Custom Fighting Style Technique Submission

Status
Not open for further replies.

Corazon

Legendary
Joined
Mar 10, 2014
Messages
12,436
Kin
2,758💸
Kumi
23,218💴
Trait Points
0⚔️
CFS Approval

Learned CFS

Permission to submit Titanomachy techs

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

Permission to resubmit

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

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

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

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

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


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



- Imperfect

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

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

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

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

( Titaomachy: Cronus' δύναμη ) - Titanomachy: Cronus' Might
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short
Chakra: 20 - 40 ( -5 per turn for B, -10 per turn for A, -15 per turn for S )
Damage: N/A ( +20 Damage to Tai and Ken/Bukijutsu )
Description: The user uses this jutsu to activate dormant seals along armor platings and accessories/armors to trigger several Fuuinjutsu barriers for basic usages. These barriers may only be created from seals along his torso and limbs, but may form various limb like barriers such as barriers shaped like talons, gigantic arms, animal legs, or anything that can be otherwise classified in the same manner. Due to the basic nature of this technique, it is multi ranked and scaled, with higher ranks providing greater offensive and defensive uses.

B rank: With the B ranked usage, the user is able to create generic barriers around his person and items on his person. These barriers may extend up to two times the user size ( never exceeding 3 meters ), allowing him increased range and striking distance via the shaped barriers. While this barrier based shroud is coating the user's body, his Taijutsu and Kenjutsu/Bukijutsu is able to interact safely with elemental chakra and neutral to same rank attacks while offering B rank protection. This allows the user to be able to combat up to B rank jutsu with Taijutsu or Kenjutsu. This barrier lasts until it is overpowered or destroyed by the opponent, requiring 5 chakra per turn to maintain.

A rank: Stronger and more specific in use, this barrier allows the user to coat his limbs will barriers that form humanoid or animalistic limbs, such as shaped claws, or fish-like fins. These barriers are able to extend up to short range in their use, adding +20 to Taijutsu or Kenjutsu/Bukijutsu attacks used, if logical. Due to how this barrier is utilized, it doesn't have a long lasting duration like the lesser version. Requiring 10 chakra per turn, this can only last up to 4 turns each use and up to 4 times in all.

S rank: The strongest version of this, at S rank the user is able to create limbs that are infused with elemental chakra. Gaining the properties as well as strengths and weaknesses of these elements, these barriers also gain a +20 rank damage increase to physical attacks. Due to being enhanced by elemental chakra, these barriers require a higher chakra drain of 15 per turn and has harsher restrictions as well. Being able to be used 3 times, lasting 3 turns and can be used once every 3 turns. After use the user cannot use any Titanomachy customs for one turn and no Fuuinjutsu S rank and above for the same amount of time.

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

Approved by Imperfect. Good job.

( This has been pending since July last year so resubbing lol ) >>> Here

( Titanomachy: Themis' διάταγμα ) - Titanomachy: Themis' Decree
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( -150 chakra per turn )
Damage: N/A
Description: Based on the Multiple Infinite Embraces barrier, the user creates a pulsing barrier from his body and weaponry. This pulse is notable because it creates two separate barriers, both with different effects. Created from the user's person, after the first pulse is released, a large barrier rapidly follows it, extending up to mid range from the user's body in all directions while leaving him untouched. Immediately afterwards, at the expense of an additional Jutsu slot, a second barrier forms from the user's feet, coating the earth in a translucent barrier with the Kanji for Gaia on it. While these barriers are generated, the user's body is essentially coated in chakra that keeps his person safe from the effects of the barriers. The actual effects of the primary barrier is to limit the opponent's physical movement as his chakra is drained. This mid range sized barrier creates a heavy pressurized effect on those within in, causing them to feel immense weight on their body as if the world was on them. This effect causes them to be forced down, unable to physically move at all. This barrier, much like the advanced parent technique, this barrier leaves the target unable to mold chakra above A-Rank while having his chakra drained, but this ability to restrict the amount of Chakra the target can use cannot be boosted. However, as an advancement to the original jutsu, the secondary barrier coating the earth prevents the target from using attacks via the ground while raising higher to pin him between the two barriers, the force of one pushing down while the other grows upwards crushing his body.

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

Approved with edits by Imperfect.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
New Cycle: 05/26/2020 - 06/02/2020

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.
 

BlacKing

Active member
Legendary
Joined
Aug 18, 2010
Messages
17,255
Kin
284💸
Kumi
1,737💴
Trait Points
0⚔️
Awards


(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


(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 wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. 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.



(Nawajutsu: Chēnretā) - Sealing Rope Arts - Chail Letter Mummification
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra cost: 40
Damage points: 80 (+5 if Elemental)
Description: The user will activate a seal on their chains by charging additional chakra into it to transfer the chains that are surrounding their body onto the opponent/target. They will then mentally control their chains to squeeze the target, preventing them from using handseals as it is wrapped around their arms, back and legs. The user can add elemental chakra to affect how the chains cause damage to the opponent as they are sealed inside the chains.
Note: Can only be used 2x per battle.
Note: Requires a one turn cool down to be used again.
Note: No Fuuinjutsu techniques can be used this turn.
Note: No Fuuinjutsu above A Ranked can be used the turn after this.
Note: No S Ranked Hojojutsu techniques can be used the turn after this is used.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Earth(Crushes), Water(Stings), Lightning(Paralyzes), Fire(Burns), Wind(Cuts deeply)''

Both Approved - Daemon
 
Last edited by a moderator:

JojocIaw

Active member
Elite
Joined
Aug 10, 2011
Messages
9,404
Kin
1,905💸
Kumi
51💴
Trait Points
30⚔️
Awards
Chorus - Drake
Type:
Offense|Defense|Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The user, upon directing a physical blow such as a punch or a kick, will release a blade from the seal adorned to the attacking limb, aimed to slash the opponent. These blades extend rapidly and suddenly, allowing for the user to produce stealthy attacks when in closed range. Alternatively, the user can release a blade like a projectile towards an opponent who may be at a distance, using the punch/kick to aim and direct the blade towards the desired target, though this method will produce a linear trajectory. The damage produced by the technique is determined by the length of the blade used, with shorter blades producing lower ranked damage and the damage increasing with size; D-rank blades are as small as a dagger while S-rank blades can be up to 5 meters in length.

