the Name and Japanese Translation. Use this to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.


2. Step Two: Chose the type of your Custom Technique.

Offensive/Attack
Defensive/Defense
Supplementary
Weapon

3. Step Three: Rank The Jutsu According to Power and Effects.

E-Rank
D-Rank
C-Rank
B-Rank
A-Rank
S-Rank
Forbidden-Rank

4. Step Four: Put a Range in your Jutsu.

Short Range
Mid Range
Long Range

5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique

E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage

Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).

6. Step Six: Describe the Jutsu.

Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.

7. Step Seven: Resctritions.

Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water.

8. Step Eight: Post and Wait for Approval!



±± Template for Custom Techniques ±±


PHP:
[B][/B]
[B]Type:[/B]
[B]Rank:[/B]
[B]Range:[/B]
[B]Chakra:[/B]
[B]Damage:[/B]
[B]Description:[/B]
Note: between the first bolded code, simply insert the name of the technique.



±±Formatting Restrictions±±


-No submission that uses font or formatting alterations such as underline, bold, allignement, color, size, spoilers, etc will be checked. The only exception is that you are allowed to Bold or underline the title of each technique you submitt and you can use spoilers for videos or images you need to post for references.

-An exception to the above rule is the requirement to bold the alterations on re-submissions. Its required that every altered or add part is bolded. If you simply take out something, write beneath the jutsu stating "I took out the part where...".



±±Resubmissions±±​


-When resubmitting a custom that was previously declined, you need to quote the original submission and bold the parts you changed in your new submission.



±±Declined, Do Not Resubmit±±

-When one of your techniques was declined with a "Do Not Resubmit" note, you can't resubmit that technique without the permission of the Staff member who checked that technique.




±±Submissions and Amount of Customs±±


-Only the Creator of the Custom Fighting Style can submit techniques for it. In case the Creator becomes inactive for an extended period of time or if he wishes to, he can grant others permission to submit jutsu as well.

-You can submit up to 10 CFS techniques for each CFS you own.

-You can submit up to 4 CFSJ per cycle.



±±Custom Jutsu Users±±​


-Once you get your custom techniques approved you are required to post them in your own custom jutsu thread in the

-You are required to post every jutsu you made and all jutsu that others allow you to use.

-Each and everyone of your custom techniques posted in your thread needs to be numbered (from #1 to #10) for each of your own Custom Fighting Styles.

-When posting your technique, you are required to post the link to the style's approval, by copying the link to the individual post in which the technique was approved.

-You are forbidden to use any custom technique that isn't posted in your own custom jutsu thread.

-The custom jutsu thread is your responsibility and its your duty to keep it up to date, clean and complete.



±±Spam±±


-"Markers", or empty posts (with no actual custom jutsu being submitted) created for the sole purpose of being edited later on, are strictly forbidden and shall be considered as nothing more than spam.

-Any post that does not contain a custom technique submission is considered spam and thereby falls under the violation of the of Narutobase.

-Posting a technique that has requirements such as bios or tests and that are pending approval or verification is considered posting a marker. When you post a technique you are required to make sure you fulfill all the conditions needed to do so. That includes training, bios, permissions, etc. Posting them ahead of having the requirements to do so to get your submission checked faster is considered posting a marker and is punishable.



±±Ripping and Copying±±


-You cannot copy or bluntly base your submissions in another members submission without his or hers permission. This is strictly forbidden and is a severe offense.

-If you find a submission that you feel is too much like yours or that is clearly and bluntly a copy of any of yours, please contact one of the RP mods with the link to your technique and the one that supposedly copies yours.

-The RP Mods may require you to prove you have traded a given jutsu. Be sure you can provide such proof if required.



±±Edits±±​


-No one is allowed to edit his/her post after a moderator has already edited it. Resubmit if you feel that your technique needs to be altered in some way.



±±Alternate Accounts±±


-You are hereby forbidden to submit techniques from your alternate accounts in the same cycle you submit techniques with your main account.

-You cannot exchange techniques between your accounts, allowing techniques from your main on your alternate account and vice-versa, bypassing the limit for custom techniques.

-Failure to abide these rules may lead to infraction and in some cases, to a temporary/permanent ban of your alternate or main accounts from the RolePlay.



±±The Red Rule±±

-The red rule exists and you should check it if you don't know what it is. Bugging any RP mod regarding CJs that were declined and to which you weren't required to contact the given mod, is breaking said rule. The techniques are declined for a reason which is most of the times explained even if we are not required to do so. This is never respected but I urge you to start taking this seriously.

±±The Blue Rule±±

-You aren't allowed to direct us into how to check your customs or tell us to make edits on the submissions to make them approvable. Also, providing expressions like "I talked to X senior sensei and he said its possible" or any variation of such expressions is forbidden. Adding explanations outside the technique's description (or, by that matter, any expression or sentence directed at us) is also forbidden. Anything you wish to explain you need to do so in the technique itself, using the correct template, as it needs to be perfectly understandable by anyone if its to be approved. The necessity to explain or justify things outside of it renders such premise invalid and thus makes the technique unapprovable.



