Custom Fighting Style Technique Submission

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The_Empire

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Approved Here for all three

Approved CFS Here

Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-5 to maintain)
Damage Points: 40 (+10 to leg based Taijutsu)
Description: This is the first gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks. The user would gain a slight boost in damage to his leg based attacks, and would become capable of moving across the surface at a higher speed (x1.5). This can be used as free form attacks once activated to cause 40 damage directly but would cost a move. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost.



Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 to maintain)
Damage Points: 60 (+20 to leg based Taijutsu)
Description: This is the second gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1. The user would gain a greater boost in damage to his leg based attacks, and would become capable of moving across the surface at a higher speed than before (x2). This can be used as free form attacks once activated to cause 60 damage directly but would cost a move. Due to the chains reaching even greater speeds and strength then before, they now create natural air currents that rip things apart without the chainsaws ever touching the target. These currents would extend about 2m away from the legs and Also make attacks done through the legs neutral in elemental clashes. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. This Gear can only be used five times and must wait 2 turn to use this again.

Chainsaw Arts: Third Gear (Chenso Gigei: Sadogia)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-15 to maintain)
Damage Points: 80 (+30 to leg based Taijutsu)
Description: This is the third and final gear for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1 and 2 combined. The user would gain a greater boost in damage to his leg based attacks, and would become capable of moving across the surface at a higher speed than before (x3). This can be used as free form attacks once activated to cause 80 damage directly but would cost a move. The legs would maintain the same air currents from Gear 2, but this time the currents would envelope the entirety of close range of the user and passively deflect anything C-rank and below; Mangling objects and techniques with the pressure of the air currents. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started on this gear, they can only stay active for 4 turns at a time to prevent leg damage from the air currents.This Gear Can only be used three times and must wait 3 turns to use this again. After the first usage, any other activation of this gear would cause 20 damage to the users legs from the stress the chainsaws cause from spinning with so much power.

All Declined: The attacks cannot be freeform as default freeform damage is 5 damage not 40. So by making this freeform you'd be doing 5 damage. Your CFS makes no mention of using the chains to achieve a speed/movement boost.- Daemon
 
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Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-5 to maintain)
Damage Points: 40 (+10 to leg based Taijutsu)
Description: This is the first gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks. The user would gain a slight boost in damage to his leg based attacks, and would become capable of moving across the surface at a higher speed (x1.5). This can be used as free form attacks once activated to cause 40 damage directly but would cost a move. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost.



Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 to maintain)
Damage Points: 60 (+20 to leg based Taijutsu)
Description: This is the second gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1. The user would gain a greater boost in damage to his leg based attacks, and would become capable of moving across the surface at a higher speed than before (x2). This can be used as free form attacks once activated to cause 60 damage directly but would cost a move. Due to the chains reaching even greater speeds and strength then before, they now create natural air currents that rip things apart without the chainsaws ever touching the target. These currents would extend about 2m away from the legs and Also make attacks done through the legs neutral in elemental clashes. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. This Gear can only be used five times and must wait 2 turn to use this again.

Chainsaw Arts: Third Gear (Chenso Gigei: Sadogia)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-15 to maintain)
Damage Points: 80 (+30 to leg based Taijutsu)
Description: This is the third and final gear for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1 and 2 combined. The user would gain a greater boost in damage to his leg based attacks, and would become capable of moving across the surface at a higher speed than before (x3). This can be used as free form attacks once activated to cause 80 damage directly but would cost a move. The legs would maintain the same air currents from Gear 2, but this time the currents would envelope the entirety of close range of the user and passively deflect anything C-rank and below; Mangling objects and techniques with the pressure of the air currents. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started on this gear, they can only stay active for 4 turns at a time to prevent leg damage from the air currents.This Gear Can only be used three times and must wait 3 turns to use this again. After the first usage, any other activation of this gear would cause 20 damage to the users legs from the stress the chainsaws cause from spinning with so much power.
Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-5 to maintain)
Damage Points: 40 (+10 to leg based Taijutsu)
Description: This is the first gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks. The user would gain a slight boost in damage to his leg based attacks. This can be used as an attack once activated to cause 40 damage directly but would cost a move. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. Freeform usage is still default damaged.

Approved - Daemon


Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 to maintain)
Damage Points: 60 (+20 to leg based Taijutsu)
Description: This is the second gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1. The user would gain a greater boost in damage to his leg based attacks. This can be used as an attack once activated to cause 60 damage directly but would cost a move. Due to the chains reaching even greater strength then before, they now create natural air currents that rip things apart without the chainsaws ever touching the target. These currents would extend about 2m away from the legs and Also make attacks done through the legs neutral in elemental clashes. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. This Gear can only be used five times and must wait 2 turn to use this again. Freeform usage is still default damaged.

Declined: You need to add a turn limit on this. Also how much damage do the air currents do (I'm assuming 60 when you use this as an attack, but when used for its boost on other taijutsu techniques what is it's damage output? Is it equivalent to the boosted tech or is it still just 60?) - Daemon


Chainsaw Arts: Third Gear (Chenso Gigei: Sadogia)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-15 to maintain)
Damage Points: 80 (+30 to leg based Taijutsu)
Description: This is the third and final gear for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1 and 2 combined. The user would gain a greater boost in damage to his leg based attacks. This can be used as an attack once activated to cause 80 damage directly but would cost a move. The legs would maintain the same air currents from Gear 2, but this time the currents would envelope the entirety of close range of the user and passively deflect anything C-rank and below; Mangling objects and techniques with the pressure of the air currents. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started on this gear, they can only stay active for 4 turns at a time to prevent leg damage from the air currents. This Gear Can only be used three times and must wait 3 turns to use this again. After the first usage, any other activation of this gear would cause 20 damage to the users legs from the stress the chainsaws cause from spinning with so much power. Freeform usage is still default damaged.

Declined: If you want a +30 boost, it needs to have a drawback on usage. Don't go wild with the drawback and kill your technique but just add something to warrant the +30 damage boost. Also I'm fine with allowing you to passively deflect C rank and below technique but the air currents can't do actual damage to the opponent if they fill the entirety of short range for the sake of balance. - Daemon
 
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The_Empire

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Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-5 to maintain)
Damage Points: 40 (+10 to leg based Taijutsu)
Description: This is the first gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks. The user would gain a slight boost in damage to his leg based attacks. This can be used as an attack once activated to cause 40 damage directly but would cost a move. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. Freeform usage is still default damaged.

Approved - Daemon


Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 to maintain)
Damage Points: 60 (+20 to leg based Taijutsu)
Description: This is the second gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1. The user would gain a greater boost in damage to his leg based attacks. This can be used as an attack once activated to cause 60 damage directly but would cost a move. Due to the chains reaching even greater strength then before, they now create natural air currents that rip things apart without the chainsaws ever touching the target. These currents would extend about 2m away from the legs and Also make attacks done through the legs neutral in elemental clashes. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. This Gear can only be used five times and must wait 2 turn to use this again. Freeform usage is still default damaged.

Declined: You need to add a turn limit on this. Also how much damage do the air currents do (I'm assuming 60 when you use this as an attack, but when used for its boost on other taijutsu techniques what is it's damage output? Is it equivalent to the boosted tech or is it still just 60?) - Daemon


Chainsaw Arts: Third Gear (Chenso Gigei: Sadogia)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-15 to maintain)
Damage Points: 80 (+30 to leg based Taijutsu)
Description: This is the third and final gear for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1 and 2 combined. The user would gain a greater boost in damage to his leg based attacks. This can be used as an attack once activated to cause 80 damage directly but would cost a move. The legs would maintain the same air currents from Gear 2, but this time the currents would envelope the entirety of close range of the user and passively deflect anything C-rank and below; Mangling objects and techniques with the pressure of the air currents. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started on this gear, they can only stay active for 4 turns at a time to prevent leg damage from the air currents. This Gear Can only be used three times and must wait 3 turns to use this again. After the first usage, any other activation of this gear would cause 20 damage to the users legs from the stress the chainsaws cause from spinning with so much power. Freeform usage is still default damaged.

