Custom Clan's Jutsu Submission

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Scorps

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After 3 years of working on this, final, 8th CCJ of my clan:

No Kyōsei | The Way of the Force
Type: Supplementary/Offensive/Defensive
Rank: E-Rank to Forbidden Rank
Range: Short (Short-Long for Saber Throw)
Chakra: 5 to 70
Damage: 10 to 90
Description:
The Way of the Force is a combat style that makes use of all the core abilities of a Binkan and merges them together into a Saber Combat Style using Chakra Sabers. Force Sense, Force Alter and Force Control are all used and employed in the combat style, with each of its forms focusing differently in each. The process is all fuelled by the users chakra as he uses it to enforce his will upon the Force and use it to his advantage. The style is somewhat taxing to use and completely unaccessible to non force sensitives due to the nature of the weapon used, the chakra saber. Without mass, and increadibly lethal to use, Chakra Sabers require a great deal of concentration and focus as well as control and skill to be able to use. The blade itself will cut through most solid matter as if it was hot, yet it doesn’t possess any heat manifestation. Passively, a chakra saber will produce wounds similar to small burns but any ranked movement, from E-rank to Forbidden rank has enough strength to cut clean any limb or body part. Because of this, not even all Force Sensitives can fully master this form of combat. The combat style uses 8 forms, each of them consisting of a different focus on speed, acrobatics, strength, range, defense, attack, surpression, etc. The base of all forms are the same, with moves that are horizontal to all of them, though with some unique ones. There are also minor differences that are added to each style according to the different grips possible. Combining all of these specific traits is what makes the style so versatile but also so unique to each user. Note: Most of whats described below pertains to the description of the moves, movements, forms, etc and have little impact on the actual usage of Saber Combat in which the Defensive Rings and the Strength of the Moves sections will be essential.

Forms
Forms in The Way of The Force determine the phylosophy and focus behind each movement done with the Chakra Saber. More than different ways to fight, they determine different ways to approach combat all together. Each form has a given stance which potentiates a given posture towards the fight itself. Forms that focus more on defense and evasion, have stances that make it easier to defend and move away from attacks. Forms that focus more on attack have stances that allow one to more easily put momentum and speed behind a given attack. There are 8 forms total. While the movements themselves are more or less the same (in terms of attacks and parries), the way the move is done as well as certain unique traits are defined by the form. Freeform usage of The Way of The Force via simple Zone targetting will still obey the type of movements and perks related to the form the user has mastered. Each form will then have benefits or penalties on attack (which is basically how much more or less damage each attacking move within the form will do in relation to how much chakra is spent in the attacking move), defense (which is basically how much more or less damage can be defended from within each form in relation to how much chakra is spent in a defensive move) and speed (how many more movements can be done in one single time frame, how fast or slow each form in relation to others and regular kenjutsu, how fast the user can move when using acrobatics bound to the form and finally how many simultaneous attacks/enemies can the user defend from or face when using said form). This is defined in steps of +20 or -20. For example, +20 to defense to a B-rank defensive movement allows that movement to defend the equivalent of A-rank damage.