±±Disclaimer±±​


-NB's moderators have every right to deny any move we wish without true explanation, because some techniques submitted do not reach a certain criteria that we feel should be accepted. Please do not complain, please do not argue, just take it as it is and please move on by creating something else. Most Jutsus however will state a reason why a technique or custom will not be accepted.



________________________________________

 

Sinthorus

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Original sub: https://animebase.me/threads/custom-fighting-style-technique-submission.689138/post-21836706

Approved cfs -

- Removed doubling speed

[Asclepius no sutaffu | Saisho no fōmu Bāsuto] - Staff of Asclepius: First form, Burst
Type: Offensive/ Defensive/ Supplementary
Rank: D-Rank
Range: Short - Mid
Chakra: 10
Damage: 20
Description: This is the most basic form of the Staff arts akin to the "Drunken Fist" style, using body flow along with the staff and Hyūga teachings for exaggerate movements to increase their basic close combat fighting style while releasing small bursts of Chakra to increase their speed and power. The staff is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal Chakra but still deadly.

The first form of this, is swinging the staff, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements, while releasing a burst of Chakra from the right part of the staff to increase the speed and power of the movement, through the teachings of the Gentle Fist style. With a quick swing of their arm the user could roll the staff around their back, while releasing a burst of Chakra from the right points to speed it up, coming around form the other side using the momentum from the roll for a crushing strikes.

The second form of this basic style is large swings, using the length of the staff to their advantage to do ranged leg sweeps infused with Chakra, this allows the user to keep their target at a range while still attacking them, though as they do these movements, they will release a burst of Chakra from behind the staff, propelling it's movement at double the speed the user would normally move, making it harder to evade while increasing the damage.

The third unique form of this style is one where the user will use the length of their staff, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the base of their staff into the ground, while releasing a burst of Chakra from this point to push themselves up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles) due to the burst increasing the push, they will be be able to go as high as 15m into the air, or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the staff to make a "larger movement" moving up to 15m at a time while releasing bursts of Chakra from their body and staff to increase the rotation of the cartwheel movement to avoid or strike. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the staff while enhancing it's power with the bursts of Chakra akin to the gentle fist fighting style.

⚔ Approved: I spaced it out so that it's easier on the eyes, and makes referring to it in fights simpler Anyway, nice job. ⚔




New:

[Asclepius no sutaffu | Dai 3 no Keishiki, Sutoraiki] - Staff of Asclepius: Third form, Strike
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: This third form is based on the Hyuuga teachings of striking a specific point in a technique with a burst of Chakra to disrupt the Jutsu itself, causing it to fail, much like the "Gentle Fist: One Blow Body" technique. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their staff around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, working on Jutsu the same rank, or lower. If used on a lower ranked Jutsu the wave will continue forwards as a burst of pushing Chakra. If used directly on an opponent the burst of Chakra can be used with pin point accuracy to hit Chakra Points or even one of the 8 Inner Gates. In doing this the Chakra Point/ Gate will be closed, limiting the target to A rank and below Jutsu for one turn. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the staff at the same time to increase it's driving force and speed increasing the power of the initial strike.

Note: A-Rank can be used 3 times per battle, while S-Rank can be used 2 times per battle. Both require a 1 turn cool down between uses, and the S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require Gentle Fist or similar abilities like the staffs style.

⚔ Approved: Edited usage limits, and wording to compensate for changes. ⚔




[Asclepius no sutaffu | Dai 4 keitai no inpakuto] - Staff of Asclepius: Fourth form, Impact
Type: Offensive/ Defensive/ Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: One of the strongest techniques of the style is that of the Impact, where the user will hold their staff in both hands channeling a mass of Chakra into it, while using advanced shape manipulation at the same time. Using shape manipulation the Chakra will gain a physical form much like the "Twin Lion Fist" technique, but take the shape around the staff of the user's summoning contract animal. For example if the had the snake contract it would take the shape of the snake, almost looking like an ethereal beast. The user can then use this in two ways, by thrusting their staff forwards with both hands and releasing a burst of Chakra from behind, or by drawing the staff back and throwing it up to long range at rapid speeds, releasing a burst of Chakra from behind the staff to move at 3 times the users base speed for maximum impact. Upon impact the beast would grow in and instant to cover a target up to 15m in radius as the Chakra beast's mouth would open consuming them. This would have blunt force impact as the Chakra would hit them with such force but being raw Chakra it would also burn their skin adding addition damage much like the Rasengan. The Chakra beasts jaws would crush them as a whole as the staff drives into them for maximum damage. The user can also choose to use this as a focused strike not increasing it's size, leaving it as a focused Chakra for piercing damage with 20cm diameter pushing straight through the person or object. Due to the shape manipulation of the Chakra this would play on equal terms with Elements.

Note: Usable twice per battle. Four turns between uses.
Note: No Gentle Fist techniques or Staff of Asclepius, or techniques using raw Chakra like the Rasengan in the following turn.
Note: No Jutsu above A rank in the following turn.