Declined: If you want a +30 boost, it needs to have a drawback on usage. Don't go wild with the drawback and kill your technique but just add something to warrant the +30 damage boost. Also I'm fine with allowing you to passively deflect C rank and below technique but the air currents can't do actual damage to the opponent if they fill the entirety of short range for the sake of balance. - Daemon
Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 to maintain)
Damage Points: 60 (+20 to leg based Taijutsu)
Description: This is the second gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1. The user would gain a greater boost in damage to his leg based attacks. This can be used as an attack once activated to cause 60 damage directly but would cost a move. Due to the chains reaching even greater strength then before, they now create natural air currents that rip things apart without the chainsaws ever touching the target. These currents would extend about 2m away from the legs and also make attacks done through the legs neutral in elemental clashes. Also when using the currents with taijutsu technique it uses the +20 to leg based taijutsu. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active up to 3 turns. This Gear can only be used three times and must wait 2 turn to use this again. Freeform usage is still default damaged.

Chainsaw Arts: Third Gear (Chenso Gigei: Sadogia)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-15 to maintain)
Damage Points: 80 (+30 to leg based Taijutsu)
Description: This is the third and final gear for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks that are greater than Gear 1 and 2 combined. The user would gain a greater boost in damage to his leg based attacks. This can be used as an attack once activated to cause 80 damage directly but would cost a move. The legs would maintain the same air currents from Gear 2, but this time the currents would envelope the entirety of close range of the user and passively deflect anything C-rank and below(can't be used to cut someone in close range unless used with a taijutsu technique which uses the +30 to leg based taijutsu, this does not allow techniques empowered by 3rd Gear to have increased range); Mangling objects and techniques with the pressure of the air currents. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started on this gear, they can only stay active for three turns at a time to prevent leg damage from the air currents. This Gear Can only be used two times and must wait 4 turns to use this again. After the first usage, any other activation of this gear would cause 20 damage to the users legs from the stress the chainsaws cause from spinning with so much power. Freeform usage is still default damaged.

Both Approved with Edits Made - Daemon
 
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For reference:
(Genos)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.

Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.

Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

(Genos: Būsuto Atakku)- Boost Attack
Type: Attack
Rank: A
Range: Short - Mid
Chakra: N/A
Damage: 60
Description: A taijutsu technique for cyborgs using the advanced technology within their body to deliver a powerful strike. The user will use the Nano tech within their body (Genos technology) to form jets on their limbs that use the generator's within to create a jet propulsion. These flames are made through technology alone containing no chakra. These propulsion give a rapid movement to deliver strikes on a new level. Moving at twice the users base speed due to the propulsion, these strikes have another couple of effects. Through the same principles of the leaf dragon god technique, due to the user swing so hard and so fast, the movements themselves give off a pure pushing force in the process in the direction the user moves. Should it be a direct punch then this pulse would be pushed directly forwards. Should the user do a 360 spin it will be pushing out all around them. Linear movements will release a solid pushing force of A rank up to mid range. If the strike more of a full movement, it will only reach short range around the user. Should the target somehow touch the jets that a propelling the users movements they will take 30 damage from that contact. This is considered a taijutsu attack enhanced through technology.

Note: Usable 3 times, once per turn, two turns between uses.

Approved : Edits Made - Daemon

(Jetto Doraibu Arō) Jet Drive Arrow
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140
Description: This is the ultimate technique of the Genos cfs. Combining the powers of technology with yang release. Using the Genos technology, the user will create a mass of jets all around his body. The user will then use all the jets at once at their maximum power to propel themselves at an intense speed, moving at 3x their base speed. These jets will release a mass of fire that contains no chakra all around the user aimed away from the users body so as to not incinerate their body. The fire is so strong if it would hit anyone it would deal S rank damage. The yang flowing through the users body will heal the scorch marks from these flames as well as enhance their body to the physical peak. With this the user will do a single strike focusing all the power of their propulsion into this attack. The yang flowing in them will reduce the effects of impact on the users body while increasing the physical attack itself for a single strike. The striking power of this single attack will release a shock wave forwards up to mid range in a pulse due to the combination of the propulsion effects and the strike behind enhanced by yang.

Note: Usable once.
Note: Due to over loading the technology, the user can't make use of the Genos tech or cfs for two turns
Note: No yin jutsu in the same turn.

Approved - Daemon
 
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Zatanna

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

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

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

High Tolerance

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

Declined: Applying Anesthesia doesn't reduce the damage one takes from techniques. The damage is still done you just may not feel it. Fix ths. Instead of focusing on Damage reduction focus on reducing the effects that come with receiving damage (Fatigue) Also needs Japanese names - Daemon
Black Out Kick | Kuro Kiku
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
The user will gather medical anesthesia chakra into a foot or fist, and strike the opponent with a roundhouse punch or kick. When connecting with the opponent, the anesthesia chakra will be discharged, causing loss of feeling and connection to the limb for the opponent for 1 turn. Should the user touch an arm, they will unable to use that arm for handseals, should they touch a leg, then they will be taken to half their base speed (unable to use one leg) and should they touch their head, the user will be unable to control their face and mouth, decreasing their tracking by 1/4th.
Notes:
Can only be used 3 times with a two turn cooldown in between

Approved with Edits made -Daemon
 
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Pervyy

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For reference:
(Genos)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.

Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.

Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

(Shōkyaku-hō) Incineration Cannon
Type: Attack
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user will draw on the nanobots in their body completely reforming it to produce a mass of cannons all around them. This can be anything from a single finger to their entire body. At the same time the user will flood their inner core, Genos, with a mass of Yin and Yang chakra focused in balance, empowering it to exponential levels. This maximises the efficiency of the technology. This will result in a mass surge of energy flowing into the Nanobots which will form a mass of jets (like that of a rockets) producing a mass blast of fire in front of the user. The unique thing about this is that the chakra is used to empower the technology and the actual flames don't contain any chakra themselves. The yang flows through the user's body to stabilise the system stopping it from overheating and damaging the user, while the yin allows for the creation of additional nanobots to create the jets.

Note: Usable twice, per battle. Three turns between uses.
Note: Prevents the use of technology abilities in the following turn.

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Declined: You need to add more restrictions to this. Also describe how the Yang "stabilizes" the system, as far as im concerned Yang can't really do this, but i'd like to see your take on this. Also I have no problem with you incorporating other fields into your CFS, but don't over do it with the yang/yin since it isn't at the base of the CFS. Because if that's the case you could have just made the entire CFS based on those concepts in the first place. - Daemon
 
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New Cycle: 05/02/2020 - 05/08/2020

RULES
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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.
 

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For reference:
(Genos)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.

Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.

Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

(Shōkyaku-hō) Incineration Cannon
Type: Attack
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user will draw on the nanobots in their body completely reforming it to produce a mass of cannons all around them. This can be anything from a single finger to their entire body. At the same time the user will flood their inner core, Genos, with a mass of Yin and Yang chakra focused in balance, empowering it to exponential levels. This maximises the efficiency of the technology. This will result in a mass surge of energy flowing into the Nanobots which will form a mass of jets (like that of a rockets) producing a mass blast of fire in front of the user. The unique thing about this is that the chakra is used to empower the technology and the actual flames don't contain any chakra themselves. The yang flows through the user's body to stabilise the system stopping it from overheating and damaging the user, while the yin allows for the creation of additional nanobots to create the jets.

Note: Usable twice, per battle. Three turns between uses.
Note: Prevents the use of technology abilities in the following turn.