  • Form I (Shii-Cho) - This combat form was developed during the transitional period within the Binkan from ancient metal swords to more contemporary chakra sabers. Shii-Cho was intended to cater to these new weapons, establishing the basic motions and target zones utilized with a chakra saber. Because chakra sabers don't possess weight or carry the same momentum, while being lethal to the touch, it meant that unlike physical swords, one doesn't need as much power behind his moves but requires much more control and focus. This style introduces this basic control. As Shii-Cho was effectively an experimental combat form, and was created prior to the emergence of Dark Jedi and Sith Lords, it did not address the issue of chakra saber to chakra saber combat, and was quickly replaced by Form II. Despite this, Shii-Cho continued to find a niche as a training form, with almost every Jedi duelist receiving some instruction in it, and including elements in their own combat styles. Shii-Cho was considered an effective fall-back option when no other form or combat style would do. In combat, Form I chakra saber combat is wild and raw, relying on deliberate tactics and being primarily aimed towards disarming rather than injuring foes, in keeping with Jedi philosophy. Its the most neutral form, with zero penalties but also zero benefits, thus playing in equal ground with regular Kenjutsu/Taijutsu done by a Kenjutsu/Taijutsu master, obeying the basic aspects defined in both attacks&zones and the defensive rings. It uses a double handed grip with single bladed sabers.
  • Form II (Makashi) - Makashi is the most dueling-centric of the seven forms, developed during an era where engagements with Darksiders and rogue Jedi became an almost routine activity. Form II's primary purpose was to serve as a counter to the first form; Shii-Cho. Makashi relied on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I. Form II emphasized fluid motion and anticipation of a weapon being swung at its target, and so required very fluid movements of both the blade and the body. Timing, accuracy, and skill, rather than strength, were relied-upon to defeat one's opponent. With a skilled practitioner, the results were deadly. Makashi users were often elegant, precise, calm, confident to the point of arrogance. Form II users were supremely confident in their chances for victory, and often looked so relaxed when they were fighting they even appeared to be dancing. Makashi duelists also trained themselves to avoid enslavement to form, as such enslavement opened the practitioner to be defeated by predictability and the unforeseen. Due to Form II's emphasis on blade manipulation, and its many fluid one-handed moves, Makashi practitioners often wielded chakra sabers that were specialized for such use. The most prominent weapon for this purpose was the curved-hilted chakra saber. These weapons were used because the curved hilt fit better into the palm, granting better blade control and allowing for greater precision and strength. In addition to this, wielders often created highly decorated weapons, and occasionally included blade-guards. As such, Makashi is a form with great focus on the inner and middle defense rings and little focus on attack with slightly higher speed than Form I. Attacks don’t receive any damage output bonus but defensive movements gain +40 defensive power against Taijutsu, Kenjutsu and Way of The Force attacks. However, this form is not suited to combat ranged weapons and multiple projectiles, receiving a -20 penalty to outer and inner defensive projectile defense capabilities. The final trait is the ability to be able to defend from 2 Kenjutsu or Taijutsu users at the same time or against 2 individual Kenjutsu or Taijutsu attacks done in the same timeframe. The unique movement of this form is called Khiron. It’s a flurry of various expansive “from inside to outside” slashes, designed to direct the enemies weapon movements outwards and exposing his core (chest, abdomen and arms), allowing an offensive counter attack.
  • Form III (Soresu) - The original purpose of the Soresu form was to counter shuriken wielding opponents, as the previous combat styles focused on chakra saber dueling. Becoming the most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Over time, Form III came to transcend this basic origin and become an expression of non-aggressive Jedi philosophy. Soresu utilized motions that occurred very close to the body, in an attempt to achieve near-total protection and expend as little energy as possible while executing moves. Form III stressed quick reflexes and fast positional transition, in order to overcome the rapidity with which a shuriken (and other weapons like senbons) could be fired. This technique minimized the body's exposure, making a well-trained practitioner nearly invincible. Form III involved preparation for prolonged battles where the user observed and learned as much as possible about their opponent's or opponents' technique while engaged in combat. Also, by being more capable in lengthy battles, a Soresu user had the ability to gain control of a combat situation, creating multiple options for the Jedi employing the form. A Form III user could choose to kill, disarm, or even reason with their opponent. Truly focused masters of Soresu were very formidable due to their strong defense technique. However, Form III merely facilitated survival rather than victory. Form III initiates were more than capable of defending themselves from attack, but they needed a large amount of experience to learn how to effectively counter-attack and entrap opponents. Masters had to maintain an incredibly strong focus on the center of the combat circle, since the defensive tactics of the form included guards and parries engaged very close to the body. Jedi who left small lapses in their otherwise strong defense left little room to avoid injury. Soresu is based around a variation of grips, allowing opening and simpler stances to be hand handed, allowing Taijutsu and Ninjutsu synergy and also retaining the massive power and resistance of two hand grip to allow more defensive power in the tighter circles and harder movements. As a result, Soresu is highly focused on all defensive rings, with the outer and middle ring gaining +40 in bonus to their defensive capabilities, a significant defensive speed boost and is the only one bladed form of combat capable of achieving complete defense against Kenjutsu and Taijutsu attacks, visualized in a +60 defensive bonus when facing Taijutsu, Kenjutsu and Way of the Force moves and the ability to defend, by using Force Foresight passively, from any conceivable Kenjutsu or Taijutsu attack, regardless of speed (as long as the user employs enough chakra into the defensive movement). But by being focused on defense, Soresu users also have a very strong outer ring, gaining +20 in bonus to its defensive capabilities when facing large elemental and non elemental ninjutsu projectile techniques. But, all this defensive focus reduces the damage potencial and all offensive moves receive a -40 penalty in damage output as well as resulting in a style focused heavily in employing large defensive power to a single moment. This makes this style is very bad to deal with multiple enemies or multiple simultaneous attacks. Its unique movement is a solely defensive movement called Shirot. It’s a simple empowered downwards, upwards, horizontal or diagnonal slash, capable of fending off frontal incoming techniques by essentially cutting them in half and using the force to direct the debris outwards and around the user. Due to the Force’s influence, this unique expression of a defensive movement can cut even otherwise “uncuttable” attacks, defying logic.
  • Form IV (Ataru) - Ataru was an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru were always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they could overcome their physical limitations (including old age) and perform amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade the attacks and strikes of their opponents. The standard components of Form IV focused on application of and smooth transition between the three axes of rotation in a three-dimensional space; the su ma. Specifically, the jung su ma (spinning), ton su ma (somersaults), and en su ma (cartwheels). Those who used Form IV could move at high speeds and could rain strong blows, jumping and attacking through the air. Powerful and quick spinning attacks could be utilized from all angles, either from ground or air. A master in Ataru combat could appear like a blur to their opponents, attacking from all directions—from the front, the sides, overhead, or behind. The Force not only allowed them to perform athletic feats not possible otherwise, but it also helped guide their actions and movements in combat. Its used with a double handed grip, not making it prone to combine well with taijutsu or ninjutsu. However, all of the speed and attack power made a form that is not as effective when it comes to defending from attacks. The speed allows evasion but not direct defense. This is a disadvantage when facing hybrid Ninkenjutsu/Nintaijutsu styles, where Kenjutsu/Taijutsu attacks are merged with elemental or non elemental ninjutsu to produce AOE attacks or effects that are much harder (though not impossible) to evade from and would otherwise need to be blocked or defended from. As such, Ataru becomes more of a niche style designed to combat by overwhelming defenses and confuse opponents with speed and acrobatics; it’s a style designed to combat Makashi’s stillness and counter-attack prowess and Soresu’s heavy, standing defense. Attack movements from Ataru receive +40 offensive output, and are much faster, allowing the user to produce extremely complex and lenghtly movements in a single timeframe. This speed is also manifested in the acrobatics one can perform in tandem with the various offensive and evasive movements of the form and in how fast one can perform them and move from movement to movement, using even sequences that defy physics and kinetic energy. Within the outer ring area (so roughly the edges of short range, 5m or so around the user) he is capable of moving up 3 times his base speed in an endless succession and combination of acrobatics, offensive and evasive movements. But this comes at a cost. This style receives a generalized -20 direct defensive penalty and a -40 penalty when facing elemental projectiles. Its unique movement is called Zetsa. This unique movement is a freeform set of flips, rolls, jumps, dashes, steps and short runs, designed to set up offensive movements but also to evade attacks, using the circular movement typical of the form to surround a target and deliver various blows from various angles.
  • Form V (Shien / Djem So) - Form V was created by Form III masters who desired a more offensive style, since the defensive nature of Form III could lead to prolonged combat, sometimes dangerously so. It evolved into an accepted style by combining the defensive maneuvers of Form III with the more aggressive philosophy and tactics of Form II. Form V also required a higher level of physical strength than the other chakra saber forms, due to its focus on complete domination of opponents. The form was developed alongside Form IV at a time when the Jedi were increasingly called upon to actively keep the peace. Form V had two distinct variations: Shien and Djem So. Classic Form V, Shien was developed first. Known as the "Perseverance Form", Shien was designed to protect against enemy ranged weapons and ninjutsu without compromising one's ability to launch powerful counterattacks. With its focus against ranged attacks, Shien kept in mind that Jedi were often outnumbered by their opponents and needed to defend themselves while retaining offensive capability. However, it lacked effectiveness against single opponents. Shien practitioners were known to favor, or at least regularly utilize, reversed grips and was the first form to allow this usage. Whereas Shien specialized in ranged weapon deflection, the more advanced Djem So focused on sword/chakra saber dueling. Utilizing a combination of blocks and parries, a Djem So user maintained a proper foundation in terms of defense against both ranged and melee attacks, but rather than counter only when necessary as per Soresu training regimens, Djem So actively pressed the offense. Djem So placed a heavy focus on brute strength, utilizing wide, powerful strikes and parries. Power attacks from a Djem So user could even knock an opponent back just through sheer kinetic force, throwing them off balance and leaving them vulnerable to further brute force strikes and power blows that sought not just to penetrate an opponent's defense, but drive them back and leave them unable to counter. Common to both variations of the form are is low speed and its neutral inner defensive ring. The low speed made both variations lose to styles such as Ataru, as because each movement has much more power and momentum behind it, its also longer and slower. Movements are simpler and easier to predict and follow. A big disadvantage of Form V is that this slower type of movement with powerful ample movements, requires a very strong and steady footing. Its not a style that can be used when balance is altered or diminished be it by external reasons or simply due to the battlefield’s characteristics. Hard to use against multiple Taijutsu/Kenjutsu attackers, Form V’s biggest issue is against faster styles and faster enemies, where its powerful and wide slashes become less viable. Additionally, both styles allow reversed one handed grips and great synergy with Taijutsu and Ninjutsu, following the logic of counterattacking. Offensive, this style is characterised by a +20 damage boost output, but, more importantly, it possessed power; momentum. This means that it’s a style that will always win against “blocks” of the same power and is more prone to being directed/evaded with or without a blade than to be blocked directly. In a contest of strength, a Form V user never loses. Defensively, both subforms differ. Shien is characterised by a very strong outer and middle defensive rings, with a +20 defense bonus to both, while Shien is focused more on the inner and middle rings, with a +20 bonus to the first and a neutral second. Shien’s unique movement is called Tyu. It’s a simple movement that uses one’s chakra saber to deflect small ranged attacks (the projectile (s) cannot be bigger than half the users size) back at the target with the same power and momentum; attacking by defending. Its done by a rapid, almost blinding flurry of saber movements in front and around the user, creating a circle of sorts within his middle ring, a near perfect defense. Djem So’s unique movement is called Enry. A powerful simple two handed (one handed if reverse griped) slash that carries a concussive effect upon impact and, more importantly, a shockwave like effect, designed to break enemy stands, shatter defenses or weapons and overwhelm grips.
  • Form VI (Niman) – The first form to be designed to use with 2 chakra blades, Niman was based on dual sword kenjutsu. The style was adopted by the Legions of Lettow, a group of Dark Siders responsible for the First Great Schism of the Binkan Clan. After the defeat of the Legion at the hands of the Jedi, Niman was adopted as an official form, eventually being refined into the sixth form of saber combat, referred to by the same name. Form VI attempted to balance all elements of chakra saber combat, combining the techniques from Forms that came before into a less intensely demanding combat style. In practice, Form VI was a combination of older forms (Forms I, III, IV, and V), and all of them in moderation but applied through the use of 2 chakra blades. In the blending, much of the individuality was lost, but the strengths were spread evenly, and there was little weakness in it. Due to its "jack-of-all-trades" nature, the success of this form was largely dependent on the practitioner's intuition, improvisation, and creativity in combat rather than the rote responses derived from other forms. It cannot be used with reverse grips. Normally, with Form VI, each saber has a purpose, either attacking or defending, with linear forward focus. Because its based on single saber forms, there is no focus on double saber movements but rather into combinining a defensive movement with 1 saber and an offensive movement with another. This dividing nature produced a style that was well suited for saber-to-saber combat, sword-to-saber combat and taijutsu-to-saber combat. Additionally, because the basis of the form was one handed forms, the user could still fight with near equal prowess when using only one saber if the need rose. As such, Niman had no real focus on either attacking, defending or speed. It was its ability to divide power between attack and defense in the same movement that made its more impressive impact. Using the same amount of chakra, the user of Niman can choose to perform a defensive movement and and offensive movement, dividing the total power equally between each. For example, employing S-Rank power, the user of Niman can produce with one saber an A-rank defense and an A-rank attack with the other saber in the same movement. It also means that, as a disadvantage, max power output both offensive and defensively can only come at the cost of this trait. The benefict of Niman is only really felt up to A-rank, at which point, the dividing nature of the style between both sabers becomes mute and the practicioner starts to focus solely on one of the sabers to be able to employ max power, becoming then a simple style, similar to Form I. The unique movement of this form is the Chai’che. A movement in which the user, upon receiving an attack from a meleed weapon, will defend with one saber, diverting the weapon outwards before performing a Sai Cha with the other saber at the same time.
  • Form VII (Juyo/Vaapad) - Juyo was described as the most vicious form of saber combat, and was said to be filled with both fury and "malignant grace." The form came to be known as the most difficult and demanding in all of saber combat forms. Skilled combatants with Juyo were said by Jedi Master Vrook Lamar to be able to "eviscerate a lone enemy." According to the Sith Lord Darth Traya, the form was both chaotic and erratic, with a heavy focus on offense. Jedi battlemaster Cin Drallig listed bold, direct motions as characteristics of Juyo, qualifying them as more open, fast and kinetic than Form V, but with a less elaborate appearance than Ataru. Drallig contrasted the tactics of Juyo as not nearly as graceful or linked as those of Ataru, instead referring to them as "seemingly unconnected staccato sequences." He also listed one of the strengths of the form as its unpredictability. The form was said to necessitate greater energy than Form V, due to a broader wielding of a user's focus and a deeper emotional link. Despite the challenges inherent in the use of the form, it could serve as a pathway to considerable power. Vaapad was described as more than a fighting style; it was a state of mind that led through the penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of winning but not fall or let himself be controlled by that desire. The practitioner of Vaapad would accept the fury of their opponent, transforming them into one half of a superconducting loop, with the other half being the power of darkness inherent in the opponent. The form was also mentioned with a cautionary warning as the Jedi that use of Vaapad led the user perilously close to the dark side due to its focus on physical combat. Vaapad required a constant and sizable stream of Force use from the user, with a barely contained explosion of Force power essential to all variations of Form VII as another prerequisite for its use. The form's attacks appeared to be unconnected, its motions seemingly unpolished to an untrained observer. While Juyo has a two handed grip, Vapaad has a single handed grip that can changed to two handed when needed. Essentially, this style combined some of the acrobatics aspects of Ataru with some of the aggressive aspects of Shien and Djem So. Because of this, the user dwells deeper into the force and becomes more focused on his opponent. This comes at the cost of any Force Sense special ability as well as reducing ones focus to the opponent; nothing else matters but the enemy. Both subforms of this form are fast, but not as fast as Ataru and not as acrobatic. The user will focus heavily on closing dashes of speed, simple linear jumps and bursts rather than elaborate acrobatics. Within the outer ring (roughly the limits of short-range, 5 m around the user), the user is capable of dashes/jumps at 2x his normal speed. But here is where both styles differ. Juyo focuses on sheer power and impact, neglecting defense; Vapaad focuses on counter attack and speed. Juyo gains a bonus of +40 offensive damage but receives a -40 defensive output across the board. Vapaad receives a +20 offensive bonus, but receives no penalty to its defensive ability in the inner or middle rings though incapable of defending from ninjutsu projectile attacks through the outer ring. Both styles are not adept at facing more than one enemy. The unique movement to both subforms is called Partai. The user will dash forwards into the opponent to deliver a piercing hit into his or her abdomen, slashing outwards afterwards and thus slashing the opponents abdomen open, essentially, eviscerating him or her.
  • Form VIII (Jar'Kai) -.The Jar'Kai form is the second form of dual saber wielding combat of the Binkan clan. It, like Niman, was born from the usage of 2 sabers in combat but differs in its purpose and power output and consumption. In addition, the word "Jar'Kai" became a blanket term for dual-blade combat in general, leading to the birth of the term "Jar'Kai tactic", which was to simply employ two blades in combat, regardless of whether one had received training in any dual-blade fighting style, specifically Jar’Kai. Jar’kai fighters, were able to maintain a strong offense, as the combination of the two blades allowed them to overwhelm most opponents. A typical Niman maneuver was to continually attack with one blade while relying on the other for defensive coverage, ensuring that the duelist could keep up his guard even as he attacked. However, Jar’kai used both blades for the same purpose, keeping up a continuous wave-front assault or defense. This allowed a more overwhelming power to be produced for both attack and defense but it came at a big cost in terms of chakra and focus on the Force. A Jar’kai user will do double damage or have its defensive power doubled but will also consume chakra of the same magnitude. For example, when using an S-Rank offensive movement, both swords will do the movement and attack each with S-rank power but will also consume each S-rank chakra. This consumption of chakra leaves the user at a disadvantage in longer fights as the constant output of focus and chakra will deplete his stamina much quicker than with Niman. Also, the form itself isn’t unbreakable. Relying on rotation around one’s central axis and mild acrobatic movements within ones core and consecutive or unison movements of both blades, the style becomes more taxing and harder to perform. Reverse grip can be used. The main trait of Jar’kai is that it can combine the movements and unique movements of each of the other forms with a dual bladed performance, though without either the beneficts or dowsides of each style. For example, a Jar’kai user can make use of Atarus acrobatic movements and movement style but will not receive his unique speed boost as he will essentially not be able to move as fast while using 2 blades. The unique movement of Jar’kai is the Then’ro. The user rotates, slashing with both sabers in a flurry that produces essentially a perfect attack and defense that, due to the speed of rotation and saber flurrys, seems to create a cylindrical barrier (same color as the sabers) around the user, in the limits of the middle ring.
  • Form IX (Kas'im) - The primary purpose of the double-bladed chakra saber (also known as a chakra saber staff) was to allow for a faster rate of attack, unleashing a rapid assault with only a minimum of movement, "more slaughter per swing" as some put it. Saberstaffs were also excellent defensive weapons, as the doubled length of the weapon provided more surface area for deflecting and parrying, though were less adept at redirecting. In addition to the practical benefits of the weapon, it also possessed a great psychological impact. The dual-blades increased the visual impact of the weapon, and in combat, opponents would intuitively try to track the blades separately rather than as a single weapon, overwhelming them. However, despite all of the advantages offered by the weapon, its weaknesses were equally obvious. Special training was required to wield the weapon effectively, with those attempting to use it without such discipline likely to bisect or impale themselves. The techniques employable with a double-bladed chakra saber were extremely limited, as the second blade rendered many positions and movements impossible to execute, or required the wielder to twist himself awkwardly around the weapon to do so. Many techniques required the user to perform elaborate flourishes in order to move the staff around their body, leaving them open, and any sort of fighting method that focused on power or penetration was difficult to apply. Also, the enlarged hilt common to most double-bladed chakra sabers presented a large target, difficult to defend from enemy attack. Opponents would often attempt to employ the sun djem contact mark, with even experienced saberstaff wielders being vulnerable to this tactic which resulted in losing their weapon. This said, the usage of dual-blade chakra sabers can be beneficial in some situations, the main one being when surrounded by enemies. Usage of the weapon rapidly evolved into a rotation based style, where the user will focus on the force to rotate the weapon on his hands and around his body, while he himself rotates in a mixture of cartwheels and summersaults. This style focused a lot on Force Sense awareness to keep the user safe which didn’t allow much focus on speed and even less on brute power. The rotation style allowed a very strong defense against Taijutsu users and an adequate one against Kenjutsu users but not very against elemental techniques. The grip of the weapon would normally be one handed with most moves initiated by a rotation of the weapon on one of the palms and above the user’s head. This allowed and enforced great synergy with Ninjutsu and Taijutsu to reduce the openings generated by the style, allowing the usage of one handed ninjutsu that don’t require handseals at the same time with the form’s defensive and offensive movements. While it had some degree of usability against projectile weapons, it wasn’t very effective in this scenario. There is no bonus to either attack or defense, having a penalty of -40 in the outer ring of defense, being incapable of using energy defense but the rotation style allowed the user to engage multiple enemies at the same time by trying to enforce more and more speed. Within the middle rings, the user is able to move 2x as fast. The unique technique of this form is called Roth’ir. It revolves around using the Force to rotate the weapon with such speed around one’s palm that it almost creates a circular shield or a chakra circular saw that can be used offensively or defensively.
Saber Grips