Note: A-rank blades can be produced four times per battle with a one turn cooldown

Note: S-rank blades can be produced three times per battle with a two turn cooldown

Note: No Executioner's Song techniques above A-rank can be used in the same turn



Feature - Travis
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: The user will release a blade from their foot or hand, depending on which limb is being used, and direct it into the ground. Using the sturdy nature of the blade, the user can effectively utilize it as a pole-vault, allowing them to launch themselves in a particular direction in order to close gaps between themselves and opponents or further the distance between them for escape. Once every other turn, the user can utilize this technique to avoid other techniques within reason.


Verse - Offset
Type:
Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will direct a low side-kick towards the opponent, releasing a single blade from their own foot that pierces into the target's, locking them into place. The user will then direct an elbow blow towards the target's face, releasing a narrow blade that slashes them across the eyes before being finished off with a horizontal chop to the stomach, slicing the opponent's abdomen with a final blow.

⚔ Declined: Sorry to have to do this, but CFS approval?
Additionally, I can see you're going for a "theme" with your CFSJ names there, but I believe a Japanese name is mandatory. ⚔

- Imperfect
Link to approval: https://animebase.me/threads/custom-fighting-style-submission.764489/page-2#post-21910474

Kōrasu - doreiku - (Chorus - Drake)
Type:
Offense|Defense|Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The user, upon directing a physical blow such as a punch or a kick, will release a blade from the seal adorned to the attacking limb, aimed to slash the opponent. These blades extend rapidly and suddenly, allowing for the user to produce stealthy attacks when in closed range. Alternatively, the user can release a blade like a projectile towards an opponent who may be at a distance, using the punch/kick to aim and direct the blade towards the desired target, though this method will produce a linear trajectory. The damage produced by the technique is determined by the length of the blade used, with shorter blades producing lower ranked damage and the damage increasing with size; D-rank blades are as small as a dagger while S-rank blades can be up to 5 meters in length.
Note: A-rank blades can be produced four times per battle with a one turn cooldown
Note: S-rank blades can be produced three times per battle with a two turn cooldown
Note: No Executioner's Song techniques above A-rank can be used in the same turn



Kinō - torabisu -( Feature - Travis)
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra:
30
Damage: N/A
Description: The user will release a blade from their foot or hand, depending on which limb is being used, and direct it into the ground. Using the sturdy nature of the blade, the user can effectively utilize it as a pole-vault, allowing them to launch themselves in a particular direction in order to close gaps between themselves and opponents or further the distance between them for escape (launching themselves up to Mid range). Once every other turn, the user can utilize this technique to avoid other techniques within reason. Can be used up to three times per battle.


Uta - ofusetto (Verse- Offset)
Type:
Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will direct a low side-kick towards the opponent, releasing a single blade from their own foot that pierces into the target's, locking them into place. The user will then direct an elbow blow towards the target's face, releasing a narrow blade that slashes them across the eyes before being finished off with a horizontal chop to the stomach, slicing the opponent's abdomen with a final blow.
Can be used three times per battle.

Approved with Edits Made - Daemon
 
Last edited by a moderator:

Delta

Banned
Legendary
Joined
Jul 4, 2012
Messages
12,187
Kin
1,422💸
Kumi
8,893💴
Trait Points
39⚔️
Link to Journey of the swordless

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

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

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


Approved with Edits Made - Daemon
 
Last edited by a moderator:

Lytes

Active member
Legendary
Joined
Nov 15, 2012
Messages
10,499
Kin
1,093💸
Kumi
2,845💴
Trait Points
0⚔️
CFS Approved Here
Resubmitting Approved Tech
Edits in BOLD
Mugen Yontōryū Sashimasu - Infinite Quad Wielding Stab

Rank: B
Type: Offense
Range: Short
Chakra cost: 20
Damage Points: 40
Description : The user uses chakra to amplify the user's speed of his strikes for a moment, causing the tip of the knife to hit the opponent multiple times in what appears to be 1 single attack. This is controlled by the user who slightly bend their arm, jerking their blade into their opponent, focusing on a specific spot of the body. The strikes are delivered in quick succession, appearing as one strike. Although, showing less force behind the strike than attended, the damage sustained is more severe, the user's striking hand moves 2.5 times his speed for the duration of the strike. The user can combo this stab by dodging an opponent's small attack (chidori, rasengan, small fireballs etc) and then striking them with the sudden burst of speed.

¬ Bi wielders and above can perform the jutsu with both hands stabbing two different spots while the highest rank can perform this jutsu from up to mid range using their chakra to manipulate the blade similarly to Infinite Quad wielding - Control and stabbing their target with the same speed they would have attained with their hands.
¬ Can be used once every 3 turns

Update Declined: Keep the original - Daemon




Mugen Yontōryū Baunsu - Infinite Quad Wielding Bounce
Rank: B
Type: Offensive/Supplementary/Defensive
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage Points: 40 ( +20 If used with a taijutsu/kenjutsu related jutsu )
Description: An all-round use of the Infinite Quad Wielding fighting style. It starts with the user infusing Karambits in his area of awareness with fuuton chakra causing them to spin at high speed should any non practitioner of the style be silly enough to touch the spinning knives they'd take 40 damage.

On activation, the knives arrange themselves behind the user however the user can instead choose to arrange them in any formation he wishes. The spinning knives can then be willed to release strong bursts of wind that can be used to propel the user or allies at high speeds (x2) from short to long range in an instant which the user can combine with Taijutsu/Kenjutsu related attacks for extra damage.

Alternatively the user can use the strong bursts of wind to defend against attacks (B rank Wind S/W) and to attack/disorient opponents by battering them with bursts (40 damage) or to sustain a brutish form of flight similarly to a vertical wind tunnel. Similarly to Infinite Quad Wielding Control, the user can passively arrange the knives into whichever formation he desires at any point. The burst of wind only affects objects 5 meters from the knives and releasing any form of wind burst costs 20 chakra (besides flight)

When the burst of wind is used for movement, the user can decide to "latch" the knives onto himself/others with chakra so that they move with the user/allies.

- The infused Karambits lasts for 3 turns with a 2 turn cooldown and can be used a total of 3 times per battle
- Activation of this technique counts as a move while subsequently turns don't.
- When the burst of wind is used to propel the user or an ally (or both if they're within short range of each other) it counts as a move. Same for when used to batter an opponent (or opponents if they're within short range of each other). However when either form is used on activation, it doesn't count as a move and both happen in the same timframe.
- Flight is passive and doesn't cost a move.
- Naturally, practitioners of the style can catch the spinning blades should the need arise.