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Declined: You need to add more restrictions to this. Also describe how the Yang "stabilizes" the system, as far as im concerned Yang can't really do this, but i'd like to see your take on this. Also I have no problem with you incorporating other fields into your CFS, but don't over do it with the yang/yin since it isn't at the base of the CFS. Because if that's the case you could have just made the entire CFS based on those concepts in the first place. - Daemon
CFS approval

(Shōkyaku-hō) Incineration Cannon
Type: Attack
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user will draw on the nanobots in their body completely reforming it to produce a mass of cannons all around them. This can be anything from a single finger to their entire body. At the same time the user will flood their inner core, Genos, with a mass of Yin and Yang chakra focused in balance, empowering it to exponential levels. This maximises the efficiency of the technology. This will result in a mass surge of energy flowing into the Nanobots which will form a mass of jets (like that of a rockets) producing a mass blast of fire in front of the user. The unique thing about this is that the chakra is used to empower the technology and the actual flames don't contain any chakra themselves. The yang flows through the user's body to stabilise the system stopping it from overheating and damaging the user, while the yin allows for the creation of additional nanobots to create the jets. These can be formed on any part of the users body. The yang within this technique fortifies the nanobots to stop them from overloading a breaking while they are being pushed to the very limits while giving them a form of semi sentience to know their limits. The yin aspect is the user converts their imagination to create the ultimate combination to form the optimum technology for a short time, being unable to maintain it.

Note: Usable twice, per battle. Four turns between uses.
Note: Prevents the use of technology abilities in the following turn.
Note: No other jutsu above A rank in the turn this was used.

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Approved - Daemon

New Subs

Machine Gun Blow (マシンガンブロー, Mashingan Burō)

Type: Tool
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40 - 80
Description: This is a technique that makes the use of the users ability to create hydraulics within their arms to enhance the power and speed of their attacks. With this the user will use nanobots to create chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. The hydraulics constantly throw the users fists at their target, drawing them back and re firing the punches over and over in a relentless barrage. The B rank vision if fired at 1.5 x the users base speed. The A rank version is fired at 2x the users base speed. The S rank version is fired at 2.5 x the users base speed while being so strong and fast it releases short shock waves of pure force in the process. This can be used 6 times in total. A rank can only be used 3 times, one per turn. S rank can be used twice per battle with 3 turns between uses. User can't make use of Genos techniques above A rank in the same turn and following if S ranked version is used.

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Declined: There are some discrepancies in the technique. You say it can be used 6 times per battle, but then go on to say something different for the A-rank and S rank usages. Also you aint creating shockwaves with this, you already punching people at max x2.5 their speed I'm not gonna let you you fire ranged shockwaves off of this. - Daemon


(Taijutsu: Aikaku) Body art: Reformation
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: N/A
Damage: 60
Description: This is a supplementary use of the Genos cfs in which the user controls the nanobots to form in a way that the user can separate their mechanical parts and reattach them. This can be useful in a variety of ways, for example the user could fire off their arm, while creating nanobots in between. These nanobots can create jets to fire the users fist at 1.5x their speed for faster attacks to control its trajectory. On the other hand it can create a magnetic field to draw the users arm back to them. This is not limited to the users hand though, they can do it with any mechanical part of their body, being able to detach or reattach in the process. It costs a move to attack or detach, though if done in the same turn it takes only one of the users three moves per turn. In addition to this the user can use this to reattach something that was forcefully removed. If their arm was cut off, the user can release nanobots to recreate the connection as long as the arm is not completely destroyed. The nanobots repair the damage but they do not return the HP that was lost due to the damage. If a piece of their body is cut off they can use the nanobots remaining in it to create jets or magnets to return the part to the user. Additionally this allows the user to control their detached parts through sending signals to them. When using the jets to strike, it is A rank in damage and this only works up to mid range. This can be used a maximum of four times.

Declined: This technique seems a little all over the place. You want to detach your body and have the ability to control then and bring them back to your body. You also want this ability to bring back detached limbs to you that were forcibly removed. Either have this technique be purely offensive or purely supplementary. If you want a combination of both you need to put restrictions on each part of the ability like putting a limit on how many times you can detach a forcibly detached limb. Or if you willingly detach a piece of your body how long does that detachment last for before having to be returned. - Daemon


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Pyro NB

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(Ikari no kamigami) Reincarnation Fist: The Charybdis and Scylla
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will apply chakra to a seal on their body to release forth Charybdis and Scylla. Between them, these two puppets make up an S-rank technique but individually possess A-rank quality. Scylla takes the form of a five-meter long and 1-meter thin serpentine creature. Charybdis, on the other hand, takes the form of a five-meter wide octopus-like creature. Upon being summoned the two will act in tandem to achieve their purpose before being sealed. When on the field Scylla will immediately erect a transparent barrier up to six meters of where she is. The special property of the barrier is that the barrier can seal any chakra of any technique within the barrier range up to S-rank. This means that the user can choose to seal their own techniques or the opponents. It is not possible for the user to seal more than one technique at once though. More specifically, the barrier will only be able to seal one specific type of chakra. The type of chakra absorbed plays an important role in what happens next because the sealed chakra is unsealed into Charybdis. The strength of the unsealed technique will be imbued into the tentacles of Charybdis of which it possesses four. If desired the user can focus the strength into just one or divide it up. The special thing about these tentacles is that once imbued with chakra they will begin to emulate the effects of the element that was absorbed. For instance, if a fire jutsu was absorbed then the tentacles will glow a hot red color and possess burning effects of a fire technique. The tentacles of the octopus can extend up to ten meters of where they are and can be used to deal blunt or precise damage. Due to the nature of this technique, it is possible for the effects of Charybdis and Scylla to happen with a very short delay but there are instances when this would not be possible. For example, if the chakra to be absorbed was not already within range of Scylla then there would be a delay factor to take into consideration until Charybdis was imbued with any power. Also, it is important to note that it is possible for Charybdis to not be bestowed with any actual strength or elemental strength. This means that if the techniques absorbed was not an offensive or elemental jutsu then Charybdis would only be equivalent to a basic A-rank puppet that could deal A-rank damage.

Note: Can only be used twice with a two-turn cooldown
Note: No Reincarnation Fist above A-rank next turn.

Declined: Increase the restrictions of the technique. The first thing thats bolded note that how you have it worded it will work based on chakra and thus can only absorb techniques up to 40 chakra. The second bolded part has to be restricted a bit. Make the damage equivalent to the rank of that technique sealed (if you take an S rank you only get S rank damage, no matter if it was boosted or not) - Daemon

(Ikari no kamigami) Reincarnation Fist: Eurynomos
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After releasing chakra into a seal on their body the user will release a puppet known as Eurynomos up to fifteen meters in any direction. Eurynomos takes the form of a skeletal puppet with six arms that possesses a round shield attached to its upper right forearm and a metallic sword in all of its remaining hands. Eurynomos will be imbued with a special function known as Emulation. Eurynomos is only able to activate this ability in response to taijutsu, kenjutsu, or a chakra based combination of the two. When in the face of any of these conditions Eurynomos will do as its programmed and imitate said technique. For instance, if an opponent is launching a punch at the user then the puppet will release the same punch in the same fashion as the opponent. If the opponent is launching a sword-based attack then Eurynomos will utilize the swords in its possession to release a sword-based attack in the same fashion. There are however limits to this because there is only so much a puppet can imitate. For instance, if Eurynomos does not possess the necessary tools to perform the technique then it will be unable to do so. The special property of this puppet however is that it is imbued with the sealing effects of Fuinjutsu and will activate once the puppet’s imitated technique comes into contact with the real thing. Upon doing so the puppet will drain any amount of chakra out of the technique as long as it is A-rank like this technique. Alone the puppet has no strength but once it has absorbed the chakra upon contact it will be capable of delivering a similar strike against the opponent. An example of this in battle would be if the opponent is delivering a kenjutsu strike against the puppet then it will create a sort of temporary stalemate because of how the opponent and puppet will be in the same position. At this point, the chakra will be absorbed and the user puppet will be capable of delivering a physical blow of the strength of the real jutsu with any of the weapons it has in hand. The puppet is also able to emulate chakra extension or waves stemming from kenjutsu. Meaning if the opponent released a kenjutsu strike that released a wave ordinary chakra or if the opponent increased the extension of their fist or blade with chakra then the puppet could release chakra from a seal on it and do the same but the only difference would be that the puppet’s wave would be freeform.