⚔ Declined: Close to approval, but there's two minor details that need to be changed. First, x3 speed is pushing it in terms of how fast something can be, as per the rules mentioned in this post. If you want to have something reach that speed, you'll need to have associated drawbacks/ restrictions. The second detail is along the same lines, Forbidden Rank Jutsu need to carry a form of recoil damage for the user. Your restrictions for the technique itself are okay as far as I can tell, but I believe the recoil is what separates a Forbidden Jutsu from being just a higher damage S-Rank. So add a recoil value from using it, and give the technique itself some associated negative effects, such as hampering the user's usage of the arm that threw the spear, like an inability to weave seals for a couple of turns, etc. ⚔
 
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Joker

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Original Submission

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type:
Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique. This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range should it not be contested. Water, this elemental familiar is composed of incredibly dense water. It's body can be utilized as a water source, and any water technique utilized from this familiar will be enhanced by 20 DMG due to the increased density. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are S Rank and follow each element's respective S/W.

Note: Can only be used thrice per battle (once per familiar)
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

Declined: This is cool and all, but you need to make note of whether or not the flammable gas familiar is visible. Additionally, I won't make it so that the earth familiar can disappear in such a way, it needs to be either 'sensed', make a sound, or have some sort of way for the opponent to find. And, finally, I don't think that increased density of water is a good enough excuse to grant an increase of 20 damage. Also, free form attacks at S rank is crazy. And, finally, put a duration limit on each creation. As it is now, this jutsu is incredibly wild and needs to be toned down a bit more.




(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type:
Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.


⚔ Approved: Edited wording for clarity. Nice stuff. ⚔




(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type:
Supplementary/Offensive
Rank: B-S
Range:
Short - Long
Chakra: 20-40
Damage:
40-80
Description:
"Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle, weaponry, adhesives, props, and etc of various strengths and sizes. First there are the basic tools, through these "trick" arrows, the user will be capable of releasing various basic ninja tools as projectiles towards a target with the intent to harm, bind, or hinder depending on the tool itself. Offensively tools such as kunai or shuriken, even paper bombs can be released in barrages to overwhelm the opponent. While other ninja tools of a more supplementary usage can be used such as ninja wire to wrap around and bind the target, or tools such as flash bombs and smoke bombs to effectively blind and or hinder vision. The amount of chakra used dictates the amount of the tools released from the arrow(s) and thus the overall power of the technique itself.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.



⚔ Declined: Resubmitted with changes. Will check that version instead. ⚔
 
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Drackos

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New Cycle: 11/10/2018 - 11/17/2018

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


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

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

Daemon

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CFS Approval: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-7#post-21451315


Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40 (-15 per turn)
Damage: N/A (80 if used to attack)
Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of a Great Stone Golem or the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into long range dealing 80 damage if the hit lands or even using the beasts mobility to quickly move around the battlefield. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses access to other Eight Deva Guardians techniques as well as their ability to use elemental ninjutsu, however elemental taijutsu and kenjutsu are still allowed within reason. Lethality of Augus can be used twice per event lasting 4 turns the first usage and only two turns the second usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Kinnara based Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a two turn cool down in between usages.



⚔ Declined: I'm fine with the Psuedo-Susano'o kind of vibe you've got going here, but in my opinion, there's a few things that need to be tweaked before I can approve this. I'm okay with the size of it being comparable to a Great Stone Golem, but allowing it to reach Long Range, when this is a melee focused Jutsu is a definite no. It'd be a different story if this was a projectile, like the second CFSJ you submitted, but it's not. From the earlier descriptions this seems to primarily be a defensive technique, what with you referring to it as a shield, and specifying that it forms very quickly. This implies you intend to use it in a reactionary fashion rather than a proactive one, and only has an offensive application due to it's size, shape and overall power. Anyway, you'll definitely need to reduce the range on this, cause straight up Long Range Taijutsu/ physical attacks are a no. Not even the Susano'o has that as a passive action, lol. Closest is Madara's A-Rank Jutsu using his Susano'o's blades.

Next is the ambiguous mention of moving around the battlefield. If you intended to use this Primate to allow you leap, or otherwise move to long range, on top of the aforementioned attacks reaching Long Range, that's blatantly too much. At best you'd be allowed to make short-ranged leaps, and even then, this would cost one of your Jutsu per turn, and have a limit on it's usage, such as a cool down period, or max number of leaps you can make in total. Additionally, in keeping with the last part, you should be defining the range and limitations on each aspect of your technique where applicable. Just because you say you can use this technique to move around, and the Range of the technique is stated to be Short - Long doesn't mean it'll be allowed to move that much. It's a separate part of the technique, and thus should carry it's own range by default, much like how Custom Weapons can be a specific Rank, but abilities of that weapon aren't necessarily of the same Rank, and are useless unless properly defined.