Approved - Daemon
 
Last edited by a moderator:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
CFS Approved - x

(Antiphates no shīrudo) Reincarnation Fist: Antiphates
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After activating a seal on their body the user will release a golden serpent that will swiftly wrap its body around the users. By doing so the user’s movement will not be hindered in any way. Once summoned Antiphates will be programmed with the function “Drain”. This puppet will emit up to five meters around them a golden barrier that will have a special sealing function. Upon techniques coming within range of the user, the barrier will instantly seal them away. This technique is capable of sealing techniques as long as they don't exceed A-rank in chakra. If desired the user can use this technique in another fashion. Instead of sealing the entire Jutsu, it will be possible for the user to program the “Drain” function so that it drains any opposing techniques chakra reducing them by 30 damage points like the rank of this technique and this will happen whenever they enter the barrier’s range. However, the user is unable to use this version at the same time as one of their own ninjutsu techniques but could do so with a creation, clone, or ally.

Note: Can only be used three times with a turn cooldown
Note: Antiphates will be resealed after its one turn is over.

Declined: Okay so you want this to seal techniques up to 30 chakra or remove 30 damage from incoming techniques negating some damage boosts. ...okay so why are the restrictions so light? Also "However, the user is unable to use this version at the same time as one of their own ninjutsu techniques but could do so with a creation, clone, or ally." wouldn't you also not be able to use the first variation at the same time as one of your ninjutsu because this technique doesn't work in the same timeframe as another technique? or am i missing something here? - Daemon
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
https://animebase.me/threads/custom-fighting-style-submission.764489/page-3#post-21953197

Watashi no Kugutsu | Be my puppet
Type:
Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Mid
Chakra: 20-40
Damage: 40-80
Description:
An effective technique that combines taijutsu with Medical Technique: Chakra Threads. The user will perform a series of attacks while sending chakra threads around their opponents limbs or body parts, while will in turn pull them towards the users attack. The advantage of this technique is that the threads themselves are woven into the opponents muscles body systems and their chakra network via tenketsu. This allows the user to strike an opponent without any of the opponents chakra getting in the way whether to reinforce defence or to attack as the chakra connection would be severed preventing chakra being released from the tenketsu.
Notes:
-A rank can only be performed 4 times with S rank being performed 3 times
-B rank can be performed at the same time as any other taijutsu move, with no extra damage benefit.

Declined: Why is this multirank? I don't mind you being able to use this in the same time frame as another taijutsu attack but for this you need to increase its restrictions and have some detriment after its usage like "No fistweaving techniques the following turn" or something of that nature. - Daemon
 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
CFS Approval

(Tsukareta Ken No Hantei: Akugyaku; HoshokuRaito Hando - Ivuiru Ītā) - Jaded Fist of Judgment: Evil Eater; Right Arm - Wickedness Predation
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20 (5)
Damage: N/A
Description: Considered one of the passing of a ritual techniques, Akugyaku; HoshokuRaito Hando - Ivuiru Ītā, commonly known as Shadow Boxing, is a skill that users of the style utilise when combating opponents of unique fighting styles or principles. After establishing a connection with a targets shadow, the user would, to a certain extent, reverse the principles of the nara and style and have themselves imitate the movements of the opponents. This enables user's to mimic and mirror the movements and attacks of targets, allowing JFJ user's to be able to seemingly match anyone in combat. Naturally, the user would be able to perfectly mimic the movements of the opponent, matching them in all aspects with the exception of damage. In cases where the opponents technique/attack is chakra-less, the user would be capable of perfectly replicating it, even damage wise. However, in cases where chakra usage is an active component for the technique, such as with KTai, the user's imitation would carry a rank less in damage. What makes this technique dangerous, is the user asserting control for a moment over the opponent's shadow to foil the target's own attack by moving their 'limbs' (up to 3 out of 6 'limbs'; legs, arms, head, spine/stomach/chest), without affecting the end result of the mimicked attack on the user's end. Conversely, the user's Shadow Boxing can be aligned defensively, enabling the user to dodge attacks instead of mimicking them, having the opponent's own movements being used as a guideway to automatically dodge the opponent, without the user's own input. Defensively the user's own 'manipulated' limbs would be up to 3/6 in regards to which are affected, limiting the extent of the dodge. Shadow combat can be maintained over multiple turns, enabling the user to utilise the function of Shadow Boxing if the user's own and the opponents shadow overlap. Can be maintained for up to four turns, 3x per battle, with those who specialise in the JfJ and Nara arts (sourceless) being capable of having their shadow perform the Shadow Boxing on it's own after it's initial activation. Despite this literal Shadow Boxing aspect for specialists, the technique still counts as a move, albeit one that can be performed in the same t/f of other techniques.

Declined: A couple things with this, this seems like two techniques meshed into one. You manipulated the opponents movements through their shadow which allows you to mimic the opponent's movements for attacks but without mimicing the damage. Then you can also apply this defensively manipulated the user's shadow to move in a way that allows you to dodge an opponent's technique. Both of those are very different applications of the technique I don't think it can be housed under one technique. But there is something else here. Isn't this just a work around for what you can pretty much already do with Nara? Can't you attach your shadow to an opponent and stop their movement and attacks anyway? Seems like a long reach around for something you can already do. Or seems like a way for you to move at speeds your opponent can to dodge incoming techniques basically mimicking their speed (which most likely won't be allowed). - Daemon
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 06/14/2020 - 06/22/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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.
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
CFS Approval