Note: Can only be used four times with a turn cooldown
Note: Will have no effect on chakraless techniques.

Declined: The range is far too large for this technique to stretch out into 15 meters in any direction. Confine it to short range. For the bolded section, again make the strength equal to the rank of the technique absorbed. - Daemon

(Ikari no kamigami) Reincarnation Fist: Essence of Aion
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 per puppet)
Damage: N/A
Description: A unique Reincarnation Fist technique that involves both the fuinjutsu that this style is composed of and puppetry itself. This technique is one that is based on the user’s preexisting puppet arsenal. Reincarnation Fist is based on unsealing puppets so that they can perform a specific function and then be sealed. With this Jutsu, the user will be able to seal specific puppets inside of it (Up to four) once this is done the user will be able to passively activate this technique so that it releases one of the users already created puppets. This seal will work on the same principles of Reincarnation Fist itself. The user will release said puppet from the seal and bestow it with a given function. This time around the user will be able to unseal a puppet and have it use one of the abilities listed in its description. After this has been done, said puppet will be resealed and undergo a one turn cool down. If desired it is also possible for the user to spend up to fifteen chakra points to passively activate this seal and release from it up to three puppets. This will allow the user to use three puppet moves from their puppets. The cap of this is at fifteen chakra points because the user can only use three moves per turn. It is also possible for the user to choose to release generic puppetry moves from the puppets such as senbon or smoke bombs instead of one that is explicitly stated in the description, but it will still cost a move. If choosing to release only, say, two seals passively the user could release those puppet moves at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.

Note: The user must state at the beginning of a battle what puppets are inside or somewhere in their biography.
Note: Puppets used by this technique cannot be summoned by any other means.
Note: Any puppets destroyed while activated will be unable to be used anymore.

Declined; This technique is similar to the Gluttonous Manifestation Technique of the already approved Mutation Fist CFS. - Daemon
 
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Delta

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Permission to Submit Kyotoryu techniques
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Link to Training: https://animebase.me/threads/delta-and-nathan-get-trained-by-the-glorious-me.468070/


(Tabi no Katana nashi)Journey of the Swordless
Type:
Supplementary
Rank:A
Range:Short
Chakra:30(-15 per turn)
Damage:+20 to FreeForm and All Kenjutsu/Taijutsu based Techniques, +30 to Kyotoryu Techniques. x2 Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

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

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

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

Declined: Freeform cannot be boosted at all. +30 is too much without HEAVY restrictions for a technique that's constantly active. Either lower the boost to keep this passive (which even in itself might still be too wild) or keep the +30 and have this act as a mode you'd have to activate which will have its own usage restrictions, limits and drawbacks. Also I'd probably allow a 1.5x speed boost on this, with all the benefits you do get from this not x2 - Daemon

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

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


Restrictions:
B ranks can be used 4 times, A ranks 3 times, S rank 2 times, and Forbidden only once.
This technique is capable of shattering all types of swords as long as they are not indestructible.
This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank.
This technique clashes on chakra values, not damage, allowing the user to intersect techniques far stronger than usual by applying correct form and their own powerful chakra to counter the chakra in another technique.
This technique can be used by Samurai.

Declined: There is a discrepancy in this technique. Do you want this to work through rank or chakra? You have two different conditions "This jutsu is capable of shattering blades of the same rank as the intersection used," and "This technique clashes on chakra values," these two do not mean the same thing. I most likely won't allowed this technique to be multiranked either. - Daemon
 
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BlacKing

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Hojojutsu/Nawajutsu CFS Link

Hojōjutsu: Hakai no ringu | Hidden Rope Arts: Ring of Destruction
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (+5) Elemental Chakra (Hojojutsu Bonus)
Description: The user mentally controls their hojojutsu chains to have them slam onto the ground and causes either a circular wall or barrier of chakra or an element to rise out of the ground upwards and into the air. This wall/barrier can either be used to trap an opponent inside, in which the user can have the chakra/element to go inwards to close in upon the opponent(s), or as a protective barrier around the user, where the user then controls the chakra/element to go outwards in every direction away from the user.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: User must wait 2 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn

Approved - Daemon


Old Technique Approval Link - Resubmitting with a change in Bold

Type: Supplementary/Defense
Rank: S
Range: Self
Chakra: 40 (additional chakra taken every time a Hojojutsu Arts technique or Chakra chain technique is used)
Damage: +20 to all Hojojutsu Arts Techniques and Chakra Chain Techniques
Description: The user, being an (Advanced) Uzumaki Clan member, and having become a Grandmaster of the Hojojutsu/Nawajutsu Hidden Rope Arts, is capable of using the Uzumaki Clan Chakra Chains as a means of defending and attacking under the parameters of the Hidden Rope Arts. This gives the user complete mental control of the chakra chains and allows the user to infuse any element that the user knows into the chains. This passive technique automatically absorbs chakra from the user with every Hojojutsu/Hidden Rope Arts technique that is used, which is why Uzumaki's abnormally large clan chakra is ideally needed or else it would drain the user's chakra entirely too quickly. This technique provides a constant S Rank Damage protection and activated his Chakra Chains, causing 5 chains to come out of his back. When Chakra Chains is activated, 5 chains appear from the back of the user. One of them wrapped around his torso, and the rest individually wrapped around both arms and legs for a total of 5 chains; leaving only his head exposed. The chains were wrapped in such a way that they completely covered the user's body but could be extended outwards from the arms and the bottom of his legs with ease, and that the chain wrapped around the torso was hung behind him like a tail to come out easily as well.
Note: Need only be activated once per battle.
Note: Can only be used twice per battle.
Note: Passively activates with the Physical Activation of the Chakra Chains technique.
Note: Must be an Advanced Uzumaki as well as a Grandmaster of the Hojojutsu/Nawajutsu style in order to use.
Note: Drains the user of 10 additional chakra every time an Uzumaki clan or Hojojutsu/Nawajutsu technique is used.
Note: Can still be used with sealing Uzumaki clan techniques.
Note: The turn it is activated counts as 1/3 moves in a turn.
Hojōjutsu: Kōdona Uzumaki Chakurachēn Seigyo | Hidden Rope Arts: Advanced Uzumaki Chakra Chain Control
Type: Supplementary/Defense
Rank: S
Range: Self
Chakra: 40 (additional chakra taken every time a Hojojutsu Arts technique or Chakra chain technique is used)
Damage: +20 to all Hojojutsu Arts Techniques and Chakra Chain Techniques
Description: The user, being an (Advanced) Uzumaki Clan member, and having become a Grandmaster of the Hojojutsu/Nawajutsu Hidden Rope Arts, is capable of using the Uzumaki Clan Chakra Chains as a means of defending and attacking under the parameters of the Hidden Rope Arts. This gives the user complete mental control of the chakra chains and allows the user to infuse any element that the user knows into the chains. This passive technique automatically absorbs chakra from the user with every Hojojutsu/Hidden Rope Arts technique that is used, which is why Uzumaki's abnormally large clan chakra is ideally needed or else it would drain the user's chakra entirely too quickly. This technique provides a constant S Rank Damage protection and activated his Chakra Chains, causing 5 chains to come out of his back. When Chakra Chains is activated, 5 chains appear from the back of the user. One of them wrapped around his torso, and the rest individually wrapped around both arms and legs for a total of 5 chains; leaving only his head exposed. The chains were wrapped in such a way that they completely covered the user's body but could be extended outwards from the arms and the bottom of his legs with ease, and that the chain wrapped around the torso was hung behind him like a tail to come out easily as well.
Note: Need only be activated once per battle.
Note: Can only be used twice per battle.
Note: Passively activates with the Physical Activation of the Chakra Chains technique and occurs in the same timeframe.
Note: Must be an Advanced Uzumaki as well as a Grandmaster of the Hojojutsu/Nawajutsu style in order to use.
Note: Drains the user of 10 additional chakra every time an Uzumaki clan or Hojojutsu/Nawajutsu technique is used.
Note: Can still be used with sealing Uzumaki clan techniques.
Note: The turn it is activated counts as 1/3 moves in a turn.