Then we have the slightly lesser issue of trying to use Jutsu while inside this Beast. Unlike Susano'o, where we don't know exactly how it works, and why it can allow things from inside to pass through, while blocking all external attacks, we know how your technique here works, as you describe it as constantly rotating currents given shape. Trying to use just about any Jutsu from within this would result in one of two scenario's happening. Your Jutsu would fail, as it would be shredded by your own technique, or it would weaken it from the inside, if not completely backfire on you. Say you try to use some kind of Fire-based NinTaijutsu from within this technique. You'd roast yourself alive, as the flames would mix with the currents, trapping you in a hellish maelstrom of your own creation, at least until you deactivate the technique, thus wasting it's application. Logically, in my opinion, while this technique is active, the best you can do is perform Chakra-less Taijutsu through the Primate, like shadowboxing, it following your movements, because this isn't even taking into account whether or not you'd even be able to use other Jutsu while this one is active, as you're constantly fueling it with Chakra to keep it active, and give it shape. That seems more taxing than examples of techniques that cost Chakra per turn, but allow other Jutsu to be used, like Doujutsu for example.

Finally, while your general restrictions are fine, with the exception of the second usage only lasting two turns being a bit harsh on yourself (you can bump it up to 3 turns in the next submission, cause what you have now would only give you the turn you activate it, and the next turn, which isn't even worth the Chakra cost at that point), the restriction on only Kinnara-style techniques is a bit odd, given that that style from your CFS encompasses the usage of your entire body. Logically, wouldn't this also affect the other styles, or even your body/ Taijutsu in general? It naturally won't be to the same extent as your 3 turn restriction on S-Rank and above Kinnara, but logically I think it should affect Naga and Yasha as well, given that either your arms or legs, and more likely both, would be utilized with this Kinnara technique. ⚔





(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Mid
Chakra: 40
Damage: 80
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of an S rank Earth Golem and only reaches this size when it travels up to mid range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a two turn cool down in between usages.



⚔ Declined: Wew, almost approved this one, but there's a major flaw here. It's Short - Mid, okay, that's fine, but you want it to be as big as the S-Rank Earth Golem, aka, the Great Stone Golem Technique, the same size as the Jutsu you used as an example for scale in your last technique, that can be as large, or "tall" as 30m? The scale for the previous Jutsu at least made sense, given it's nature and purpose, but here it's illogical. A projectile with the size of a Golem? Lol, no. What you've got right here is a Jutsu that can reach Mid Range, but can actually reach up to 15m into Long Range, ignoring the Range specified in the Jutsu's Range part of the template. Or are you saying that it'll expand forward 15m into Mid Range, then backwards into you for the other 15m, and you'll be caught within your own technique? Cause if so, kudos on making Suicide-no-Jutsu. (y) Same as with the first technique, please more clearly define the ranges for all of the technique's aspects. Okay, it can reach up to Mid Range reach, but comparing it's area-of-effect to a Golem, which has very odd, non-consistent measurements, is very silly. Give the wolf a more consistent radius/ diameter and area-of effect, and it'll make for less headaches in the future. Finally, x2 times usage limit is pretty standard, but only a two turn cool down restriction is very lax for an S-Rank. Compared to the first, which is also S-Rank, it's exponentially better. Change that, please. ⚔
 
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Joker

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Previous Submission

(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type:
Supplementary/Offensive
Rank: B-S
Range:
Short - Long
Chakra: 20-40
Damage: 40-80
Description:
"Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle, weaponry, adhesives, props, and etc of various strengths and sizes. This technique primarily centers around props or "trick" arrows, the user will be capable of releasing various "props" as projectiles towards a target with the intent to harm, hinder, or bind. Unlike the release of basic weaponry, the props released in reality can be anything within reason. Classified as props due to their potentially creative nature as almost anything can be released. From a normal boxing glove to a spiked steel glove, mist that envelops the field, flowers, even food or clothes. The only real restriction when it comes to props is the inability to release anything living or sentient such as animal, and or lesser creatures. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves's are chakra infused, and possess no elemental S/W's being neutral that all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.


Declined: The description of 'props' is hella undefined, and as it is now, it's still incredibly similar to the Kisei's transfiguration technique. You need to define a category of things that these props can be. I.E, these props could be exclusively weapons, and like the boxing gloves, swords, etc. Or, exclusively elemental in nature, i.e sticky water, adhesive mud, etc. Really, the only limit is that you have to categorize ONE of these for the basic technique, not all of them lol. That would be far too expansive for a single CFSJ.
 
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Lord of Kaos

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New Cycle: 11/22/2018 - 11/29/2018

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


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

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

Daemon

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CFS Approval: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-7#post-21451315


Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40 (-15 per turn)
Damage: N/A (80 if used to attack)
Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of a Great Stone Golem or the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into long range dealing 80 damage if the hit lands or even using the beasts mobility to quickly move around the battlefield. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses access to other Eight Deva Guardians techniques as well as their ability to use elemental ninjutsu, however elemental taijutsu and kenjutsu are still allowed within reason. Lethality of Augus can be used twice per event lasting 4 turns the first usage and only two turns the second usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Kinnara based Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a two turn cool down in between usages.