(Tsukareta Ken No Hantei: Akugyaku; HoshokuRaito Hando - Ivuiru Ītā) - Jaded Fist of Judgment: Evil Eater; Right Arm - Wickedness Predation
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20 (5)
Damage: N/A
Description: Considered one of the passing of a ritual techniques, Akugyaku; HoshokuRaito Hando - Ivuiru Ītā, commonly known as Shadow Boxing, is a skill that users of the style utilise when combating opponents of unique fighting styles or principles. After establishing a connection with a targets shadow, the user would, to a certain extent, reverse the principles of the nara and style and have themselves imitate the movements of the opponents. This enables user's to mimic and mirror the movements and attacks of targets, allowing JFJ user's to be able to seemingly match anyone in combat. Naturally, the user would be able to perfectly mimic the movements of the opponent, matching them in all aspects with the exception of damage. In cases where the opponents technique/attack is chakra-less, the user would be capable of perfectly replicating it, even damage wise. However, in cases where chakra usage is an active component for the technique, such as with KTai, the user's imitation would carry a rank less in damage. What makes this technique dangerous, is the user asserting control for a moment over the opponent's shadow to foil the target's own attack by moving their 'limbs' (up to 3 out of 6 'limbs'; legs, arms, head, spine/stomach/chest), without affecting the end result of the mimicked attack on the user's end. Conversely, the user's Shadow Boxing can be aligned defensively, enabling the user to dodge attacks instead of mimicking them, having the opponent's own movements being used as a guideway to automatically dodge the opponent, without the user's own input. Defensively the user's own 'manipulated' limbs would be up to 3/6 in regards to which are affected, limiting the extent of the dodge. Shadow combat can be maintained over multiple turns, enabling the user to utilise the function of Shadow Boxing if the user's own and the opponents shadow overlap. Can be maintained for up to four turns, 3x per battle, with those who specialise in the JfJ and Nara arts (sourceless) being capable of having their shadow perform the Shadow Boxing on it's own after it's initial activation. Despite this literal Shadow Boxing aspect for specialists, the technique still counts as a move, albeit one that can be performed in the same t/f of other techniques.

Declined: A couple things with this, this seems like two techniques meshed into one. You manipulated the opponents movements through their shadow which allows you to mimic the opponent's movements for attacks but without mimicing the damage. Then you can also apply this defensively manipulated the user's shadow to move in a way that allows you to dodge an opponent's technique. Both of those are very different applications of the technique I don't think it can be housed under one technique. But there is something else here. Isn't this just a work around for what you can pretty much already do with Nara? Can't you attach your shadow to an opponent and stop their movement and attacks anyway? Seems like a long reach around for something you can already do. Or seems like a way for you to move at speeds your opponent can to dodge incoming techniques basically mimicking their speed (which most likely won't be allowed). - Daemon
CFS Approval

On your note, naw, yall didn't let me have that through normal cj beyond making people take a knee z.z

(Tsukareta Ken No Hantei: Akugyaku; HoshokuRaito Hando - Ivuiru Ītā) - Jaded Fist of Judgment: Evil Eater; Right Arm - Wickedness Predation
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: Considered one of the passing of a ritual techniques, Akugyaku; HoshokuRaito Hando - Ivuiru Ītā, commonly known as Shadow Boxing, is a skill that users of the style utilise when combating opponents of unique fighting styles or principles. After establishing a connection with a targets shadow, the user would, to a certain extent, reverse the principles of the Nara and JFJ style and have themselves imitate the movements of the opponents, lowering their speeds to that of their base instead of paralysing them. This enables user's to mimic and mirror the movements and attacks of targets, allowing JFJ user's to be able to seemingly match anyone in combat, within logic. Naturally, the user would be able to perfectly mimic the movements of the opponent, matching them in all aspects with the exception of damage. In cases where the opponents technique/attack is chakra-less, the user would be capable of perfectly replicating it, doing damage equivalent to the rank of technique. However, in cases where chakra usage is an active component for the technique, such as with KTai, the user's imitation would carry a rank less in damage. This however only copies movements but not chakra manipulation, for example if an opponent was to send out a blast of chakra, the user will only be able to mimic the movements but not the blast itself. What makes this technique dangerous, is the user asserting control for a moment over the opponent's shadow to foil the target's own attack by moving their 'limbs' (up to 3 out of 6 'limbs'; legs, arms, head, spine/stomach/chest), without affecting the end result of the mimicked attack on the user's end. Shadow boxing can be maintained over multiple turns, enabling the user to utilise the function of Shadow Boxing if the user's own and the opponents shadow overlap. Can be maintained for up to three turns, 3x per battle with a two turn cool down. This technique still counts as a move, albeit one that can be performed in the same t/f of other techniques.

Approved with edits made. Just a heads up nothing about sourceless Nara techniques nor specializing in JFJ(which has no benefits from specializing in it btw) would give your shadows the ability to do shadow boxing/nara techniques on its own. Sourceless Nara as quoted by LoK "Nara would only let you use shadows without having to have a shadow around, basically making the shadow". So I removed that part of the tech - Daemon
 
Last edited by a moderator:

BlacKing

Active member
Legendary
Joined
Aug 18, 2010
Messages
17,255
Kin
284💸
Kumi
1,737💴
Trait Points
0⚔️
Awards
CFS Approval HERE

(Hojojutsu: Soke) - Hidden Rope Art: Grandmaster
Type: Supplementary
Rank: S
Range: N/A
Chakra: 30 (additional 10 Chakra for every Bukijutsu/Kenjutsu technique used that requires chakra)
Damage: N/A
Description: The user, after having been deemed a Grandmaster of the Hojojutsu/Nawajutsu fighting style, will notice a significant increase in their fighting capabilities with ropes/chords/chains/threads. This technique transforms any technique that the user performs that requires weaponry (Bukijutsu, Kenjutsu) that they use with their chains/ropes/chords/threads into Hojojutsu techniques as long as they are used as a medium.
Note: This technique is Passive and does not count as a move in the turn.
Note: Cannot use any techniques above S Ranked during the first turn of battle.

Declined: This technique is entirely too vague to be allowed. Also I won't allow you to transform entire archetypes of techniques into Hojojutsu techniques this basically allows you to apply Rope Art boosts to techniques that shouldn't have them or allow you to apply effects that normally aren't allowed. Do not Resubmit. - Daemon
 
Last edited by a moderator:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
CFS Approved - x

(Antiphates no shīrudo) Reincarnation Fist: Antiphates
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After activating a seal on their body the user will release a golden serpent that will swiftly wrap its body around the users. By doing so the user’s movement will not be hindered in any way. Once summoned Antiphates will be programmed with the function “Drain”. This puppet will emit up to five meters around them a golden barrier that will have a special sealing function. Upon techniques coming within range of the user, the barrier will instantly seal them away. This technique is capable of sealing techniques as long as they don't exceed A-rank in chakra. If desired the user can use this technique in another fashion. Instead of sealing the entire Jutsu, it will be possible for the user to program the “Drain” function so that it drains any opposing techniques chakra reducing them by 30 damage points like the rank of this technique and this will happen whenever they enter the barrier’s range. However, the user is unable to use this version at the same time as one of their own ninjutsu techniques but could do so with a creation, clone, or ally.