Update declined: If it passively activates WITH the usage of Physical Chakra chains it's already understood that it occurs in the same timeframe, No real need to clarify imo. - Daemon
 
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Vayne

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Resubbing
CFS approval

Removed the built in damage system.

(Tsukareta Ken No Hantei: Tenpan No Janguru) - Jaded Fist of Judgment: Law of the Jungle
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20
Damage: Dependant
Description: Explicit to those who are capable of using Shadow Arts: Phantasos, Law of the Jungle enables the implementation of the damaging aspect of Phantasos into compatible techniques of Jaded Fist of Judgment. Law of the Jungle essentially works on the rank of the technique it is utilised with, allowing the user to attack the targets through their shadows in accordance to Phantasos. Naturally, only the 'limbs' under the influence of the user would be damaged during the process, with the amount of damage correlating to the rank of the technique Law of the Jungle is utilised with. The damage would be divided between the number of limbs under the user's control, however, the user can chose to affect a lower number of limbs to achieve a higher damage margin. The technique occurs in the same t/f, and in regards to the ability to affect limbs instead of all, the user can only remove one 'limb' from receiving damage for techniques that affect 4 or less limbs, while for techniques that affect more, he can remove two limbs. The technique is usable three times per battle with a two turn cooldown in between usages, and costs an additional 5 chakra points per target if the initial technique affected multiple targets.

Approved with edits made - Daemon



(Tsukareta Ken No Hantei: Shikaeshi No Ko) - Jaded Fist of Judgment: Reprisal of Sin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: Dependant
Description: Reprisal of Sin is meant for the sole purpose of countering technique utilised by the opponents, specifically those related to close quarter combat. By either establishing contact with the target's shadow through this technique, the user would be capable of diverting an incoming attack away from himself and into another target, be it the opponent themselves, or any other available target. The technique works by having the use taking control of the opponents attacking limb(s) (up to 3 out of 6; legs, arms, head, spine/stomach/chest) and moving them in the most suitable manner to counteract the attack. Naturally this not restricted to taijutsu or kenjutsu, but rather extends to techniques that require bodily movements in order to execute. So for instance it can be used to counter a rasengan as it would be aimed through hand movements. This technique is commonly used in cases where the user is capable of tracking the incoming attack, but lacks the proper physical speed or capabilities to deal with them in time. As such, through the utilisation of one's own shadow they would be capable of having a temporary means of defence that acts at 1.5x the users running speed. The technique can only be used three times per conflict with a two turn interval between uses.

Approved with edits made - Daemon
 
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Daemon

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New Cycle: 05/15/2020 - 05/21/2020

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 must not 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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

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.
 

Delta

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Permission to Submit Kyotoryu techniques
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Link to Training: https://animebase.me/threads/delta-and-nathan-get-trained-by-the-glorious-me.468070/


(Tabi no Katana nashi)Journey of the Swordless
Type:
Supplementary
Rank:A
Range:Short
Chakra:30(-15 per turn)
Damage:+20 to FreeForm and All Kenjutsu/Taijutsu based Techniques, +30 to Kyotoryu Techniques. x2 Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

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

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

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

Declined: Freeform cannot be boosted at all. +30 is too much without HEAVY restrictions for a technique that's constantly active. Either lower the boost to keep this passive (which even in itself might still be too wild) or keep the +30 and have this act as a mode you'd have to activate which will have its own usage restrictions, limits and drawbacks. Also I'd probably allow a 1.5x speed boost on this, with all the benefits you do get from this not x2 - Daemon

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

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


Restrictions:
B ranks can be used 4 times, A ranks 3 times, S rank 2 times, and Forbidden only once.
This technique is capable of shattering all types of swords as long as they are not indestructible.
This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank.
This technique clashes on chakra values, not damage, allowing the user to intersect techniques far stronger than usual by applying correct form and their own powerful chakra to counter the chakra in another technique.
This technique can be used by Samurai.

Declined: There is a discrepancy in this technique. Do you want this to work through rank or chakra? You have two different conditions "This jutsu is capable of shattering blades of the same rank as the intersection used," and "This technique clashes on chakra values," these two do not mean the same thing. I most likely won't allowed this technique to be multiranked either. - Daemon
(Tabi no Katana nashi)Journey of the Swordless
Type:
Supplementary
Rank:A
Range:Short
Chakra:30(-15 per turn)
Damage:+20 to All Kenjutsu/Taijutsu based Techniques, 1.5x Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

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

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

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


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

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


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

Both approved - Daemon
 
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Pervyy

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New Subs

Machine Gun Blow (マシンガンブロー, Mashingan Burō)

Type: Tool
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40 - 80
Description: This is a technique that makes the use of the users ability to create hydraulics within their arms to enhance the power and speed of their attacks. With this the user will use nanobots to create chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. The hydraulics constantly throw the users fists at their target, drawing them back and re firing the punches over and over in a relentless barrage. The B rank vision if fired at 1.5 x the users base speed. The A rank version is fired at 2x the users base speed. The S rank version is fired at 2.5 x the users base speed while being so strong and fast it releases short shock waves of pure force in the process. This can be used 6 times in total. A rank can only be used 3 times, one per turn. S rank can be used twice per battle with 3 turns between uses. User can't make use of Genos techniques above A rank in the same turn and following if S ranked version is used.

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Declined: There are some discrepancies in the technique. You say it can be used 6 times per battle, but then go on to say something different for the A-rank and S rank usages. Also you aint creating shockwaves with this, you already punching people at max x2.5 their speed I'm not gonna let you you fire ranged shockwaves off of this. - Daemon


(Taijutsu: Aikaku) Body art: Reformation
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: N/A
Damage: 60
Description: This is a supplementary use of the Genos cfs in which the user controls the nanobots to form in a way that the user can separate their mechanical parts and reattach them. This can be useful in a variety of ways, for example the user could fire off their arm, while creating nanobots in between. These nanobots can create jets to fire the users fist at 1.5x their speed for faster attacks to control its trajectory. On the other hand it can create a magnetic field to draw the users arm back to them. This is not limited to the users hand though, they can do it with any mechanical part of their body, being able to detach or reattach in the process. It costs a move to attack or detach, though if done in the same turn it takes only one of the users three moves per turn. In addition to this the user can use this to reattach something that was forcefully removed. If their arm was cut off, the user can release nanobots to recreate the connection as long as the arm is not completely destroyed. The nanobots repair the damage but they do not return the HP that was lost due to the damage. If a piece of their body is cut off they can use the nanobots remaining in it to create jets or magnets to return the part to the user. Additionally this allows the user to control their detached parts through sending signals to them. When using the jets to strike, it is A rank in damage and this only works up to mid range. This can be used a maximum of four times.

Declined: This technique seems a little all over the place. You want to detach your body and have the ability to control then and bring them back to your body. You also want this ability to bring back detached limbs to you that were forcibly removed. Either have this technique be purely offensive or purely supplementary. If you want a combination of both you need to put restrictions on each part of the ability like putting a limit on how many times you can detach a forcibly detached limb. Or if you willingly detach a piece of your body how long does that detachment last for before having to be returned. - Daemon


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CFS approval

Removed shock waves and changed around use limits.