⚔ Declined: I'm fine with the Psuedo-Susano'o kind of vibe you've got going here, but in my opinion, there's a few things that need to be tweaked before I can approve this. I'm okay with the size of it being comparable to a Great Stone Golem, but allowing it to reach Long Range, when this is a melee focused Jutsu is a definite no. It'd be a different story if this was a projectile, like the second CFSJ you submitted, but it's not. From the earlier descriptions this seems to primarily be a defensive technique, what with you referring to it as a shield, and specifying that it forms very quickly. This implies you intend to use it in a reactionary fashion rather than a proactive one, and only has an offensive application due to it's size, shape and overall power. Anyway, you'll definitely need to reduce the range on this, cause straight up Long Range Taijutsu/ physical attacks are a no. Not even the Susano'o has that as a passive action, lol. Closest is Madara's A-Rank Jutsu using his Susano'o's blades.

Next is the ambiguous mention of moving around the battlefield. If you intended to use this Primate to allow you leap, or otherwise move to long range, on top of the aforementioned attacks reaching Long Range, that's blatantly too much. At best you'd be allowed to make short-ranged leaps, and even then, this would cost one of your Jutsu per turn, and have a limit on it's usage, such as a cool down period, or max number of leaps you can make in total. Additionally, in keeping with the last part, you should be defining the range and limitations on each aspect of your technique where applicable. Just because you say you can use this technique to move around, and the Range of the technique is stated to be Short - Long doesn't mean it'll be allowed to move that much. It's a separate part of the technique, and thus should carry it's own range by default, much like how Custom Weapons can be a specific Rank, but abilities of that weapon aren't necessarily of the same Rank, and are useless unless properly defined.

Then we have the slightly lesser issue of trying to use Jutsu while inside this Beast. Unlike Susano'o, where we don't know exactly how it works, and why it can allow things from inside to pass through, while blocking all external attacks, we know how your technique here works, as you describe it as constantly rotating currents given shape. Trying to use just about any Jutsu from within this would result in one of two scenario's happening. Your Jutsu would fail, as it would be shredded by your own technique, or it would weaken it from the inside, if not completely backfire on you. Say you try to use some kind of Fire-based NinTaijutsu from within this technique. You'd roast yourself alive, as the flames would mix with the currents, trapping you in a hellish maelstrom of your own creation, at least until you deactivate the technique, thus wasting it's application. Logically, in my opinion, while this technique is active, the best you can do is perform Chakra-less Taijutsu through the Primate, like shadowboxing, it following your movements, because this isn't even taking into account whether or not you'd even be able to use other Jutsu while this one is active, as you're constantly fueling it with Chakra to keep it active, and give it shape. That seems more taxing than examples of techniques that cost Chakra per turn, but allow other Jutsu to be used, like Doujutsu for example.

Finally, while your general restrictions are fine, with the exception of the second usage only lasting two turns being a bit harsh on yourself (you can bump it up to 3 turns in the next submission, cause what you have now would only give you the turn you activate it, and the next turn, which isn't even worth the Chakra cost at that point), the restriction on only Kinnara-style techniques is a bit odd, given that that style from your CFS encompasses the usage of your entire body. Logically, wouldn't this also affect the other styles, or even your body/ Taijutsu in general? It naturally won't be to the same extent as your 3 turn restriction on S-Rank and above Kinnara, but logically I think it should affect Naga and Yasha as well, given that either your arms or legs, and more likely both, would be utilized with this Kinnara technique. ⚔




(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Mid
Chakra: 40
Damage: 80
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of an S rank Earth Golem and only reaches this size when it travels up to mid range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a two turn cool down in between usages.



⚔ Declined: Wew, almost approved this one, but there's a major flaw here. It's Short - Mid, okay, that's fine, but you want it to be as big as the S-Rank Earth Golem, aka, the Great Stone Golem Technique, the same size as the Jutsu you used as an example for scale in your last technique, that can be as large, or "tall" as 30m? The scale for the previous Jutsu at least made sense, given it's nature and purpose, but here it's illogical. A projectile with the size of a Golem? Lol, no. What you've got right here is a Jutsu that can reach Mid Range, but can actually reach up to 15m into Long Range, ignoring the Range specified in the Jutsu's Range part of the template. Or are you saying that it'll expand forward 15m into Mid Range, then backwards into you for the other 15m, and you'll be caught within your own technique? Cause if so, kudos on making Suicide-no-Jutsu. (y) Same as with the first technique, please more clearly define the ranges for all of the technique's aspects. Okay, it can reach up to Mid Range reach, but comparing it's area-of-effect to a Golem, which has very odd, non-consistent measurements, is very silly. Give the wolf a more consistent radius/ diameter and area-of effect, and it'll make for less headaches in the future. Finally, x2 times usage limit is pretty standard, but only a two turn cool down restriction is very lax for an S-Rank. Compared to the first, which is also S-Rank, it's exponentially better. Change that, please. ⚔
(Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short (With Mid Range Reach)
Chakra: 40 (-15 per turn)
Damage: N/A (80 if used to attack)
Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages.

⚔ Approved: Edited Range. ⚔




(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40
Damage: 80
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages.

⚔ Approved: Edited Range, and wording surrounding it. ⚔




New Submission:

(Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages
Type: Offensive/Defensive
Rank: A
Range:Short - Mid
Chakra: 30
Damage: 60
Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each.