Note: Can only be used three times with a turn cooldown
Note: Antiphates will be resealed after its one turn is over.

Declined: Okay so you want this to seal techniques up to 30 chakra or remove 30 damage from incoming techniques negating some damage boosts. ...okay so why are the restrictions so light? Also "However, the user is unable to use this version at the same time as one of their own ninjutsu techniques but could do so with a creation, clone, or ally." wouldn't you also not be able to use the first variation at the same time as one of your ninjutsu because this technique doesn't work in the same timeframe as another technique? or am i missing something here? - Daemon
(Antiphates no shīrudo) Reincarnation Fist: Antiphates
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After activating a seal on their body the user will release a golden serpent that will swiftly wrap its body around the users. By doing so the user’s movement will not be hindered in any way. Once summoned Antiphates will be programmed with the function “Drain”. This puppet will emit up to five meters around them a golden barrier that will have a special sealing function. Upon techniques coming within range of the user, the barrier will instantly seal them away. This technique is capable of sealing techniques as long as they don't exceed A-rank in chakra. If desired the user can use this technique in another fashion. Instead of sealing the entire Jutsu, it will be possible for the user to program the “Drain” function so that it drains any opposing techniques chakra reducing them by 30 damage points like the rank of this technique and this will happen whenever they enter the barrier’s range.

Note: Can only be used three times with a turn cooldown
Note: Antiphates will be resealed after its one turn is over.
Note: No Reincarnation Fist above A-rank next turn.

Approved with Edits made- 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
Completely reworked so didn't bold.

(Ikari no kamigami) Reincarnation Fist: Keres
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will release chakra into a seal on their body and cause Keres to be summoned on their shoulder. Keres takes the form of a winged angel who sits perched on one of the user’s shoulders similar to a guardian angel. Keres is imbued with Fuinjutsu properties and have the command known as purify in it. Keres uses this ability immediately upon being summoned because once on the field it will release a transparent barrier along its area of the user. To sensors, this barrier will look like a shroud of chakra. The point of this barrier is to cleanse anything on/within the user and cleanse the body of negative spiritual effects. The command “Purify” works by absorbing harmful chakra out of the user who has summoned Keres. The purpose of doing this will cause spiritual based impurities and energies to be taken out of the user’s body. However, once the energy is sent into Keres 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 spiritual 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. Keres has the defensive properties of a free-from puppet. Works on spiritual techniques up to S-rank.

Note: Can only be used twice with a two turn cool down

Declined: Per Request of user. - Daemon


CFS Approved - x
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
New Cycle: 07/03/2020 - 07/10/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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.
 

Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
19,728
Kin
6,838💸
Kumi
26,618💴
Trait Points
28⚔️



(Purototaipu: Ōrufāzā No Ken) Prototype: Fist of the Allfather
Type:
Offensive/Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: N/A
Description: The user channels chakra to their one or both hands, producing a demonic-looking fist of steel several times larger than normal. Almost similar in size to the partial muti-size transformation of the Akimichi clan, these fists are capable of dealing destructive blunt force damage to either the opponent or the environment.

Smackdown - Varying in strength (A - S), this aspect of Fist of the Allfather is purely offensive in nature and is capable of smashing through most defenses. The user makes use of his enlarged steel fist to strike in the form of punch or uppercut, sending the enemy flying back into the air. Alternatively, the user can slam fist downward to pummel a target or strike the ground directly, which creates a shockwave that travels through the earth and shatters it up to mid-range around them. This causes running enemies to trip, those standing still to lose their footing, and can shatter earth-based techniques.

Hammertoss - Focusing primarily on attacking aerial targets this aspect of Fist of the Allfather (B-rank) has the user rotate their body before tossing their enlarged fist in a given direction, using the weight of the steel to pull their body wherever they wish to go. Capable of traveling a maximum of ten meters, this application allows the user to maneuver over obstacles or out of the path or incoming attacks.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.
- When overwhelmed by an attack, by the user’s will or having reached its duration limit, the fist(s) will shatter and fall away from the user’s body.
- When this technique is in use, the user is unable to perform handseals.
- The fist(s) can last for two turns upon creation.

Approved - Daemon

(Purototaipu: Sekai Hebi No Hōyō) Prototype: Embrace of the World Serpent
Type:
Offensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The user channels chakra to either one or both arms as they thrush them forwards, releasing their steel chakra in the form of four demon-like tendrils of steel wound together that can reach up to fifteen meters. These tendrils are released with enough destructive force to easily pierce through most solids, and once impaled the user will be able to lift, tear apart, and even throw their target. The user can also manipulate the tendrils to separate into four individual parts in order to bind a target, though they will retain the collective power of their rank. In the event that a target is bound, the user can have the part binding them remain, while the rest of the steel while shatter and fall to the ground.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.

Declined: Why is this multiranked? - Daemon

(Purototaipu: Kagayaku Shīrudo Svalin) Prototype: Shining Shield of Svalinn
Type:
Defensive/Offensive
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: 40 - 80
Description: One of the only primarily defensive techniques of the Prototype fighting style, the user channels steel chakra to one or both arms to produce a demonic-looking spiked shield that can be used to block or deflect incoming attacks of varying strength. Mounted on the forearm, the shield(s) can be of various sizes, from just small enough to block a punch or projectile, to large enough to cover the entire body. Due to the spikes on the outer portion of the shield(s), it can be used to attack in the form of a shield bash, dealing damage in accordance with it’s rank to those it makes physical contact with. When overwhelmed by an attack, by the user’s will, or having reached its duration limit, the shield(s) will shatter and fall away from the user’s body.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.
- These shield(s) can last for two turns upon creation.