Machine Gun Blow (マシンガンブロー, Mashingan Burō)
Type: Tool
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40 - 80
Description: This is a technique that makes the use of the users ability to create hydraulics within their arms to enhance the power and speed of their attacks. With this the user will use nanobots to create chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. The hydraulics constantly throw the users fists at their target, drawing them back and re firing the punches over and over in a relentless barrage. The B rank vision if fired at 1.5 x the users base speed. The A rank version is fired at 2x the users base speed. The S rank version is fired at 2.5 x the users base speed. B rank can be used 4 times per battle. A rank can only be used 3 times, one per turn. S rank can be used twice per battle with 3 turns between uses. User can't make use of Genos techniques above A rank in the same turn and following if S ranked version is used.

Approved with edits made - Daemon

(Taijutsu: Aikaku) Body art: Reformation
Type: Supplementary/Attack
Rank: A rank
Range: Short - Mid
Chakra: N/A
Damage: 60 (+20)
Description: This is a supplementary use of the Genos cfs in which the user controls the nanobots to form in a way that the user can separate their mechanical parts and reattach them. This can be used in two ways, Supplementary or offensive:

Supplementary: The user can detach or reattach part of their body at will. The part they want to detach can still be controlled through signals and reattached at will. If a part is detached from the user it can only reach up to mid range and lasts 2 turns before having to return to the user. If used to detach and reattach in the same turn, it will only cost one of the users three moves per turn. This can be done three times per battle. Only one part can be detached and controlled at a time, controlled by the AI in the "Genos" technology. The user can reattach a part that was forcefully removed, as long as it wasn't completely destroyed.


Offensive: Alternatively the user can release part of their body in an offensive manor, using nanobots to create mini jets on the released parts to propel the chose part at high speeds (1.5x users base speed) to give them in increased range in their taijutsu strikes. Should this method be chosen, the strikes would deal 60 damage. If used with another taijutsu or non elemental kenjutsu strike, it would increase the damage by +20. This can be used 3 times per battle and the limb must return to the user by their following turn. The user can passively call the piece of their body back.

Should the body part be destroyed from either use, the user can release nano bots from their body to reform themselves, though this will not return HP. This can only be used if the user's Genos core is still functioning in their chest, costing a move.

Note: The user can only use one of these variations per turn.
Note: While releasing part of their body, the user can still use that body part to use jutsu, projecting their chakra into it, within reason

Approved with Edits made - Daemon

New sub:

:

[Yari no Michi: Dai 7 fōmu Eikyō] The Way of the Bisento: Seventh form, Impact

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60/70
Damage: 120/140 (Elemental)
Description: One of the strongest techniques of the style is that of the Impact, where the user will hold their Bisento in both hands channelling a mass of Yang 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 yang "White Tiger" 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 large enough to surround the front of the user. 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. The yang flowing through the users body fortifies their muscles allowing them to throw it extremely hard increasing the damage on impact along with the speed it travels. 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 beast is similar to the 8 branches in taking on a physical form for direct damage.

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. If the user has mastered yin and yang release, the can infuse the beast with an element of their choosing increasing the damage and chakra cost in the process. In it's pure yang form it is neutral to all elements and abilities. If an element is chosen it will take on the s/w of the chosen element.

Note: Usable twice per battle. Four turns between uses.
Note: No bisento arts for two turns.
Note: No other yin or yang jutsu in the same turn.

Declined: A lot of this doesn't really have any aspects to do with Yang, like almost at all. Chakra has been used to increase strength outside of Yang for ages. This seems like you are just adding yang for the sake of the damage, it allows. - Daemon
 
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BlacKing

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(Hojojutsu: Hojojutsu) - Hidden Rope Art: Hidden Rope Art Technique
Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80
Description: The user will mentally control their Hojojutsu Chains For various uses. This can be as simple as having them float around for attacking or defending. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.

Declined: This technique is entirely too vague, give it some oomph. Secondly if you are mentally controlling something it's going to require chakra. - Daemon


Hojōjutsu: Āsuchēn'ankā [Hidden Rope Art: Earth Chain Anchor]
Type: Supplementary/Attack/Defense
Rank: C-S
Range: Short
Chakra: 15-40
Damage: 30 - 80
Description: The user can use their chain(s)/rope(s)/chord(s)/threads as a means to anchor themselves to the ground when they are no longer touching the earth. This technique allows the user to be able to continue to use earth techniques by sending their chakra through the chains and into the earth. The user is able cast off the chain/rope/chord/thread at any point within the chain/rope/chord/threads at any time. This technique can also be used as a preventive means of having the user lifted into the air by an opponent's technique or even attack something that is coming from below them. The user is also capable of sending the chains through the ground in order to attack.
Note: A Ranks can only be used 3x per battle
Note: S Ranks can only be used 2x per battle and with at least one turn between uses.
Note: The user can retract the chains passively.

Approved - Note this does not circumvent Earth Techniques that require you to slam your hands on the ground etc. - Daemon


Hojojutsu: Chūnyū [Hidden Rope Art: Infusion]
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below effects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
Note: Can only be used 5 times per battle.

______________
±± Approved ±±
Infusion is momentary, don't forget that. Thus it doesn't stay active one you use it. You use it and it plays in the next move.
Taken from archived custom thread [X]

Hojōjutsu: Chūnyū [Hidden Rope Art: Infusion]
Type: Supplementary/Attack/Defense
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply) Note: Only one infusion per turn.
Note: Happens in the same timeframe as a Hojojutsu/Chakra Chains technique that it amplifies

Approved - Daemon
 
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Pyro NB

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CFS Approved - x

(Ikari no kamigami) Reincarnation Fist: The Charybdis and Scylla
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will apply chakra to a seal on their body to release forth Charybdis and Scylla. Between them, these two puppets make up an S-rank technique but individually possess A-rank quality. Scylla takes the form of a five-meter long and 1-meter thin serpentine creature. Charybdis, on the other hand, takes the form of a five-meter wide octopus-like creature. Upon being summoned the two will act in tandem to achieve their purpose before being sealed. When on the field Scylla will immediately erect a transparent barrier up to six meters of where she is. The special property of the barrier is that the barrier can seal any chakra of any technique within the barrier range up to S-rank. This means that the user can choose to seal their own techniques or the opponents. It is not possible for the user to seal more than one technique at once though. More specifically, the barrier will only be able to seal one specific type of chakra. The type of chakra absorbed plays an important role in what happens next because the sealed chakra is unsealed into Charybdis. The strength of the unsealed technique will be imbued into the tentacles of Charybdis of which it possesses four. If desired the user can focus the strength into just one or divide it up. The special thing about these tentacles is that once imbued with chakra they will begin to emulate the effects of the element that was absorbed. For instance, if a fire jutsu was absorbed then the tentacles will glow a hot red color and possess burning effects of a fire technique. The tentacles of the octopus can extend up to ten meters of where they are and can be used to deal blunt or precise damage. Due to the nature of this technique, it is possible for the effects of Charybdis and Scylla to happen with a very short delay but there are instances when this would not be possible. For example, if the chakra to be absorbed was not already within range of Scylla then there would be a delay factor to take into consideration until Charybdis was imbued with any power. Also, it is important to note that it is possible for Charybdis to not be bestowed with any actual strength or elemental strength. This means that if the techniques absorbed was not an offensive or elemental jutsu then Charybdis would only be equivalent to a basic A-rank puppet that could deal A-rank damage.

Note: Can only be used twice with a two-turn cooldown
Note: No Reincarnation Fist above A-rank next turn.