Essentially, it pertains to the way one holds the Chakra Saber. While this is mostly defined by the form, some forms can be altered by using unorthodox grips. So far, the only unorthodox grip is the reverse handed grip (saber is held with the blade facing backwards). This makes all movements different and unique, both unpredictable and hard to defend. Can only be applies to one handed grips (either with one blade or 2).

[/U]Attacks & Zones[/U]
Attacks and parries in chakra saber combat are described by the body zones they target, which also determines the height of the move itself and its lethality. In idealized sparring drills, most attacks are executed with horizontal swipes, while parries are carried out with vertical blocks meant to push the point of the enemy's blade away, with the exception of typical moves of zone 1 with the "Attack 1" and "Parry 1", being typically reversed. However, each form encompasses different movement combinations and while one form may focus on horizontal swipes, another might focus on vertical or diagonal movements or a combination of both. All together, the Zones define the free form Way of the Force. Basically, they define the movements and attacks that are done in a free way, sometimes not inherently bound to a given form. Unique moves, attacks and defenses exist, but the zones define a more intuitive way of using Way of the Force, not bound by static movements. The power behind each move and attack varies, depending on how much strength the user applies to the movement. This means that while each user can produce freeform movements within each form, he will find it easier to concentrate and produce his attacks by following the zone methods. Each movement, however, always aims for defined zones and therefore can be categorized:


  • Zone 1:
    The Head and Neck. A zone 1 attack typically consists of a vertical chop at the head, with the goal of vertically bisecting the opponent, and the corresponding parry is a horizontal block. A classic zone 1 attack was typically preceded by a high guard position, though the zone 4 parry position was also used for this purpose. The zone 1 parry position was a horizontal guard, with the blade held at head-height and angled across the body. It was not unheard of for a zone 1 attack to be deflected aside by having a zone 1 parry transition into a zone 2/3 drop parry position. While this was the typical movement, for other forms, a horizontal swipe, aiming for the neck are the typical attack of this zone with a vertical zone 2 or 3 (depending on which side the attack is launched for) parry consisting of its defense.
  • Zone 2:
    The Right Arm and Side. Zone 2 attacks are typically horizontal sideswipes, with the corresponding counter being a vertical parry position. Basic sparring drills had the handle held at waist height with the blade extended upwards, though other combat forms employed drop parries with the handle held high. Assuming a humanoid duelist's right arm was his dominant, any strikes against his weapon arm would correspond with Zone 2 attacks.
  • Zone 3:
    The Left Arm and Side. Zone 3 attacks are much the same as zone 2, albeit the directions are reversed. Assuming a humanoid duelist's left arm was his dominant, any strikes against his weapon arm would correspond with Zone 3 attacks.
  • Zone 4:
    Back. Zone 4 encompasses the entire midsection and torso, but refers specifically to the back. A successful Zone 4 attack is almost always fatal. As the classic Parry 4 position is a drop parry position with the blade angled downwards behind the duelist's back, the classic Attack 4 is likely a variation on Zone 2 and 3 attacks. An alternate, albeit more awkward, Parry 4 position has the hilt held behind the back at waist height, with the blade extended upwards.
  • Zone 5 / 6:
    Zones 5 and 6 referred to the right and left leg, respectively. Zone 5 and 6 attacks were low sideswipes or slashes, while the corresponding defensive positions were drop parries with the hilt held at the waist. Alternative parries could involve upwards vertical parries, aimed at losening the grip of the enemy on his weapon.
Within Zones & Attacks there are also staple moves that are more or less universal in all forms, normally named and described based on the resulting damage to the target:

  • Sun djem - The sun djem is the act of disarming the opponent, the objective usually being not to physically harm him/her.
  • Shiim - The shiim is a more minute wound to an opponent by the edge of a swords blade. The shiim could be applied anywhere on the body, and was not specific to any zone. The Shiim is the art of doing superficial minor wounds with the edge of the sword through precise blows.
  • Cho mai - The cho mai is the amputation an opponent's weapon-hand.
  • Cho sun - The cho sun is the amputation an opponent's weapon-arm.
  • Cho mok - The cho mok is the amputation an opponent's limb, such as an arm or leg.
  • Shiak - The shiak is the act of stabbing an opponent instead of slashing him.
  • Sai cha - The sai cha is the decapitation of the opponent. Being a sideswipe at an opponents side and neck, the sai cha correspond with Zone 2 and 3 attacks.
  • Sai tok - The sai tok is the act of cutting an opponent in half, usually separating his or her legs from the torso at the waist, but vertical bisections corresponding with Zone 1 attacks are also possible.
  • Mou kei - The mou kei is an attack that dismembered an opponent through a circular motion of the sword, aimed at the major limbs. The mou kei, being aimed at all major limbs, lashed out at multiple body zones.
  • Jung - The Jung is an 180 degree turn, while slashing at arms lenght, with the blade either waist level or lower.
  • Jung ma - The Jung ma is a 360º turn as a way to give more momentum and impact to a following compatible movement
  • Sai - The Sai is a force fueled upwards jump, designed to avoid an attack from below that can be easily followed with a downwards slash at the opponent.
  • Tuok (Falling Leaf) - An ancient move, universal to many sword styles, the falling leaf is a simple full arm, one handed slash at the users back. When faced with an opponent behind the user, he will rotated and directly slash at his back, only to end up facing where he originally was facing.
  • Haa'k (Saber Throw) – A simple move in which the user will grab his chakra saber with the force and, while rotating it around its own axis, throw it against a target. This transforms the saber into a projectile weapon though at the cost of leaving the user temporarily unarmed. The saber is then willed to return to the users hand.
  • Di'shik (Saber Barrier) – Unique to Niman and Jar’kai users, this made use of the force to hover both chakra sabers around the user, rotating around their own axis and then around the user in various patterns and with immense speed. A primarily defensive technique, it could then be used offensively by employing a follow saber throw.

Defensive Rings

To defend, the user of Way of the Force will divide his attention into 3 areas:

  • Outer Ring - relies on grand sweeping blows to attack at max arm length range; the wide attacks take longer to deliver, but are very powerful, based on four guard positions, all with the blade held diagonally: the upper right, upper left, lower right and lower left.)
  • Middle Ring - designed to pick up quicker blows and block them, though it is also effective for ranged weapon deflection (shurikens, kunais, etc); the guard positions all feature the blade being held at right angles, with the upper and lower guards being horizontal, while the left and right positions being vertical),
  • Inner Ring - last line of defense, dangerous to be attacking or defending from; it is near impregnable against lunging attacks, and relies on parries instead of blocks, it has only a single guard position, with the hilt covering the navel; attacks are deflected by angling the blades tip and shunting them aside with the lower third of the blade, facilitating a swift counter towards the opponents chest or abdomen).
  • Energy Defense – a form of utilizing the chakra saber to defend from energy based attacks by strengthening the chakra blade and absorbing the technique into it, essentially “grounding it”. The user can make use of the chakra saber and, strengthening the saber’s blade, intercept incoming electricity, heat, cold, flames, magnetism, light, pure chakra, radiation and sound into the balde itself, neutralizing it.

With Outer Ring, the Binkan can deflect single but heavy projectiles, elemental or not, up to twice his size (he can cut through them or deflect them, using kinetic guidance to remain unaffected), cut through non projectile techniques up to twice his size, according to the strength he applies to the move. Middle Ring is more adept at general defense against other Kenjutsu attacks as well as multiple small faster projectile attacks (like barrages of Senbon, etc) according to the strength he applies to the move. Inner Ring is near impregnable and allows the user to intercept with his chakra saber, attacks much faster than himself; its designed to be used when one can't stop the attack before he reaches that close distance but can be used to counter taijutsu moves and kenjutsu moves up to twice as fast as the user's own speed, by diverting and guiding its movement away from the user, according to strenght he applies to the move. Energy Defense is a defensive trait consumes a move and as much chakra as the chakra needed for the technique countered and is limited by the size of the technique. Any attack that is bigger than the user’s body area is not defendable like this.


Strength of the Moves
The power of each move, both offensive and defensive, varies according to how much the user needs for that particular instant. With the force guiding him, the user is able to guide his chakra instantly into the correct strength displacement he needs, varying the power of his attacks and defenses from E-Rank to Forbidden Rank. This means he can do the same attack with variable strength according to his own need. As the strength scales up, so does the power and resistance of the chakra blade of the chakra saber, all in proportion. When he scales up his power, he consumes more chakra, employs more focus, makes his moves faster and behind them carries more strength.

Restrictions:
-S-Rank strength can only be employed a max of 4 times per battle; Forbidden Rank Strength can only be used once per battle and stresses the body to the point that using The Way of the Force or any other Taijutsu or Kenjutsu style, becomes impossible unless the user is healed. The injuries are mostly focused on the muscles, with middle rabdomiolisis but severe bone and articular stress.
-Sith Lords and Jedi Masters and above can perform handseals while having their chakra sabers in hand, even when double wielding
-Sith Lords and Jedi Masters and above will be able to, within the Outer Ring, defend against projectiles/techniques/attacks twice as big as normal
-Each user can only learn one of the 8 forms; each bio is restricted to having only one of the forms (but if subforms exist, can use either according to ones needs, one per battle), the exception being the clan leader who is knowledgable and can use all forms in battle according to his needs, though he is still incapable of changing forms more than once every 2 turns.

-Needs to be posted only once per fight when the user activates his chakra sabers, afterwards he can use the style as long as he describes the strength of the movements, accounting for the necessary chakra costs and move costs.
-The Way of The Force is a technique that, once mastered, allows the user to combat others using the hard to master Chakra Saber. As such, it cannot be used to perform other Kenjutsu techniques, canon or custom.
-Saber Throw doesn't receive any damage bonus, regardless of the form used, neither does Energy Defense gain any defensive bonus, regardless of forms.
-The forms that describe to be synergetic with Ninjutsu or Taijutsu can be combined with Taijutsu moves that are logically possible as well as Ninjutsu techniques, allowing one to perform, for example, a defensive block with one hand and attacking the target with a Rasengan on the other hand.

✦ Declined, gotta color code this one x.x

Red: Reduce and rephrase these parts. A lot of the parts in red can be shortened; each description of the forms are elaborated and detail part of their histories of being created. For example, Form II details how the user is arrogant and stuff and Form VII talks about the Sith Lords and Jedi Knights. The history behind them can be taught in training, it just makes the descriptions extremely long when they dont need to be. Try to reduce each description to just the essentials: the differences between their movements, what each form grants and what are the drawbacks of each style. In addition to that, the highest boosts I generally approve are +20, and +40 if it's short and have sufficient drawbacks. +60 to defense or offense is too much as well as some of these combinations. Ataru grants +40 to offensive attacks as well as x3 to their speed is too much combined.

Green: These parts need to be removed they aren't as crucial to the CCJ as the actual forms themselves are; when using it, the opponent doesn't need to know that you're using a Cho mai attack at their second Zone when you can just simplify it by saying you're aiming at their right hand; That can be something used to teach the jutsu, but it's not crucial to the actual jutsu. Through simple explanations, you can just say where you're aiming at because all the cho mai and zones will only make this complicated and annoying to read to figure out you swung vertically at their head.