Approved - Daemon
 
Last edited by a moderator:

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards
Approved CFS [x]

(Gūruspain : Tsumayōji) - Ghoulspine: Toothpick
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 60(-10/turn)
Damage: 120
Description: Toothpick is one of many of the Ghoulspine techniques. Alucards starts off by weaving two handseals as he unleashes Ghoulspine from the pours of his body. This will then swirl around him and form a black skeletal plasma that is rendered neutral to all elemental interactions, very similar to that of a tentacle. Ultimately, the technique will then form into that of a large needle with its head able to pierce through and act as one giant razor sharp tooth. The base of the technique is close-range from Alucard which expels his own skeleton to manifest the technique. Toothpick can become completely intangible for up to one turn it is used, or it can also become partially intangible in different patterns as the user seems befitting. A full intangible state can only be done once the technique is active. A partial intangibility can be done twice and can only cover up to half of its total size per use. Getting struck by the toothpick technique once, either by a stab or just simply touch the body of it, will cause a mild but effective genjutsu to pierce through the users mind and they will start to see the technique flicker and appear in places it isn't at. This could mean that a target starts having imaginative jump-scares as they are attacked by 10 of the, well tentacles, at the same time only there's only one stationary at a time. It can only deal damage if the technique is not intangible, likewise it cannot conduct genjutsu either as the solid and visible mass is what conducts the genjutsu.

Note: Requires Ghoulspine.
Note: Can only be used 4 times per battle, with a two-turn cooldown.
Note: Can only be on the field for a max of 4 turns for each use.
Note: Full intangibility can be used once per usage of the technique, while partial can twice.

Declined: Chakra and Damage values are off its 50/100 for A ranks. Secondly, as its approved the techniques within this CFS are completely intangible to begin with so idk about the partial intangibility part. As stated in your CFS, the creations are intangible then when they attack/pass through the opponent, it places them under a genjutsu and does mental damage. Please fix this technique to reflect that. - Daemon

(Gūruspain : Doku) - Ghoulspine: Venom

Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(-15/turn)
Damage: 140
Description: Alucard starts off by performing three seals. He will then release his skeletal black plasma out from his pours and from it, will spawn a large mass of black spikes, similar in design of the iron sand of the third kazekage. These spikes are all in combination twice the size of Alucard, if you would clump them all together, and can be freely manipulated by him using hand gestures. Through a mental command he can puppeteer a cluster of the spikes to become intangible and essentially warp through any solid material that is used as a defense, only to become tangible again. However, this technique can only become intangible in unison, making all shards intangible at once and it only lasts a second, meaning Alucard has to use perfect timing in order for the technique to bypass physical objects. Upon hit, these shards will induct the opponent with a powerful genjutsu that will make them experience a delusional poisoning. Where the shard(s) hit their body they will see that part starting to rapidly decay and causing extreme burning sensation coursing through their entire body. In reality that doesn't happen, although it will deal 100 ticks in mental damage, it deals no physical damage at all. The gesture Alucard has to perform to make the technique intangible is a blink with his eyes.

Note: Requires Ghoulspine.
Note: Can only be used 2 times per battle, with a two-turn cooldown.
Note: Can only be on the field for a max of 2 turns for each use.
Note: No Ghoulspine/Yin technique for two turns after use.
Note: Full intangibility can be used once per usage of the technique, while partial can twice.

Declined: Same problem with the last technique for the intangibility part. Secondly, you say this technique does 100 mental damage but have the damage of the technique at 140. Fix this discrepancy please. - Daemon

(Gūruspain : Hakahori) - Ghoulspine: Gravedigger

Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: N/A
Description: Alucard weaves four signs, stomps his right foot on the ground and channels his Ghoulspine from the pours of his leg to create a network black arms. These arms can stretch up to long-range in any direction the user want. The main goal with the technique is for one of the arms to attach a target. This is done by force the arms up from the ground and grab the target(s) to induct an extremely potent genjutsu that borrows aspects from both hands of sloth but also Kuninotokotachi in terms of potent. The genjutsu itself is will put a target in a frozen state where they cannot move an inch. At the same time, the hands are pulling the target into the ground, a sensation that, to the target, will make them experience a total disintigration as they are pulled into the ground underneath them. In reality however, they are frozen in place and put under the ground where they will eventually suffocate and die. The technique will also not just freeze an opponents movements but it will also, much like hands of sloth, create a potent dizziness to the mind whilst also, after two turns, put the target to sleep. Kuninotokotachi's ability to mask holes in the potential risk of a targets ability to realize they are in an illusion are present within Gravedigger and thus forces an opponent any thoughts of why they are all the sudden paralyzed on the spot after having been in contact with the hands. After effect, the only way to save oneself from the effects of the technique after falling asleep is if Alucards ends the technique or an external force infuses the target with atleast 70 cp of Yang.

Note: Requires Ghoulspine.
Note: Can only be used once times per battle
Note: No Ghoulspine/Yin technique for two turns after use.

Declined: This technique itself is poorly written especially the bolded part. Also note that not only Yang can stop this but other surges of Yin, Yin-Yang or Natural Energy. When rewriting this technique, try to get someone you trust to proof read it so that its consistent and makes sense. It'll make it easier on you - Daemon
 
Last edited by a moderator:

Goddess

Active member
Elite
Joined
Jul 2, 2009
Messages
5,513
Kin
182💸
Kumi
132💴
Trait Points
0⚔️
CFS: https://animebase.me/threads/custom-fighting-style-submission.764489/page-5#post-22021892

(Ekibyō: Azatosu) - Pestilence: Azathoth
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: By manipulating their Jewel Wasps to secrete Senninka Fluid and undergo rapid metamorphosis, they achieve a form known as Azathoth. The user influnces this change by commanding his insects to take on a transformation similar to their own Complete Sage Transformation. The release of senninka fluid within their bodies causes rapid growth and generation of chitin, flesh and various insects parts. As a result, the individual size of a single Jewel Wasp essentially triples making for larger swarms. Among these transformations, these Jewel wasps begin to sprout tentacle like appendages from their body was well as multiple pincers on various sections of their body, acting as additional mouths. In this form, the Jewel Wasps begin to be gluttonous in nature absorbing more natural energy from the environment to compensate for their size. This gluttonous behavior not only extends to their ability to passively absorb natural energy but also to the chakra of their opponents. In this Azathoth form, insects have properties akin to the Cellular Absorption Regeneration technique. Using their extra pincers/mouths, the Jewel Wasps are able to eat chakra from an exceptional rate allowing them and their offspring to absorb 60 chakra from the opponent per turn of contact, which can be returned to the user to replenish their own chakra reserves. The chakra absorption from Azathoth is so fierce that these insects can absorb chakra directly from techniques, however only up to 30 chakra. Azathoth lasts for 4 turns and can be used three times per battle with a two turn cooldown in between usages. Due to Pestilence being focused on transform on insects outside of the user's body, Azathoth can be applied to another Aburame Technique within the same timeframe as its usage or it can be used to transform a swarm of Jewel Wasps that are already present outside of their body in this case, not in the same timeframe.