Declined: Increase the restrictions of the technique. The first thing thats bolded note that how you have it worded it will work based on chakra and thus can only absorb techniques up to 40 chakra. The second bolded part has to be restricted a bit. Make the damage equivalent to the rank of that technique sealed (if you take an S rank you only get S rank damage, no matter if it was boosted or not) - Daemon

(Ikari no kamigami) Reincarnation Fist: Eurynomos
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After releasing chakra into a seal on their body the user will release a puppet known as Eurynomos up to fifteen meters in any direction. Eurynomos takes the form of a skeletal puppet with six arms that possesses a round shield attached to its upper right forearm and a metallic sword in all of its remaining hands. Eurynomos will be imbued with a special function known as Emulation. Eurynomos is only able to activate this ability in response to taijutsu, kenjutsu, or a chakra based combination of the two. When in the face of any of these conditions Eurynomos will do as its programmed and imitate said technique. For instance, if an opponent is launching a punch at the user then the puppet will release the same punch in the same fashion as the opponent. If the opponent is launching a sword-based attack then Eurynomos will utilize the swords in its possession to release a sword-based attack in the same fashion. There are however limits to this because there is only so much a puppet can imitate. For instance, if Eurynomos does not possess the necessary tools to perform the technique then it will be unable to do so. The special property of this puppet however is that it is imbued with the sealing effects of Fuinjutsu and will activate once the puppet’s imitated technique comes into contact with the real thing. Upon doing so the puppet will drain any amount of chakra out of the technique as long as it is A-rank like this technique. Alone the puppet has no strength but once it has absorbed the chakra upon contact it will be capable of delivering a similar strike against the opponent. An example of this in battle would be if the opponent is delivering a kenjutsu strike against the puppet then it will create a sort of temporary stalemate because of how the opponent and puppet will be in the same position. At this point, the chakra will be absorbed and the user puppet will be capable of delivering a physical blow of the strength of the real jutsu with any of the weapons it has in hand. The puppet is also able to emulate chakra extension or waves stemming from kenjutsu. Meaning if the opponent released a kenjutsu strike that released a wave ordinary chakra or if the opponent increased the extension of their fist or blade with chakra then the puppet could release chakra from a seal on it and do the same but the only difference would be that the puppet’s wave would be freeform.

Note: Can only be used four times with a turn cooldown
Note: Will have no effect on chakraless techniques.

Declined: The range is far too large for this technique to stretch out into 15 meters in any direction. Confine it to short range. For the bolded section, again make the strength equal to the rank of the technique absorbed. - Daemon

(Ikari no kamigami) Reincarnation Fist: Essence of Aion
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 per puppet)
Damage: N/A
Description: A unique Reincarnation Fist technique that involves both the fuinjutsu that this style is composed of and puppetry itself. This technique is one that is based on the user’s preexisting puppet arsenal. Reincarnation Fist is based on unsealing puppets so that they can perform a specific function and then be sealed. With this Jutsu, the user will be able to seal specific puppets inside of it (Up to four) once this is done the user will be able to passively activate this technique so that it releases one of the users already created puppets. This seal will work on the same principles of Reincarnation Fist itself. The user will release said puppet from the seal and bestow it with a given function. This time around the user will be able to unseal a puppet and have it use one of the abilities listed in its description. After this has been done, said puppet will be resealed and undergo a one turn cool down. If desired it is also possible for the user to spend up to fifteen chakra points to passively activate this seal and release from it up to three puppets. This will allow the user to use three puppet moves from their puppets. The cap of this is at fifteen chakra points because the user can only use three moves per turn. It is also possible for the user to choose to release generic puppetry moves from the puppets such as senbon or smoke bombs instead of one that is explicitly stated in the description, but it will still cost a move. If choosing to release only, say, two seals passively the user could release those puppet moves at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.

Note: The user must state at the beginning of a battle what puppets are inside or somewhere in their biography.
Note: Puppets used by this technique cannot be summoned by any other means.
Note: Any puppets destroyed while activated will be unable to be used anymore.

Declined; This technique is similar to the Gluttonous Manifestation Technique of the already approved Mutation Fist CFS. - Daemon
(Ikari no kamigami) Reincarnation Fist: Charybdis and Scylla
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will apply chakra to a seal on their body to release forth Charybdis and Scylla. Between them, these two puppets make up an S-rank technique but individually possess A-rank quality. Scylla takes the form of a five-meter long and 1-meter thin serpentine creature. Charybdis, on the other hand, takes the form of a five-meter wide octopus-like creature. Upon being summoned the two will act in tandem to achieve their purpose before being sealed. When on the field Scylla will immediately erect a transparent barrier up to six meters of where she is. The special property of the barrier is that the barrier can seal up 40 chakra points like the rank of this technique this means that the user can choose to seal their own techniques or the opponents. It is not possible for the user to seal more than one technique at once though. More specifically, the barrier will only be able to seal one specific type of chakra. The type of chakra absorbed plays an important role in what happens next because the sealed chakra is unsealed into Charybdis. The strength of the unsealed technique will be imbued into the tentacles of Charybdis of which it possesses four. However, the power of it is dependent on the rank absorbed. For example, if an S-rank is absorbed the unleashed power will be 80 damage etc. If desired the user can focus the strength into just one or divide it up. The special thing about these tentacles is that once imbued with chakra they will begin to emulate the effects of the element that was absorbed. For instance, if a fire jutsu was absorbed then the tentacles will glow a hot red color and possess the burning effects of a fire technique. The tentacles of the octopus can extend up to ten meters of where they are and can be used to deal blunt or precise damage. Due to the nature of this technique, it is possible for the effects of Charybdis and Scylla to happen with a very short delay but there are instances when this would not be possible. For example, if the chakra to be absorbed was not already within range of Scylla then there would be a delay factor to take into consideration until Charybdis was imbued with any power. Also, it is important to note that it is possible for Charybdis to not be bestowed with any actual strength or elemental strength. This means that if the techniques absorbed were not an offensive or elemental jutsu then Charybdis would only be equivalent to a basic A-rank puppet that could deal A-rank damage.

Note: Can only be used twice with a two-turn cooldown
Note: No Reincarnation Fist above A-rank next turn.

Approved - Daemon

(Ikari no kamigami) Reincarnation Fist: Eurynomos
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After releasing chakra into a seal on their body the user will release a puppet known as Eurynomos up to five meters in any direction. Eurynomos takes the form of a skeletal puppet with six arms that possesses a round shield attached to its upper right forearm and a metallic sword in all of its remaining hands. Eurynomos will be imbued with a special function known as Emulation. Eurynomos is only able to activate this ability in response to taijutsu, kenjutsu, or a chakra based combination of the two. When in the face of any of these conditions Eurynomos will do as its programmed and imitate said technique. For instance, if an opponent is launching a punch at the user then the puppet will release the same punch in the same fashion as the opponent. If the opponent is launching a sword-based attack then Eurynomos will utilize the swords in its possession to release a sword-based attack in the same fashion. There are however limits to this because there is only so much a puppet can imitate. For instance, if Eurynomos does not possess the necessary tools to perform the technique then it will be unable to do so. The special property of this puppet however is that it is imbued with the sealing effects of Fuinjutsu and will activate once the puppet’s imitated technique comes into contact with the real thing. Upon doing so the puppet will drain 30 chakra. Alone the puppet has no strength but once it has absorbed the chakra upon contact it will be capable of delivering a similar strike against the opponent. An example of this in battle would be if the opponent is delivering a kenjutsu strike against the puppet then it will create a sort of temporary stalemate because of how the opponent and puppet will be in the same position. At this point, the chakra will be absorbed and the user puppet will be capable of delivering a physical blow equivalent to the rank of the jutsu absorbed with any of the weapons it has in hand. The puppet is also able to emulate chakra extension or waves stemming from kenjutsu. Meaning if the opponent released a kenjutsu strike that released a wave ordinary chakra or if the opponent increased the extension of their fist or blade with chakra then the puppet could release chakra from a seal on it and do the same but the only difference would be that the puppet’s wave would be freeform.

Note: Can only be used four times with a turn cooldown
Note: Will have no effect on chakra less techniques.