⚔ Approved: Effective Range of the tech remains unedited, however, the for both the tortoise and the snake were just ridiculous. The tortoise just completely envelops Short Range, while the snake is almost as thick as the tortoise, while long enough to reach half way into Mid Range? Sorry, but it was just silly, so I reduced most of the dimensions, making them more logical in relation to one another. Also added a note at the end; given that there's technically two aspects to this tech, I've clarified the durability of both Deva's. ⚔
 
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Sentouryuu
(Sentouryuu: Mugen ) - Infinite Sword Style: Infinity
Type
: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: +10 per turn
Damage: N/A
Description: A powerful technique utilized by practitioners of the Infinite Sword Style, this jutsu is the daughter technique of Jumbled Lineup. Working similar to the Manipulating Advancing Blades technique, since the user's blades are connected to him by chakra, as the user attacks with his sword using freeform movements, up to seven blades will mirror the user's sword strikes. The blade are controllable and can be launched by the user allowing for them to create more powerful cuts and unpredictable strikes. This technique is passive and increases the user's freeform sword attacks by +10 damage at the expense of chakra.
Note:
  • Last up to 5 turns. Usable twice per battle.

⚔ Pending: Going to need to get a second opinion on this one, cause Freeform damage already carries 5 damage automatically. That, plus 10 from this technique, times seven, is a lot of potential damage to be dealing via a freeform B-Rank.To be more specific, with this tech, your freeform damage can potentially exceed the damage of a Forbidden Rank, for 5 turns, for only 10 Chakra, with no other drawbacks. ⚔
 
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Previous Submission

(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type:
Supplementary/Offensive
Rank: B-S
Range:
Short - Long
Chakra: 20-40
Damage: 40-80
Description:
"Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle, weaponry, adhesives, props, and etc of various strengths and sizes. This technique primarily centers around props or "trick" arrows, the user will be capable of releasing various "props" as projectiles towards a target with the intent to harm, hinder, or bind. Unlike the release of basic weaponry, the props released in reality can be anything within reason. Classified as props due to their potentially creative nature as almost anything can be released. From a normal boxing glove to a spiked steel glove, mist that envelops the field, flowers, even food or clothes. The only real restriction when it comes to props is the inability to release anything living or sentient such as animal, and or lesser creatures. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves's are chakra infused, and possess no elemental S/W's being neutral that all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.


Declined: The description of 'props' is hella undefined, and as it is now, it's still incredibly similar to the Kisei's transfiguration technique. You need to define a category of things that these props can be. I.E, these props could be exclusively weapons, and like the boxing gloves, swords, etc. Or, exclusively elemental in nature, i.e sticky water, adhesive mud, etc. Really, the only limit is that you have to categorize ONE of these for the basic technique, not all of them lol. That would be far too expansive for a single CFSJ.


(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type:
Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.

Approved



Original Submission

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type:
Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique. This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range should it not be contested. Water, this elemental familiar is composed of incredibly dense water. It's body can be utilized as a water source, and any water technique utilized from this familiar will be enhanced by 20 DMG due to the increased density. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are S Rank and follow each element's respective S/W.

Note: Can only be used thrice per battle (once per familiar)
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

Declined: This is cool and all, but you need to make note of whether or not the flammable gas familiar is visible. Additionally, I won't make it so that the earth familiar can disappear in such a way, it needs to be either 'sensed', make a sound, or have some sort of way for the opponent to find. And, finally, I don't think that increased density of water is a good enough excuse to grant an increase of 20 damage. Also, free form attacks at S rank is crazy. And, finally, put a duration limit on each creation. As it is now, this jutsu is incredibly wild and needs to be toned down a bit more.
(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type:
Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar. Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note:
No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

Approved: Made some edits, let me know if you're not happy with them and I can decline this to be resubmitted next cycle.

(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type:
Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.

Approved, on the condition that I can learn this


⚔ Pending: Leaving all for Vex. ⚔
 
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Ushiro

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(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World Breaker
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes bulky armor emerge from their body featuring 2 additional crane-like limbs attached to an extremely heavy cylindrical pillar about the same size as the user. With engines integrated with the armor pumping concentrated chakra through these limbs, power is built up and released for a fast, earth-shattering thrust striking the target. Turbines attached to the pillar release highly condensed air mixed with combustible chakra out of the front of the pillar after impact. The mixture is ignited to cause a massive explosion to radiate outward and incinerate the target. Jets emitted from their armor keep them from being blasted away. This armor adds an A rank defense on top of existing armor that remains until destroyed and can be removed at any time.
-Usable twice per battle
-No S rank or higher Warring Impetus techniques in the same turn

(Tatakai no Gendōryoku: Isō Shifuto Sōkō ) - Warring Impetus: Phase Shift Armor
Type: Defense
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user greatly expands the size of their armor with additional mass and machinery until the user is 18 meters tall, resembling a giant mech. This armor not only provides an S rank defense but also improves the defensive abilities of all existing and future armors by 20 points while active. A larger central engine within this armor powers it and allows the user to maneuver with the same ease as before. The armor's size makes Warring Impetus techniques larger as well but more chakra taxing, requiring 10 additional chakra points per technique.
-Usable once per battle
-Lasts for five turns
-The turn after this technique ends Warring Impetus techniques cannot be used and all accumulated armors are destroyed

Both Declined: You're not stacking multiple layers of these armors fam, if you activate one, then you lose the other. The second technique is especially wild, and the potential damage resistance buffs would be pretty ridiculous, especially for this length of time and with so few draw backs.