Blue: The restrictions. S rank usage needs to be 3 max, and have some form of restriction as well through using it. I also don't understand how you'd be able to perform handseals with the saber in your hand, especially given the angle you have to turn your hands to perform some of them, you'd end up stabbing yourself a few times making seals lol. The rest look fine

All in all, reduce this by a lot, I had to read this in shifts just to check it, you can't really expect the opponent to read it in battle. Be concise and direct and for those high bonuses, have steep drawbacks that actually affect people. It was a good read though lol, very true to the EU ✦

Personal CCJs

Kyōsei Maiagarimasu | Force Soar
Type: Supplementary
Rank: D (to S-Rank)
Range: N/A
Chakra: 10 (10-40) (-5 per turn)
Damage: N/A (20-80)
Description: A unique application of Force Grip - Flight, Force Soar was developed by the original Grand Master himself based on his mastery over Force Alter. After decades of using the basic application of Force Grip-Flight, the Grand Master became so adept at using it that he eventually developed his own perfected application of it. Force Soar allows the user to essentially fly and fight (physically and with techniques) while airborne through the use of the force. By using the force, the user is capable of negating both the effects of gravity and of external kinetic forces on himself to the point of achieving both flight as well as exerting tremendous physical strength while flying. Essentially, the user becomes able to fly, regardless of his weight or what he is holding, able to fight while airborne, employing taijutsu and other physical attacks with the same momentum and impact and overall physics as he would if he was on the ground, and still use other techniques at the same time. The technique allows the user to generate more strength than usual even, allowing him various free form movements while in the air, for both offensive and defensive movements. While in the air, his strength to lift items is comparable to that of Tsunade (only to lift and grab and throw things, not in terms of the Chakra Enhanced Taijutsu itself). While power is ensured, when it comes to speed, he is able to fly at slightly higher speeds than his fully running speed. The basic usage of the technique, once employed, remains active until deactivated and doesn't interfere with his ability to use other techniques. The advanced, free form taijutsu usage, will spend chakra and a move each time its employed.
Note: While it consumes chakra and a move to activate, the technique doesn't consume time and can be done alongside other techniques, requiring only a residual chakra cost after that to sustain flight.
Note: S-Rank application of freeform combat can only be employed 3 times.

✦ Declined, post after Way of the Force has been approved ✦
 
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Mudo

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(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement; its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.


 Approved Editted. No on using character bound techniques. Reduced Speed boost.
(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement; its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.

(Hijutsu no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement; it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.


 Approved  edited
(Hijutsu no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement; it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.


✦ Both Approved ✦
 
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Gobi Gobletsson

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(Saigo no Yuigon) Δ Last Testament
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: N/A (-20 per turn)
Damage: N/A
Description: The Last Testament is a highly forbidden Shamanistic technique created by Amaimon Katsuryoku himself. The technique is based upon the Testament of Buri as well as the ability to release one’s own spirit from their body and become a Genki themselves, otherwise known as ‘Greywalk’ or ‘Greywalking’. Amaimon created this technique using his intimate understanding and mastery over Fuuinjutsu, Medical Ninjutsu and Medical Fuuinjutsu. Additionally, Amaimon has a deep understanding over the nature of Yin/Yang Release. Applying all of this knowledge Amaimon was able to create the Last Testament; perhaps his ultimate technique and his legacy. The basis of the Last Testament is the use of a seal on the user’s body in a place of his choice. The seal is similar to that of the Reverse Sealing technique meaning that it will be activated passively upon the user’s death or activated by their own volition. The seal itself, wherever it is placed, is notated with the kanji of “Will” or “Ishi” (意志). Once activated, the seal will initiate the Last Testament. As previously mentioned this technique is based upon the user’s ability to passively ‘Greywalk’. However, the Last Testament takes that ability to a different level. This technique is aptly named the ‘Last’ Testament because of the nature of its finality. In essence this technique, once initiated, will forcefully eject the user’s spirit allowing them to become a Genki themselves and take residence within the Pure World. Because of the forceful ejection of the user’s chakra and spiritual energy their original body enters a pale and lifeless state which begins to rot and decay. While connected to the Pure World the user will become strictly bound to the restrictions that all Genki are bound by. And their method of sustenance, namely that of absorbing spiritual energy from the world around them will be their primary method of lasting as a Genki. The applications of this technique are high in number; many of them are for extreme and final solutions to dire situations at hand. But despite their existence as a Genki the user is not exempt from participating in combat. As with all Genki the user is still able to perform Fullbody Infusions based on those from Testament of Buri; however the key difference between Last Testament and the aforementioned technique is that an unwilling host will reject the attempt for form a perfect unity between Genki and host. As such, for the user to perform a Fullbody Infusion with the Last Testament they will require an unconscious living shell, human or otherwise. An unconscious body allows the Genki full control over it omitting the need for a perfect unity b etween the two. Should the user occupy an unconscious body they will still require chakra to maintain their presence and occupation. As such the shell’s remaining chakra reserves upon entering it will be drained in order to sustain the user’s presence (-20/turn). Unlike the Testament of Buri this technique does not have a hard limit on how long the user can remain within the shell. The only limitation on the user’s ability to remain within is how much chakra that shell has left to sustain the per turn cost. As with all Fullbody Infusions the user will also gain access to their shell’s memories and knowledge allowing them to use their techniques with use of their chakra reserves. This simply names one of the combat appropriate applications of the technique. There are, however, other applications of this technique outside of combat. The ability to Greywalk remains the same allowing the user to scout for information and gain access to locations without restriction. Another application of this technique is to allow one’s self to essentially elude death and become an immortal Genki. It manifests Amaimon’s greatest legacy and gift to both himself and potentially future generations of the House Katsuryoku that come to understand and master this highly complex seal.

As this is the potential ‘final’ technique it is bound to many restrictions. It is usable once per battle. When used in the Ninja World this technique will cause the user’s body to effectively expire and die. However, because of its applications this does not mean the user will be forced to remain out of combat. The user can enter combat with allies and occupy unconscious shells at the end of skirmishes. Additionally, the user is very capable of travelling freely throughout the Ninja World in this state completely removed from the physical world and left unabated by the awareness of most individuals, with the exception being other Katsuryoku clan members. The technique lasts indefinitely or until the user’s selected body runs out of chakra upon which the user will be once again ejected and roam free again as a Genki in search of another potential host.In terms of exact abilities the user can access they will be somewhat limited. For example, should the user originally be an EIGm they will not be able to utilize it in their shell unless the shell itself was trained in opening the Eight Inner Gates. This is because the training to do so is not just based in knowledge but also in physical training as well. In terms of elemental techniques the user will be able to access all of their original elements as well as custom elements because all of these are based in their knowledge of understanding how the elements are balanced and formed. Seals, curse marks, and other body specific techniques/markings will not be accessible in their new shell because the shell is not already equipped with those specific techniques. Finally, the user will be unable to access custom techniques of their shells(Exception being the 8 Basics of CC, should the host be a CC biography) and only be able to access their own original custom techniques that bend to the restrictions above.

✦ Auto Declined, Basic CCJ needs to be approved prior to personal ones. ✦
 
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House

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(Kami no Te) Hand of God
Type:Supplementary
Rank:S
Range:Self
Chakra:N/A
Damage:N/A
Description:The Hand of God is a powerful Sigil that is given to those of the Horseman rank, as well as the Morningstar himself. For the Horsemen, the Sigil takes the form of a pentagram surrounded by a circle, while the Morningstar's Hand of God possessing an additional Rune that appears to be in the image of a sun emitting from the circle. The Sigil is placed on the chest of the Enochian, and offers great benefits to their abilities and strengths. The Sigil naturally increases the flow of Nature Energy into an Enochian to levels far higher than normal, enhancing the base strength and speed of an Enochian to that comparable of the 2nd Gate and increases the strength of the user's Val related techniques by 50%. Once per turn, the user can use the enhanced flow of Nature Energy in their bodies to empower one technique by +15.

Once per battle, the user can manually increase the flow of Nature Energy through the Pentagram rune with an influx of chakra equivalent to S-rank, amplifying its effects for five turns. The user's eyes will grow slightly to match the color of their Divine Val, while causing their skin to give off a slight hue of the same color. The large influx of Nature Energy grants the user a large increase in their abilities. The user's strength and durability will become equivalent to Hashirama in his Sage Mode form, with the user's speed equaling that of the Fourth Gate. After five turns, the user's flow of chakra and Nature Energy returns to normal, deactivating the Hand of God for the remainder of the match and inflicting -20 damage to the user, as well limiting their Val-related abilities to A-rank and below.

✦ Declined, for starters, this is a bootleg Sage Mode lol. Anyway, no to a 50% increase. Regardless of rank, this needs a static increase, not one that fluctuates, especially when it's reserved to higher ranks. x2 strength and speed is iffy. There is also no duration limit on the initial usage, the first paragraph. There is only one mentioned when the second is used and suggests that if it is used, then the duration is limited to 5 turns. This kinda implies it's longer than this, and 5 turns for an S rank is too much for certain. The entire second paragraph itself is too much for me, given that your CC directly says:

"While not on the same level of Nature Energy amounts that is absorbed to invoke Sage Mode, the natural conduction of Nature Energy is sufficient to also invigorate the Enochian due to its naturally empowering properties, affecting the spiritual and physical fortitude of clan members."

This means you can't manipulate or absorb Natural energy on a level equal or like Sage Mode, nor can it benefit you on a similar scale as you aren't utilizing it on the Sage Mode levels. Also, -20 damage is completely artificial and needs to be replaced with a restriction that both fits and makes sense. ✦

Genshi Buresu | Primordial Breath
Type:Supplementary
Rank: N/A
Range:Short-Long
Chakra: N/A
Damage: N/A
Description: Primordial Breath is an ability that lays dormant in all Enochians, but becomes active at all times once a certain threshold of strength is achieved. Specifically, the ability ties into the Enochian's natural ability to detect Nature Energy. As Nature Energy undergoes its constant flow in the world, it becomes disturbed once a thing finds itself in the path of its flow, as stated by Fukasaku while he was training Naruto in Sage Mode. Once an Enochian has reached a certain level of skill and experience, their ability to detect Nature Energy becomes strong enough to detect these disturbances. To an Enochian, when Nature Energy's flow is disturbed by an object, it gains a certain "feel," as each object would cause a unique disturbance to Nature Energy due to size, shape and composition; Enochians were able to differentiate between the unique disturbances caused by objects. A tree's disturbance would be unique from a stone's, and a large river would create a unique disturbance from a smaller river, as examples. The Enochians called these disturbances "Breaths," and found that they could even differentiate between the "Breaths" of people as well. In order to gain the necessary skill and experience needed to detect these Breaths, an Enochian must become at least an Archangel. It is important to note that in order to identify what the object the Breath is coming from specifically, an Enochian will have to have encountered it at least once before, which includes identifying individuals. Enochians of Horseman rank are skilled enough to even detect chakra and chakra fluctuations of a person through this innate ability. Due to relying solely on the Enochian's natural and innate ability to detect Nature Energy, this ability doesn't require chakra cost nor activation, and is instead continuously active once they have reached the required rank.
✦ Declined, another inconsistency here.