Declined. How does the absorption from techniques work exactly? Is this basically a debuff to the chakra in the technique? What happens if it exceeds 30 chakra?

(Ekibyō: Soto no kamigami no tensei) - Pestilence: Transmigration of the Outer Gods
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Transmigration of the Outer Gods is a Pestilence Technique centered around one of the core capabilties of the fighting style which is the rapid change and metamorphosis of insects through the use of their Sage Transformation(Senninka) fluids within their body. Transmigration of the Outer Gods essentially allows the user to command the Jewel Wasps to re-secrete Senninka fluids within the insect's body allowing them to undergo a second metamorphosis. However, this ends the current form they have currently taken essentially allowing the Jewel Wasps to quickly switch between transformations allowing for mix-ups. Transmigration ends the current Pestilence transformation and near instantly replaces it with another, causing the insects to replace their extra appendages/unique aspects with that of a new transformations. However, this is not without drawbacks. Ending transformations early still have their restrictive effects in place i.e. if you can't use that transformation for three turns after it ends that restriction still applies if you end it early. Also, this does not allow the user to switch into transformations that are currently out of usages or are one cooldown. Transmigration of the Outer Gods is passive in activation itself however requires the user to post the respective transformation they want their insects to go into. Transmigration of the Outer Gods can be used a maximum of four times per battle with a one turn cooldown in between usages.

Approved

(Ekibyō: Wasurerarenai jōhō-gen) - Pestilence: The Unbegotten Source
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The Unbegotten Source (TUS) is a Pestilence technique derived from "Insect Technique: Splicing" where the user sends a chakra signal to an active swarm to split apart while maintaining an active structure. TUS pushes this concept to its extreme in conjunction with the capabilities of Jewel Wasp and Pestilence. By sending a chakra signal to his/her active swarm the user is able to divide the swarm into two halves able to command both halves of the swarm to carry out distinctly different functions. Using this fundamental concept, this allows the user to use two pestilence transformations within the same swarm, commanding one half to take on one form while the other half takes on another. This essentially this allows you to perform two transformations within the same timeframe through the passive activation of this technique. Though passively activated, the subsequent transformations chosen still take up a respective move in that turn, (two transformations result in two moves in that turn although they occur in the same timeframe). The Unbegotten Source can only be used three times per battle with a three turn cooldown in between usages

Approved

(Ekibyō: Shub-Niggurath ) - Pestilence: Shub-Niggurath
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: By manipulating their Jewel Wasps to secrete Senninka Fluid and undergo rapid metamorphosis, they achieve a form known as Shub-Niggurath. The user influences this change by commanding his insects to take on a transformation similar to their own Complete Sage Transformation. The release of senninka fluid within their bodies causes rapid growth and generation of chitin, flesh, musculature and various insects parts. As a result, these insects are the largest of the Pestilence Transformations , being roughly the size/length of full-grown human hand. In addition to this, each Jewel Wasp has enlarged pincers capable of gnawing and slicing through solid materials such as metal and rock or enough bite/crush force to sever body parts. Shub-Niggurath differs from other Pestilence transformations as it focuses on the raw and brute strength each insect is capable of. This translates to a +25 increase in power to Aburame based techniques. However, this is not without drawback. While transformed into their Shub-Niggurath form, the user would unable to use techniques that would otherwise require precise chakra control such as Genjutsu, Fuuinjutsu or similar complex fields/techniques , specifically locking them to Sage Transformation, Aburame, and Pestilence techniques, as well as Taijutsu, Kenjutsu. Shub-Niggurath lasts for 4 turns and can be used two times per battle with a three turn cooldown in between usages. After the time limit on this technique ends, the user cannot use any Pestilence techniques in the same and the following turn due to the potential strain on their insects. Due to Pestilence being focused on transform on insects outside of the user's body, can be applied to another Aburame Technique within the same timeframe as its usage or it can be used to transform a swarm of Jewel Wasps that are already present outside of their body in this case, not in the same timeframe.

Approved. Made a slight edit.
 
Last edited by a moderator:

Gutsy

Active member
Legendary
Joined
Nov 29, 2011
Messages
12,796
Kin
999💸
Kumi
7,554💴
Trait Points
0⚔️
CFS: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-10#post-21837574

[Moningusuta no Ikari] - Wrath of the Morning Star
Rank: A-S
Type: Attack/Defense
Range: Short-Long
Chakra cost: 30-40 (-10 per turn to sustain)
Damage points: 60-80 (+20)
Description: One of the simpler jutsu in the Death Wind fighting style. The user will release their chakra into their Kusarigama or the chain that links them together, choosing one of the basic 5 elements. Each element will apply a logical effect. The A rank version will coat the weapon while the S rank will release a blast outward on contact reaching 10m in the chosen direction.

If used with another Death Wind technique, it will increase the damage by +20 damage, though this only works on none elemental attacks. It occurs in the same timeframe if utilized together with another Death Wind technique.

Note: Only one element can be used at a time.
Note: A rank can be used once per turn, lasting up to 2 turns, and can be used 4 times per match.
Note: S rank can be used once ever two turns, 2 times per match. After using the S rank version, the user can't use any Death Wind techniques in the following turn.