⚔ Pending: Leaving for someone else. Don't believe I'm able to check Rinnegan Customs. ⚔
 
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Lord of Kaos

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New Cycle: 12/11/2018 - 12/18/2018

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


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

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

-Broly-

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

Link to approval

Link to advance fuin if necessary https://animebase.me/dbtech-shop/inventory


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

? Approved. Edits made.?

Dyueru Monsutāzu :Kaizā Koroshiamu Duel Monsters: Kaiser Colliseum
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (activate, then 10 chakra for the next 4 turns)
Damage: N/A
Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai
That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around. The spoiler has an illustration

You must be registered for see images

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⚔ Pending: I might come back to this. If not, leaving for Vex. ⚔

? Approved. Edits made.?
 
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Daemon

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(Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow
Type: Offensive/Defensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages.

Visual aids for Curled and Uncurled forms if needed:

Curled:
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Uncurled:

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⚔ Approved: Nice work. ⚔
 
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Joker

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Approval:

(Torikkuācherī: Ataranta Vu~ājinhantā) – Trick Archery: Atalanta, The Virgin Huntress
Type:
Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This incredibly effective yet somewhat simple in application Trick Archery technique is intiated by branding a seal, with the kanji for "Drain" onto one of the users arrows. This seal upon activation will release a intangible parasitic mist unto the field, this mist is directly connected to the seal from which it is manifested and is continuously manifested unto the field so the use of Wind Ninjutsu to blow the technique away is fruitless and futile. The only way to eliminate the mist is by destroying the medium: the arrow. The parasitic mist can be utulized in two fashions, the first and most basic is its ability to drain energy-based and raw chakra techniques reducing their rank and overall power by one, essentially discouraging the opponent from utilizing energy based or intangible techniques. The second would be the parasitic mists ability to entirely consume a energy based technique once per turn while it's on the field, the mist can drain up to S Rank techniques regardless of S/Ws as this is not a Water Ninjutsu its a Trick Archery technique the mist is simply a conduit from which the chakra is drained.

Note: Can be utulized twice per battle.
Note: The mist extends to long-range upon activation.

⚔ Declined: I would probably reduce the effective range of the mist to Mid Range, while keeping the overall range of the tech at Long. You can fire it into Long Range, but it only covers a Mid Range area of effect, as Long is too much in my opinion. Additionally, I would reduce the Rank of the second application to A-Rank, at the very least, as the ability to completely erase/ negate/ consume/ etc an S-Rank energy-based Jutsu is far too much. ⚔

Son, you literally checked this, LMAOOOO. I'm not checking something that was already checked lol. I'm just gonna remove the "If I was checking this" and make it into an actual check.
 
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Punk Hazard

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New Cycle: 1/5/2019 - 1/12/2019

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

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

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

Geezus

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Bullet Arts
Scarborough Fair

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

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

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

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cfs approval

[Yari no Michi | Dai 4 no fōmu Bāsuto ] - The Way of the Bisento: Fourth form, Strike
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: This fourth form is based on the teachings of striking a specific point in a technique with a burst of elemental Chakra to disrupt the Jutsu itself, causing it to fail. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, working on Jutsu the same rank, or lower. This burst of chakra will be one of the basic 5 elements and follow the strength and weaknesses for that element. If used on a lower ranked Jutsu the wave will continue forwards as a burst of pushing Chakra. If used directly on an opponent the burst of Chakra will cause damage and effects corsponding to the element chosen (eg, lightning for paralysis, burns from fire, cuts from wind, physical damage like breaking bones from earth, blunt damage from water. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike.

Note: A-Rank can be used 4 times per battle, while S-Rank can be used 2 times per battle. Both require a 1 turn cool down between uses, and the S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen.

~Declined. So this is a wave of one of the five elements that follows the strengths and weaknesses of that element, but above you specify that it'll only neutralize equally ranked techniques, and continue against lower ranked techniques. You see how you overcomplicate this? Also, If you want a technique that cancels equally ranked techniques when you strike them with your bisento then you can make that. If you want a technique that lets you fire elemental blasts from your bisento towards targets then you can make that. This, however, is a weird mutant combination. Also, tone down those usages. 4 A-ranks AND 2 S-ranks? I hope you won't find me old-fashioned when I say pls nerf.

[Yari no Michi | Dai 5 no fōmu Shōgeki] - The Way of the Bisento: Fifth form, Shock
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This is a jutsu based on using pure force alone to create devastating attacks. In this way the user will use their bisento as an extension of their own body swinging it as though it was an extra or extended limb. Using their chakra the user will swing the spear weapon using the momentum and range of it to their advantage, enhanced by their chakra for devastating strikes. What makes this unique is, the bisento will be swung with such force that it will release a directional, visible shock wave of sorts that is just to result of the motion, similar to the leaf dragon god technique playing on terms with any elemental attack. This wave will contain no chakra though, the chakra is within the users body to give them the strength to swing the bisento with such force.