"After generations upon generations of dwelling upon the Nature Energy-enriched island of Purgatory, the Enochian clan's natural aptitude and knowledge of Nature Energy grew immensely. The bodies of Enochians adapted and evolved to act somewhat as a magnet or battery of Nature Energy; *in addition to being able to detect it where ever it may be, the body of an Enochian naturally draws in moderate amounts of Nature Energy from the surroundings* storing it within without negatively affecting their bodies(i.e., turning it to stone or grotesque transformations)."

Look at the bold part. The abilities of the Enochian allow you to sense natural energy. You can sense that when an object is in contact with it, the natural energy isn't there, I.e. sensing the gaps there but you don't have advanced enough sensing to determine what everything that touches it is. For example, if a tree is 7 meters away, you would sense natural energy everywhere except where the tree is, allowing you to pinpoint it's size, and height, if it's moving, etc but what it's made of, it's actual composition isn't possible due to you only sensing natural energy. I don't agree that you're able to use it in a way that allows this level of sensory and differentiation. Also, because no actual level of sensing is given, the default would be x1 so I'd clarify this next post. About the level of differentiation, I'll ask Scorps if this level is warranted though I don't think it does. ✦

(Akuma no Wana)Devil's Trap
Type:Supplementary/Offensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:30-80
Description:This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val to fit their needs. The user can manipulate the shape of Malefic Val to surround specific targets, releasing crushing force onto them to destroy them through compressing (Offensive), or to hold them into place (Supplementary). C-A rank versions of the techniques can be simply used for restraint, appearing as several streaks of purple that spawn around a target from a few meters away before closing in around it to halt its momentum and pin it to the ground or to a surface, such as a wall or a ceiling, without damaging them; the S-rank variant however, always carries 80 damage towards the target. Once an Enochian reaches the Archangel rank, they are capable of using the S-rank version of this technique four times per battle with two handseals, while Enochians of lower rank are capable of utilizing it with three handseals.

✦ Declined, few things. First, how much is a "few meters" away? That's left too much to interpretation and can cause issues. Also, all ranks should need the same amount of seals. ✦

(Seresutiaruintento) Celestial Intent
Type:Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. These constructs are able to be manifested in the air or from the user's body and can be launched along a chosen, predetermined trajectory as either projectiles or streams. The created constructs can be used to attack and defend alike by burning and bursting apart a chosen target/s, such as an incoming attack or the opponent themselves. Once an Enochian reaches the Archangel rank, they are capable of using the S-rank version of this technique four times per battle with two handseals, while Enochians of lower rank are capable of utilizing it with three handseals.

✦ Declined, same comments from above apply, what are the limits of this and how far can they be created? ✦

Kami no Shiwaza|Handiwork of God
Type: Supplementary/Offensive/Defensive
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils, when activated, increases the Enochian's control of Nature Energy for various effects, including defensive, offensive, and supplementary, with usages differing depending on the particular Sigil.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals. Twice per battle for four turns each, this Sigil acts as a pollutant, constantly releasing Val into the air to mix with the Nature Energy that's already present. Because of Val's properties, upon being used by anyone but an Enochian, their skin will physically be singed by the intensity of Divine Val, delivering severe burns all across their body as they take in the Natural Energy. This ability would not affect modes that store Nature Energy, such as Sage Mode, only affecting opponents during the process of absorbing Nature Energy. This Sigil is considered S-rank in level, dealing damage according to those afflicted.

-Transportation Sigil: Upon the formation of the Boar handseal, this S-rank Sigil grants the user an advanced form of transportation. The Sigil, upon activation, causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have caused the Enochian to surge with Nature Energy, and physically merge with the ever present Nature Energy around them, allowing a method of travel to another location of a near instantaneous fashion, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used by Enochians once they have reached the Archangel rank, with Horsemen and above being able to use it three times per battle while Archangels can use it twice per battle, each with a one-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object.

-Path to Heaven: This A-rank Sigil was created as an alternative to the Transportation Sigil, being more readily available and much easier to use. This Sigil upon activation with two handseals allows the user to physically interact with Nature Energy around them at will. Specifically, for four turns thrice per battle, this Sigil allows the user to stand, walk, run, etc. on Nature Energy around them as though it were a platform. This technique can be used to mimic flight, escape the path of certain techniques, or simply for more convenient travel. While activated, the user can freely switch between walking on Nature Energy or on the ground.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil, like most Sigils, draw in large amounts of Nature Energy and blend into the chakra system of the target it is adorned on. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above.

-Safeguard of the Prophet: This Sigil takes the form of a triangular Rune with various, smaller Runes on the inside that spell out "Safeguard" in the Enochian language. When activated, this Sigil harnesses and bends the Nature Energy around the user, condensing it into a transparent shield that surrounds the user. This shield of Nature Energy takes the shape of a wedge, with the lateral edge facing towards an incoming attack. This allows for the shield to deflect an attack from the user's body by "splitting" it, similar to the edge of an ax hitting an object. Streaming techniques and projectiles alike, upon impact with the shield, will split off to the left and right of the user's body, leaving them unharmed in the center, so long as the technique being defended against is tangible. Enochians up to the Archangel Rank can create up to an A-rank Sigil, capable of defending against Elemental Ninjutsu of the same rank. Horsemen and the Morningstar are capable of creating an S-rank shield and defend against S-rank attacks.

✦ Declined, Corruption lasting 4 turns each use is too high for this; Transportation is a no and not possible; Path to Heaven needs further clarifications. What if it's used while you're stuck in the swamp, for example. Can you just use this to create a wall under you to lift you out of it? Purification needs restrictions other than just twice a battle. Safeguard needs restrictions as well.

All of these need both duration and usage restrictions attached to it. Just becaue they are the CCJ does not allow no restriction on use. Also, it should be noted as per the CC post,

"distinct patterns and imagery that they could burn into objects. These patterns, called Sigils, causes the Divine Val to inscribe special properties onto the object, which vary depending on the particular Sigil used. These properties include concealment, protection, destruction, empowerment, etc"

The bold means that you create patterns that place special properties onto objects that the sigils are applied to. Teleporation isn't a property. Splitting Ninjutsu isn't a property. Turning into stone isn't a property though being petrified itself is a property something can have. But some of these and their wording work against their purpose/the clan's description. Being defensive/granting protection is a property, splitting ninjutsu isn't. I suggest finding the properties you want applied to a sigil first then working to get that effect created. ✦

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: The user will form two handseals, activating a Sigil located on their back/chest. The Sigil will draw in copious amounts of Nature Energy from the environment, blending it into the user's chakra. The mixture transforms the user's body, changing their form to become identical to that of Divine Val. The user's body will glow brightly, appearing as though their Divine Val has covered their body in aura. While transformed, the user adopts the properties of Divine Val, including its weightlessness. This allows the user to leap great heights and float in midair, granting a form of pseudo-flight by controlling the Val consisting their bodies to change directions. While in this form, the user is limited to Val related techniques only so as to not disturb the Sigil.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and last four turns per usage

✦ Declined, again, restrictions? You have several S ranks through this post but no type of drawbacks nor restrictions. Self also isn't a range. 4 turns is also too high for an S rank as well as 3 usages for this. ✦
 
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Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. The forest grew around them and never harmed them, they kept themselves to themselves within these trees and lived with them. In darker seasons of the years, the Elves would use their blood line trait, the silmarilis to create warmth like sunlight for the trees so they could flourish all year round. But this peace could not last. Over time people would come exploring but to take what was theirs, not to make peace, and the would have to fight off their attackers. But they could only fight them within the trees and the forest would suffer. Illuvatar, knew this would ruin their home and so he went to the oldest tree in the center of the forest and prayer for it's help, releasing the Simarilis into the tree asking for its help. The strangest thing happened as the tree grew an unusual branch, near the top over the next three days which fell off, landing in Illuvatar's hands. He couldn't believe it, it was a wooden bow with no string. But he knew what to do, he released his chakra through the bow and as he did the string formed out of energy, as he drew it back an arrow formed made of the Silmarilis. The energy he had give to the tree had infused into this bow to give him what he needed to defend his lands.

Over the years the bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will end the silmarilis mode of the sword.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities correlatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

✦ Declined,for starters, all the background/history stuff has to go. It's not needed and just adds space to this. Second, though I understand it's the core ability/trait of your clan, Sniper Arts patents all chakra created bows and arrows; by creating arrows of Holy Fire, even if a KG, it is still chakra based thus clashes with mathias's CFS. Without his permission, the arrow aspect cannot progress. As for the sword part, the last line is confusing, the part about ending a "mode of the sword" I don't see anything prior to that about a mode so you'll need to clarify that. ✦

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Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application.

Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent. The more hostile the more it hurt (depending on rank in the actual rp). This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

The second method is called "shock". This is the basic focus of the energy giving it a concentrated shape, similar to that of lightning release, to create offensive attacks. It was never intended to be used like this but with the many threats around the world they had no choice, the holy fire would serve to protect and defend them in all cases. They would never seek out a fight, but if one were to seek them out, they would clense their realm of the threat.

The size of these are anything up to 2m in diameter, each object counts as a move per turn. The user will have to state if they intend to use shock or just clense (clense has no offensive properties and serves for NW interactions and such, shock will always burn the impure).

Note: S rank can only be used 3 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: To use S rank version, must have been a member of the clan for 2 months or have permission from the clan leader.

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✦ Declined, for starters the bold. "The more hostile, the more it hurts." Though you have it's rank based, what's stopping a genin from being as hostile as a Kage ranked member? Also, because you do write it's dependant on actual rank, it should be noted the level of intensity each stage grants. C rank does x, B does y, etc. The two paragraphs about the methods also are confusing and need to be better worded. I dont think there should be a time based restraint before learning this in the jutsu, that can be applied via training but not needed in the jutsu, just creates a filler restriction. Also, how far apart can these be created from the user? From the opponent? ✦

Ouritsu Purotekuto | Argent Defender
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: Much like holy shock, this is the second appliction of Silmarilis (holy fire) in is energy form to create more unique uses for the element. Holy shock focusses on the shape for the element, where as this application focusses more on Waves, streaming and pulses of the holy fire to create a more defensive style. Like holy shock this can be used in two ways, one for a solid energy form that will burn like fire, as a "Holy power" if you will, or in the pure form of clensing and testing, only harming those who are impure (this will be stated when used). Through this technique there are three different applications of the Holy fire:

Pulses: You could almost imagine this like sound release (though not as fast and can be seen) in releasing waves of the holy fire in it's energy form from the user in a form of a pulse. This can be made in a single direction all all around the user pushing outwards. What's unique about this is if the pulse is used in it's "Clense form" it can be used to harm those hidden who would wish to cause harm to others, while leaving allies unharmed. In it's more focused form it would act as a destructive wave, like a barrier spreading outwards. This can be sustained and held in place but only up to 10m around the user. The user can release this is the "clense" form around them to not harm their allies they release more chakra into it to cause it to become the "shock" form while holding it in place to protect them and their allies from incoming attacks or threats. While sustaining this, it takes up one of the uses three moves per turn and can only use silmarilis jutsu.

Waves: Similar to the pulse application, the user will create waves of energy that they send in a certain focussed direction, not spreading the power. It will be "Shock" or "clense" in it's application and once released it will go to the range intended before disipating. Unlike pulse which needs to be maintained.

Streams: This is where the Holy fire comes into play with it's name, much like fire, the holy fire energy can be streamed in a chosen direction, be it focussed or large. For it to be larger it would need to be a higher rank, as is usually the correlation between rank as size. While streaming the user needs to remain with their focus on the stream much like when releasing a fire stream from your mouth. These streams can be released from any part of the body and must be fed chakra and maintianed, meaning the user can only use silmarilis jutsu while streaming the silmarilis stream.

Note: Must state which form it is: Stream, wave or pulse, when using this technique
Note: Must also state whether it's offensive as energy or in the pure form to test whether there is negative intent.
Note: The Rank is dependent on chakra spend, 15 chakra for C rank, 20 for B rank ect, and the power corresponds to that rank which is to be stated when used
Note: A rank can only be used once per turn
Note: S rank can be used 3 times per battle with 2 turns between uses.
Note: All of these are released from the body
Note: B ranks and below only reach mid range.

✦ Declined, to be quite honest, it's a waste of a jutsu as you basically can perform this with the last jutsu, just creating the tools in specific shapes/methods. Approving it would just give you two very similar jutsu that do only small ddifferences that could have been detailed into one jutsu. I suggest merging aspects of the two, allowing you to use the jutsu for 3-4 core purposes. Projectiles and waves/pulses for cleansing purposes and then streams and sentient creations for offensive damage. Saves a jutsu slot as well as lets you get more out of one submission. ✦

Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

This was orginally to test those who the elves formed an Alliance with, they would shake hands with their allies and when they did they would turn their hands to the Holy fire in it's less offensive form to test them. In this way their hands would feel warm, but if it was to deceive them, the person they shook hands with would feel intense burning and the elves would destroy them then and their. They hate deception and evil and purge the world of those who wish to do do.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 4 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.

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✦ Declined, how long does the blindness last? One turn, two? As long as you are in this mode, etc? Also, you should only be able to use elements that compose Holy Fire when in full body mode, not all elements based on energy. 3 turns max as well for this. I also dont understand the point of the second paragraph if it's just to detail background information. ✦


Consecration | houken
Type: Offensive/Supplementary/Defensive
Rank: B/A
Range: Short - long
Chakra: 20/30
Damage: 40/60
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. This light shines and has two methods of being used which the user will state when using the jutsu. One is "Purge" and one is "test".

Test: This is the chakra in the ground waiting to be activated. It reacts in the same way to the elves senses. So when ever someone standing on the chakra goes to do something harmful, negative or evil, then the chakra will react engulfing them in a pillar of holy fire to purge them of all the impure thoughts. The name test comes from how they tested people coming to their home, they would have them stand within the circle to test their intentions. If they went on unharmed, they would be allowed to pass.

Purge: The second is to create the chakra in a desired location which then shoots up in a pillar to the sky of holy fire, burning all within the circle. This is to cleanse the land of all evil giving them no escape as the life burns them away. This would be twice as effective on dark chakras such as the bijuu.

Note: Short range radius is B rank.
Note: Mid range radius is A rank
Note: Can only be used once every two turns, must state which rank, and method used.
Note: Lasts for the turn used

✦ Declined the first ability isnt needed nor related enough to the offensive usage of the second to be considered one jutsu. The first just creates chakra that people pass if they dont have harmful intent while the second creates a pillar of fire under a target. These arent related at all. As for Purge, how wide is the pillar? It wont have a mid range radius itself even if you channel mid range chakra into the earth. It also won't be twice as effect as your CC submission doesnt mention anything like this, a double effectiveness. An overall usage limit as well is needed. ✦

Ame no Junsei Seisen | Rain of the Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: B/A
Range: Short-Long
Chakra: 20/30
Damage: 40/60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to A rank, taking up 1 of the three jutsu per turn.

Note: Useable 3 times, lasting 4 turns, 2 turns between uses
Note: Making it burn an increasing it to A rank can be done once per use lasting for that single turn
Note: Will not harm the user as the holy fire just becomes one with them once more.

✦ Declined, pick a single rank. Also, the effects aret fully clear either. It states it burns them severely but then says it makes it harder to perform jutsu and concentrate. But on what level? Also, why wouldnt it effect the Byakugan? It'd effectn' all doujutsu in the same way as it's a rain of chakra itself, though if it falls "gently like snowflakes", it might not be falling enough to cause blindness or limited sight. No to the added seal as well, the overall effect is already fine imo. ✦


Also, everyone of your jutsu doesn't need to be nor will be approved as multirank, don't try to push it lol.
 
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✦✦ Thread Reopened ✦✦

With the exception of one long ass post >_>, CCJ are checked, be sure to double, triple check the CC submission when making CCJ. Be sure your abilities are in line with what the clan is capable of, and not what the wording was meant to say. This is important to note. Also, please do not post several multirank CCJ for the sake of it. I understand the want of getting things achieved as well as having versatility but if it doesn't fit the jutsu logically, don't stretch it.​
 

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1. ( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive
  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
C Rank

Disarming Charm: - Supplementary
  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
B Rank

Summoning Charm: - Supplementary
  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary
  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank

Stunning Charm: - Offensive
  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
Human Presence Revealing Spell: - Supplementary
  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive
  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.


 Approved  editted



( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:

Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 3 turns and cannot target sentient (living) beings besides the user.

Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once, every 3 turns, max of 4 times. Target is left vanished for 3 turns.

Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. Conjuration can only be used once every 3 turns, a max of 4 times. S ranked Conjurations can only last 3 turns.

Untransfiguration - Supplementary ( A )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'A'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: All Transfigurations take the form of projectiles of mahou, and can be defended against like any other jutsu.
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.


 Approved  editted
 
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Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. The forest grew around them and never harmed them, they kept themselves to themselves within these trees and lived with them. In darker seasons of the years, the Elves would use their blood line trait, the silmarilis to create warmth like sunlight for the trees so they could flourish all year round. But this peace could not last. Over time people would come exploring but to take what was theirs, not to make peace, and the would have to fight off their attackers. But they could only fight them within the trees and the forest would suffer. Illuvatar, knew this would ruin their home and so he went to the oldest tree in the center of the forest and prayer for it's help, releasing the Simarilis into the tree asking for its help. The strangest thing happened as the tree grew an unusual branch, near the top over the next three days which fell off, landing in Illuvatar's hands. He couldn't believe it, it was a wooden bow with no string. But he knew what to do, he released his chakra through the bow and as he did the string formed out of energy, as he drew it back an arrow formed made of the Silmarilis. The energy he had give to the tree had infused into this bow to give him what he needed to defend his lands.