Approved - Daemon

[Imawashiki Shometsu] - Abomination Annihilation

Rank: A-S
Type: Attack
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: A technique that utilizes two Kusarigama at once or only one, depending on the user's choice. The user will swing one or two Kusarigama upwards into the sky above, while infusing it with a substantial amount of fire chakra, where it is then swung down on top of a target releasing all the built up fire chakra and momentum, causing a massive blast [A-rank for one Kusarigama, S-rank if using two Kusarigama]. The blast from either use, is enough to create a blast that reaches short-range from its impact area, and obliterates the ground below its struck area.
You must be registered for see images
Note:
- Can be used three times per fight
- Cannot use Deathwind techniques the following turn, if using the S-rank version

Approved - Daemon
 
Last edited by a moderator:

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards
Theurgy of the Four Emperors

(Shūkyō Yonkō: Sainō Shūkyō Gētea) – Four Emperors: Ars Theurgia Goetia
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ars Theurgia Goetia is the ultimate expression of Monomoiria; by imposing its personality into either the user’s chakra, or its own, the Inner Spirit creates a spiritual parasitic entity. Ars Theurgia Goetia is a technique passively applied to all Four Emperors techniques that reference it; outside of the style, Ars Theurgia Goetia can be applied by the user’s Creation through a separate infusion technique, the Wandering Princes; it can also be layered alongside other spiritual parasites. The effects of the Ars Theurgia Goetia spirit varies depending on the specific Four Emperors Monomoiria technique used. At a baseline level, the spiritual parasite works to destabilize the victim’s physical and spiritual energies. As a result, the victim becomes unable to discern Genjutsu above A-Rank, with their ability to perceive the natural world and reality around them severely impeded. Likewise, the Spirit’s imposed personality will work to make suggestions to its victim, as if they were naturally generated ideas by the victim themselves. While these suggestions cannot be direct impediments to the victim’s ability to counter certain techniques, in the sense of “forget to counter x element or y technique,” it can make suggestions such as “do not run in this direction,” or “faultily heal and injury.” Overtime the parasitic spirit will overpower the host personality; after two full turns of the parasite failing to be dispelled by the victim, the target will effectively fall under the user’s control as their spirit is overwritten by the spiritual parasite. This technique is to be posted as a reference to Four Emperors techniques that employ the spiritual parasite outlined within the technique. To dispel or block the spiritual tethering, a higher chakra surge of Yin, Yang, Yin-Yang, or Natural Energy as the technique that applied it is required.

Declined: Most of this is fine, but it needs to be ironed out a bit especially how long it takes for the parasite to take over. To avoid any wild overpowered interactions and combinations, make this an equal and/or higher chakra surge of the mentioned ways to avoid this technique. For the genjutsu discernment ability, how does that interact with things like Rinnegan able to see through visual genjutsu or Sharingan able to see through and reverse genjutsu in general. Does this apply to normal genjutsu only or does it include Yin Genjutsu etc etc. - Daemon

(Shūkyō Yonkō: Samayō Zōkyō) – Four Emperors: Wandering Princes
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+50 chakra to applied technique)
Damage: N/A
Description: The Wandering Princes is the Inner Spirit’s ability to passively infuse its personality as a spiritual parasite into the user’s techniques outside of the Four Emperors fighting style. Occurring within the same timeframe the Inner Spirit independently seals a portion of its personality into either its chakra or the user’s as a spiritual parasite. The Wandering Princes does nothing to augment Ars Theurgia Goetia, its baseline effects remain the same. It only serves to attach Ars Theurgia Goetia to a technique outside of the Four Emperors fighting style. This infusion can be done alongside other spiritual parasitic techniques, layering them seamlessly. To dispel the Ars Theurgia Goetia a higher chakra surge of Yin, Yang, Yin-Yang, or Natural Energy as the technique that applied it must be used. Wandering Princes can be used four times per battle, with one turn in between applications.

(Shūkyō Yonkō: Amenadieru no Nishi) – Four Emperors: Armenadiel of the West
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 50 – 70
Damage: 100 – 140
Description: The most basic application of Monomoiria and the familiar’s first means of influencing the world outside of its vessel. Through Synchronization the familiar, by either using the user’s or its own chakra, can independently form up to four individual appendages formed through either Yin or Yang Release from the user’s body. The arms, in both creation and in control, are manipulated by the Inner Spirit and allow the user to act independently. Both Yin and Yang application carries with it the Inner Spirit’s Ars Theurgia Goetia. Applications A-Rank and higher can be used in total five times per battle, with S-Rank applications only usable twice. once these applications are used the user cannot use Four Emperors techniques for a single or two turns respectively.

Yin Release; when formed with either the user’s or its own chakra through Yin Release, the Inner Spirit can manifest appendages as spiritual projections. As constructs of Yin Release the spiritual projections can shift their tangibility at the cost of a move, though remain visible no matter what state they are in. Regardless of state they retain a black chakra appearance, similar to the Truth-Seeking Orbs. While tangible the constructs can inflict neutral physical damage. While in their intangible state the constructs will pass through all obstacles, energy or solid, and anything it passes through will have Ars Theurgia Goetia imposed upon it.

Yang Release; when formed with either the user’s or its own chakra through Yang Release, the Inner Spirit can manifest physical anatomy equivalent to its appearance from the user’s body. Unlike the Yin application, these constructs are actual physical, flesh and blood anatomy that take on the appearance of the user’s Creation. These constructs can be used as physical extensions of the user’s body, able to use hand seals and act as release points for the user’s techniques, or their Creation’s.

(Shūkyō Yonkō: Demorieru no Kita) – Four Emperors: Demoriel of the North
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 50 – 70 (-10 per turn)
Damage: 100 – 140
Description: This technique allows the user’s Inner Spirit to access abilities similar to that of the Bijuudama, forming blasts of chakra that influence the world outside their vessel. Unlike Bijuudama, which can only apply a single basic shape, Demoriel of the North allows the Inner Spirit to apply shape manipulation freely to the chakra used. When formed through either Yin or Yang Release, the chakra takes on either a black or white appearance respectively, each with their own unique properties. In the case of the Yin natured Demoriel, Ars Theurgia Goetia is applied. In the case of Yang natured Demoriel, the produced energy will radiate progressively worsening physically debilitating chakra, afflicting all those within short-range of it barring the user. In the initial turn of exposure, the target’s speed will be reduced by 25% of its current level, increasing by 25% per turn thereafter. Alternatively, the Yin or Yang natured Demoriel can be combined with nature transformation; when this is used, only elements that the user’s Inner Spirit knows can be applied. The chakra produced through this technique is formed within short-range of the user, but has long-range reach. The Inner Spirit can sustain this technique at a cost of 10 chakra per turn, should it be applied. Applications above A-Rank and higher can be used in total six times per battle, with S-Rank only usable three times; once these applications are used the user cannot use Four Emperors techniques for a single or two turns respectively.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
New Cycle: 07/20/2020 - 07/27/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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.
 
Last edited by a moderator:
Status
Not open for further replies.
Top