Note: Can be used once every two turns, up to 5 times per battle

~Approved. Made one or two clarifications. I also took away the thing about being able to combine this with other Bisento techniques in the same timeframe. I also took off a use because damn bro just use Leaf Dragon God with your Bisento in hand.
 
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Ushiro

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Approved CFS
(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World Breaker
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes bulky armor emerge from their body featuring 2 additional crane-like limbs attached to an extremely heavy cylindrical pillar about the same size as the user. With engines integrated with the armor pumping concentrated chakra through these limbs, power is built up and released for a fast, earth-shattering thrust striking the target. Turbines attached to the pillar release highly condensed air mixed with combustible chakra out of the front of the pillar after impact. The mixture is ignited to cause a massive explosion to radiate outward and incinerate the target. Jets emitted from their armor keep them from being blasted away. This armor adds an A rank defense on top of existing armor that remains until destroyed and can be removed at any time.
-Usable twice per battle
-No S rank or higher Warring Impetus techniques in the same turn

(Tatakai no Gendōryoku: Isō Shifuto Sōkō ) - Warring Impetus: Phase Shift Armor
Type: Defense
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user greatly expands the size of their armor with additional mass and machinery until the user is 18 meters tall, resembling a giant mech. This armor not only provides an S rank defense but also improves the defensive abilities of all existing and future armors by 20 points while active. A larger central engine within this armor powers it and allows the user to maneuver with the same ease as before. The armor's size makes Warring Impetus techniques larger as well but more chakra taxing, requiring 10 additional chakra points per technique.
-Usable once per battle
-Lasts for five turns
-The turn after this technique ends Warring Impetus techniques cannot be used and all accumulated armors are destroyed

Both Declined: You're not stacking multiple layers of these armors fam, if you activate one, then you lose the other. The second technique is especially wild, and the potential damage resistance buffs would be pretty ridiculous, especially for this length of time and with so few draw backs.


⚔ Pending: Leaving for someone else. Don't believe I'm able to check Rinnegan Customs. ⚔
(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World Breaker
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes bulky armor emerge from their body featuring 2 additional crane-like limbs attached to an extremely heavy cylindrical pillar about the same size as the user. With engines integrated with the armor pumping concentrated chakra through these limbs, power is built up and released for a fast, earth-shattering thrust striking the target. Turbines attached to the pillar release highly condensed air mixed with combustible chakra out of the front of the pillar after impact. The mixture is ignited to cause a massive explosion to radiate outward and incinerate the target. Jets emitted from their armor keep them from being blasted away. This armor provides an A rank defense that remains until destroyed and can be removed at any time. This does not stack with similar armors.
-Usable twice per battle
-No S rank or higher Warring Impetus techniques in the same or following turn

~Declined. I'll need to see some clarification on this armor. What you're describing; heavy cylindrical pillar included, would be beyond cumbersome. Can you move in this? I like the visual image, but shouldn't the combustible mixture be ignited just before impact, or are these basically two separate abilities (smashing and massive explosion) that can be used in combination? Using this/these ability/abilities should also cost a move after initial usage.

(Tatakai no Gendōryoku: Akuseru) - Warring Impetus: Accel
Type: Supplementary/Defensive
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage Points: N/A
Description: Derived from Rise, Accel grants the user a temporary boost in speed. This is achieved by storing chakra within the engines augmenting their physical abilities and releasing it, increasing their movement capabilities well beyond their previous limits. The user gains a x2 boost in speed for a turn and can be increased by spending a move in the following turn to extend the duration of the previous boost and strengthen its effect. This can only be done twice, increasing its multiplier and rank by 1 with each additional use. By passively storing chakra before using this technique, the user is capable of increasing the original multiplier and rank of this technique based on the number of turns spent storing chakra (1 turn = x3/A rank, 2 turns = x4/S rank).
-Can be used in the same timeframe as other Warring Impetus techniques
-The maximum boost this technique can achieve is x4
-After this technique ends, it can’t be used again for a number of turns equal to its final multiplier -1
-S rank version usable twice per battle

~Declined. Too much, too fast.

(Tatakai no Gendōryoku: Hītoendo) - Warring Impetus: Heat End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user creates a thick gauntlet covering his arm with prominent knuckles. An engine within generates thermal energy that can be used offensively. When attacking with the gauntlet the hand begins to glow with extreme heat. Striking with their fist results in a powerful blow that releases a large amount of thermal energy into them capable of melting the hardest of materials. The rapid buildup of thermal energy causes the target to explode, dealing severe internal damage. Alternatively, by slamming their palm on a surface, the user can channel energy through it and make it detonate, producing large burning explosions. This can be up to mid range in one direction or short range around the user. Multiple gauntlets can be created but their power will be split between them however the user wishes. After a gauntlet is used to attack it is expended and destroyed.
-Usable 3 times per battle
-No S rank or higher Warring Impetus techniques next turn

~Approved. I removed a note that you probably wanted to keep though.
 
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