[CFS] Eight Deva Paths - Duel Monsters

-Broly-

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Its primarily based on Konoha Ryujin. The user uses their movements to generate and shape wind currents that are unfortunately weak to fire and other things wind is weak to. These wind currents shape themselves into a number of animals, allowing the user to use their physical strength to attack at ranges
 
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Daemon

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Its primarily based on Konoha Ryujin. The user uses their movements to generate and shape wind currents that are unfortunately weak to fire and other things wind is weak to. These wind currents shape themselves into a number of animals, allowing the user to use their physical strength to attack at ranges
Aight we got 2 techs to the style so far.

(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.
Can be used four times per battle
Can only be taught by Daemon


2. (Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.
Can be used three times per battle

Any questions?
 

-Broly-

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Duel Monsters (Dyueru Monsutāzu)
Type: FuuinBukijutsu
Background: There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.
Description on the Abilities and Inner Workings of the Style: This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below

There are 3 different variations of the seals that are placed on these cards, each going by a different name.


Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic

Example of a barrier
Spoiler

Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part

Example of a spell card that equips to a monster card (object that equips is shown in illustration)
Spoiler


Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.


Example of a trap card
Spoiler

All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power





Example Techniques:

Nightmare Troubadour: Kuriboh
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.

Nightmare Troubadour: Bottomless Trap Hole
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.


Nightmare Troubadour: Magnum Shield
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once

Additional effects and Restrictions:
this CFS is regarded as falling under the fuuin field
To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or any game he chooses
While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.
Must have mastered basic fuuinjutsu
Users can throw the cards this uses as if they were kunai
Must be taught by USA Scaze

P a t e n t C e r t i f i c a t e

USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Duel Monsters (Dyueru Monsutāzu)
Powered by Vex
Copyright 2017, USA Scaze, NarutoBase.net
Post automatically merged:

Tell me what you gather from this CFS
 

Daemon

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


Duel Monsters (Dyueru Monsutāzu)
Type: FuuinBukijutsu
Background: There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.
Description on the Abilities and Inner Workings of the Style: This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below

There are 3 different variations of the seals that are placed on these cards, each going by a different name.


Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic

Example of a barrier
Spoiler

Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part

Example of a spell card that equips to a monster card (object that equips is shown in illustration)
Spoiler


Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.


Example of a trap card
Spoiler

All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power





Example Techniques:

Nightmare Troubadour: Kuriboh
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.

Nightmare Troubadour: Bottomless Trap Hole
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.


Nightmare Troubadour: Magnum Shield
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once

Additional effects and Restrictions:
this CFS is regarded as falling under the fuuin field
To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or any game he chooses
While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.
Must have mastered basic fuuinjutsu
Users can throw the cards this uses as if they were kunai
Must be taught by USA Scaze

P a t e n t C e r t i f i c a t e

USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Duel Monsters (Dyueru Monsutāzu)
Powered by Vex
Copyright 2017, USA Scaze, NarutoBase.net
Post automatically merged:

Tell me what you gather from this CFS
The CFS is basically using Fuuin on cards that erect barriers that have various effects. These affects split into three categories. Monster, Spell and Trap effects.

Traps are usually reactionary. Spell cards are seen as the utility cards and Monster Cards are the main offensive part of this archetype even though some monster cards may have utility effects also
 

-Broly-

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The CFS is basically using Fuuin on cards that erect barriers that have various effects. These affects split into three categories. Monster, Spell and Trap effects.

Traps are usually reactionary. Spell cards are seen as the utility cards and Monster Cards are the main offensive part of this archetype even though some monster cards may have utility effects also
Nice, now what 3 challenges would you like to compete in to earn the right to use Duel Monsters
 

-Broly-

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New techniques

( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier
Rank: S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size. Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities


(Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short (Explosion is long)
Chakra: 30
Damage:(equivalent to Rank of absorbed technique)
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.



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


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