Approved with Edits Made - Daemon

(Ikari no kamigami) Reincarnation Fist: Essence of Aion
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 per puppet)
Damage: N/A
Description: A unique Reincarnation Fist technique that involves both the fuinjutsu that this style is composed of and puppetry itself. This technique is one that is based on the user’s preexisting puppet arsenal. Reincarnation Fist is based on unsealing puppets so that they can perform a specific function and then be sealed. With this jutsu the user will be able to seal specific puppets inside of it (Up to four) once this is done the user will be able to passively activate this technique so that it releases one of the users already created puppets. The user will release said puppet from the seal and bestow it with a given function. The thing about this seal is that the user will not release entire puppets or use an ability of a puppet directly from the puppet itself. The seal works by having the user unseal a part of the original puppet’s body which will open and attach itself to the user. For instance, if a puppet’s arm was capable of releasing a fire blast the user will be capable of opening the mechanics of the arm and attach it to their arm allowing them to utilize it for that specific purpose. The same goes for how puppet releases senbon from their head. The user could encase the puppet head around theirs. The appendages from this technique can last up to the user’s next turn upon which it will be sealed. Of course, logically not any type of appendage will be able to be mapped on to the users. If desired it is also possible for the user to spend up to fifteen chakra points to passively activate this seal and release from it up to three puppet appendages. This will allow the user to use three puppet moves from their puppets. The cap of this is at fifteen chakra points because the user can only use three moves per turn. It is also possible for the user to choose to release generic puppetry moves from the puppets such as senbon or smoke bombs instead of one that is explicitly stated in the description, but it will still cost a move.

Note: The user must state in the beginning of a battle what puppets are inside or somewhere in their biography.
Note: Puppets used by this technique cannot be summoned by any other means.
Note: Any puppet parts destroyed while activated will be unable to be used anymore.

Approved - Daemon

(Ikari no kamigami) Reincarnation Fist: Charon the Boatman
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: The user will release chakra into a seal on their body and cause Charon the Boatman to be summoned underneath them. Charon takes the form of a wooden boat with a man that has a paddle on it. When summoned the user is capable of placing everyone within five meters of them on the boat. This wooden boat is three meters and 4 meters long. Charon and his boat are imbued with Fuinjutsu properties and have the command known as purify on it. Charon uses this ability immediately upon being summoned because once on the field it will release a transparent barrier along its area. To sensors, this barrier will look like a shroud of chakra. The point of this barrier is to cleanse anything on the boat and prevent anything from getting in. The command “Purify” works by absorbing the chakra out of the user who is currently on the boat. More than half of the user’s chakra will be siphoned out of their body and into charon. The purpose of doing this will cause any impurities and foreign energies to be taken out of the user’s body. However, once the energy is sent into Charon he will seal away any impurities within the chakra and then send it flooding back into the user’s body. This will serve as a way for the user to get rid of any parasitic entities or impurities in their chakra system. Due to the way this technique is set up it is not classified as a foreign surge chakra because the chakra is still the users. The only thing that happens is that anything currently harmful in the user’s body will be turned back into the form of harmless chakra.

Note: Can only be used once

Declined: Why is this forbidden rank? It really doesn't have to be. #2 How can the boat be three meteres wide and 4 meters long but put anyone within 5 meters of the boat , into the boat? #3, what happens if Charon is destroyed before the chakra goes back into your system since he's taking half your chakra somehow, how long does Charon last? How many times can he do this siphoning thing? Durability? And you want to apply this to ALL forms of foreign things in the chakra system? Seems a bit wild to me- Daemon

CFS Approved - x
 
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Sasori

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CFS: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-3#post-20943707
Update Link: https://animebase.me/threads/custom-fighting-style-technique-submission.689138/page-8#post-21566848

(Hentai) Metamorphosis
Type: Offensive/Supplementary/Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Here we have one of the more unique techniques available in Mutation Fist that invokes the user's ability to produce puppet protrusions shaped after different animals. By sending a surge of chakra through seals located on their body the user will instantly replace just about every one of their puppet limbs which will mainly be aimed at the major appendages such as arms. Legs, head etc. The user’s entire body will essentially undergo a full body Mutation as they are transformed into that of any creature such as a dragon, hydra, bird, swarm of bees etc that can be up to fifteen meters long at max. This creature will be covered in several layers of metallic plates and wooden puppet material. If wanted the user can simply submerge their puppet body inside of the creation like an armor instead of changing their own body into it. Essentially, the user will have transformed their puppet body into that of any creature that could imagine as long as it is reasonable/fathomable. If transforming into a creature and the user wants it to possess flying abilities the user can create along the surface of the puppet a pair of wings that have flaps located along their surface. By pumping chakra into the wings it allows for the user to initiate a mode of flight allowing the user to easily traverse the field, by simply willing themselves in a certain direction. The flight can be activated instantly as the user has transformed.

This Mutation Fist technique is mainly utilized in order to give the user additional maneuverability and for navigation. While mutated, the user is gifted the passive ability of flight,(if desired) but if the user is in a form that does not possess any hands it can make it difficult to perform any techniques that require hand seals; however the user can find ways around that such as relying on other Mutation Fist techniques or emerging their body from the puppet if it was submerged or creating protrusions such as hands upon summoning to do so. If wanted, the user can choose to spend a move and ten chakra points to release a concentrated blast of chakra from the puppet’s body allowing for the user to thrust themselves into a specific area up to ten meters ahead. Offensively, it is possible for the user to utilize sealing tags located across their new puppet body or their mouth area and choose to release a concentrated blast of an elemental nature the user knows into a certain direction. These elemental natures are equal to S-rank/long range and the user must spend a move each time that they are utilizing an elemental nature. If wanted, the user can choose to release the blast as a stream or in a wide scale manner similar to simply breathing it out. If desired the user can choose to release the elemental blast upon summoning so it counts as one move. The user can also choose to passively shift their body into a new puppet following the constraints above, and would not cost as a usage but the user would not gain any of the benefits of above and their body could be destroyed by any ranked attack.

Note: Can be used three times with a two turn cool down.

Note: Can last up to three turns.
Note: Puppets will possess all of the user’s normal functions, abilities, and properties, and the only thing they gain is a new body with the specific abilities labeled above.
Note: If simply submerging their body inside of a puppet, the user can choose to emerge their puppet body from any place on the puppet.
Note: If the user's body is submerged inside then the puppet is capable of being destroyed by an S-rank attack, but if the user's body itself has been mutated then their body will possess an S-rank defense.

Leaving for someone who can check it - Daemon
 
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KeotsuEclipse

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Old submission.


(ZX Basutā: Sarani Mukō E, Plus Ultra!) ZX Buster: Go Beyond, Plus Ultra!
Rank: A, S
Range: Short (Mid)
Type: Offensive
Chakra Cost: 30, 40
Damage:60, 80
Description: Where as Rhongomyniad is the principle technique of the ZX Buster style, utilizing the premise of chakra flow to create a powerful attack, this technique exists for when that strength is not enough. A blow delivered with every bit of physical strength a ZX Buster user can muster, and augmented by forcing their chakra flow in the same direction in order to charge the blow with additional strength and create a power that goes even further beyond what they should be capable of, the force behind this technique is enough to cause a visible shockwave in the air and fling the things it hits up to mid-range away. The S Rank version can be immediately comboed into from the A rank version without launching the opponent until the end; however, this is the only way to activate the S Rank version.
*Note: This technique can be used twice per battle; multiple consecutive usages in a single turn only consume one use of this technique, but occupy as many time-frame slots as the number of times its used.
*Note: When used once in a turn, no ZX Buster techniques above A rank can be used in the same turn, and none above S-rank in the following turn.
*Note: When used more than once in the same turn, no other ZX Buster techniques can be used in the same turn or next. Additionally, no Taijutsu above A-rank can be used in the same turn.
*Note: When used once in a single turn, there is a one turn cooldown before it is usable again. If used more than once, the cool down becomes two turns.
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Leaving for someone who can check it - Daemon
 
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