Over the years the bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will end the silmarilis mode of the sword.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities correlatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

✦ Declined,for starters, all the background/history stuff has to go. It's not needed and just adds space to this. Second, though I understand it's the core ability/trait of your clan, Sniper Arts patents all chakra created bows and arrows; by creating arrows of Holy Fire, even if a KG, it is still chakra based thus clashes with mathias's CFS. Without his permission, the arrow aspect cannot progress. As for the sword part, the last line is confusing, the part about ending a "mode of the sword" I don't see anything prior to that about a mode so you'll need to clarify that. ✦

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Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application.

Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent. The more hostile the more it hurt (depending on rank in the actual rp). This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

The second method is called "shock". This is the basic focus of the energy giving it a concentrated shape, similar to that of lightning release, to create offensive attacks. It was never intended to be used like this but with the many threats around the world they had no choice, the holy fire would serve to protect and defend them in all cases. They would never seek out a fight, but if one were to seek them out, they would clense their realm of the threat.

The size of these are anything up to 2m in diameter, each object counts as a move per turn. The user will have to state if they intend to use shock or just clense (clense has no offensive properties and serves for NW interactions and such, shock will always burn the impure).

Note: S rank can only be used 3 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: To use S rank version, must have been a member of the clan for 2 months or have permission from the clan leader.

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✦ Declined, for starters the bold. "The more hostile, the more it hurts." Though you have it's rank based, what's stopping a genin from being as hostile as a Kage ranked member? Also, because you do write it's dependant on actual rank, it should be noted the level of intensity each stage grants. C rank does x, B does y, etc. The two paragraphs about the methods also are confusing and need to be better worded. I dont think there should be a time based restraint before learning this in the jutsu, that can be applied via training but not needed in the jutsu, just creates a filler restriction. Also, how far apart can these be created from the user? From the opponent? ✦

Ouritsu Purotekuto | Argent Defender
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: Much like holy shock, this is the second appliction of Silmarilis (holy fire) in is energy form to create more unique uses for the element. Holy shock focusses on the shape for the element, where as this application focusses more on Waves, streaming and pulses of the holy fire to create a more defensive style. Like holy shock this can be used in two ways, one for a solid energy form that will burn like fire, as a "Holy power" if you will, or in the pure form of clensing and testing, only harming those who are impure (this will be stated when used). Through this technique there are three different applications of the Holy fire:

Pulses: You could almost imagine this like sound release (though not as fast and can be seen) in releasing waves of the holy fire in it's energy form from the user in a form of a pulse. This can be made in a single direction all all around the user pushing outwards. What's unique about this is if the pulse is used in it's "Clense form" it can be used to harm those hidden who would wish to cause harm to others, while leaving allies unharmed. In it's more focused form it would act as a destructive wave, like a barrier spreading outwards. This can be sustained and held in place but only up to 10m around the user. The user can release this is the "clense" form around them to not harm their allies they release more chakra into it to cause it to become the "shock" form while holding it in place to protect them and their allies from incoming attacks or threats. While sustaining this, it takes up one of the uses three moves per turn and can only use silmarilis jutsu.

Waves: Similar to the pulse application, the user will create waves of energy that they send in a certain focussed direction, not spreading the power. It will be "Shock" or "clense" in it's application and once released it will go to the range intended before disipating. Unlike pulse which needs to be maintained.

Streams: This is where the Holy fire comes into play with it's name, much like fire, the holy fire energy can be streamed in a chosen direction, be it focussed or large. For it to be larger it would need to be a higher rank, as is usually the correlation between rank as size. While streaming the user needs to remain with their focus on the stream much like when releasing a fire stream from your mouth. These streams can be released from any part of the body and must be fed chakra and maintianed, meaning the user can only use silmarilis jutsu while streaming the silmarilis stream.

Note: Must state which form it is: Stream, wave or pulse, when using this technique
Note: Must also state whether it's offensive as energy or in the pure form to test whether there is negative intent.
Note: The Rank is dependent on chakra spend, 15 chakra for C rank, 20 for B rank ect, and the power corresponds to that rank which is to be stated when used
Note: A rank can only be used once per turn
Note: S rank can be used 3 times per battle with 2 turns between uses.
Note: All of these are released from the body
Note: B ranks and below only reach mid range.

✦ Declined, to be quite honest, it's a waste of a jutsu as you basically can perform this with the last jutsu, just creating the tools in specific shapes/methods. Approving it would just give you two very similar jutsu that do only small ddifferences that could have been detailed into one jutsu. I suggest merging aspects of the two, allowing you to use the jutsu for 3-4 core purposes. Projectiles and waves/pulses for cleansing purposes and then streams and sentient creations for offensive damage. Saves a jutsu slot as well as lets you get more out of one submission. ✦

Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

This was orginally to test those who the elves formed an Alliance with, they would shake hands with their allies and when they did they would turn their hands to the Holy fire in it's less offensive form to test them. In this way their hands would feel warm, but if it was to deceive them, the person they shook hands with would feel intense burning and the elves would destroy them then and their. They hate deception and evil and purge the world of those who wish to do do.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 4 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.

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✦ Declined, how long does the blindness last? One turn, two? As long as you are in this mode, etc? Also, you should only be able to use elements that compose Holy Fire when in full body mode, not all elements based on energy. 3 turns max as well for this. I also dont understand the point of the second paragraph if it's just to detail background information. ✦


Consecration | houken
Type: Offensive/Supplementary/Defensive
Rank: B/A
Range: Short - long
Chakra: 20/30
Damage: 40/60
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. This light shines and has two methods of being used which the user will state when using the jutsu. One is "Purge" and one is "test".

Test: This is the chakra in the ground waiting to be activated. It reacts in the same way to the elves senses. So when ever someone standing on the chakra goes to do something harmful, negative or evil, then the chakra will react engulfing them in a pillar of holy fire to purge them of all the impure thoughts. The name test comes from how they tested people coming to their home, they would have them stand within the circle to test their intentions. If they went on unharmed, they would be allowed to pass.

Purge: The second is to create the chakra in a desired location which then shoots up in a pillar to the sky of holy fire, burning all within the circle. This is to cleanse the land of all evil giving them no escape as the life burns them away. This would be twice as effective on dark chakras such as the bijuu.

Note: Short range radius is B rank.
Note: Mid range radius is A rank
Note: Can only be used once every two turns, must state which rank, and method used.
Note: Lasts for the turn used

✦ Declined the first ability isnt needed nor related enough to the offensive usage of the second to be considered one jutsu. The first just creates chakra that people pass if they dont have harmful intent while the second creates a pillar of fire under a target. These arent related at all. As for Purge, how wide is the pillar? It wont have a mid range radius itself even if you channel mid range chakra into the earth. It also won't be twice as effect as your CC submission doesnt mention anything like this, a double effectiveness. An overall usage limit as well is needed. ✦

Ame no Junsei Seisen | Rain of the Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: B/A
Range: Short-Long
Chakra: 20/30
Damage: 40/60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to A rank, taking up 1 of the three jutsu per turn.

Note: Useable 3 times, lasting 4 turns, 2 turns between uses
Note: Making it burn an increasing it to A rank can be done once per use lasting for that single turn
Note: Will not harm the user as the holy fire just becomes one with them once more.

✦ Declined, pick a single rank. Also, the effects aret fully clear either. It states it burns them severely but then says it makes it harder to perform jutsu and concentrate. But on what level? Also, why wouldnt it effect the Byakugan? It'd effectn' all doujutsu in the same way as it's a rain of chakra itself, though if it falls "gently like snowflakes", it might not be falling enough to cause blindness or limited sight. No to the added seal as well, the overall effect is already fine imo. ✦


Also, everyone of your jutsu doesn't need to be nor will be approved as multirank, don't try to push it lol.
- We spoke about the Sniper arts.
- removed story mode

Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

✦ Approved ✦

- Combined the two
- Gave the methods a better wording
- Broke down the ranks to give variation

Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application.This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used.. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns

✦ Approved, had to edit parts. No need for that much detail about the ranks lol ✦

- Made the bolded changes
- Removed second paragraph as it was more story

Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.
Note: Blinding lasts while this is active. Once this ends the targets remain blind for one more turn.
Note: only be able to use elements that compose Holy Fire when in full body mode

✦ Approved ✦

Consecration | houken
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - long
Chakra: 30
Damage: 60
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will errupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire.

Note: Can only be used once every two turns for 4 usages overall.
Note: Lasts for the turn used

✦ Approved ✦

Ame no Junsei Seisen | Rain of the Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate causing it to take twice as long for them to perform a jutsu, so what would normally be as easy as making a single handseal, due to the constant burning it would take twice as long for them to focus. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan as the byakugan can see through chakra, like how it can see through the hidden mist. Where as sharingan and the rinnegan will just see chakra all around them blocking their vision. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches as it gives off an even brighter glow, allowing one to notice this, starting ateast 5 meters above the target. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to S rank, taking up 1 of the three jutsu per turn.

Note: Useable 3 times, lasting 3 turns, 2 turns between uses
Note: Making it burn and increasing it to S rank can be done once per use lasting for that single turn, ending the usage of the full jutsu.
Note: Will not harm the user as the holy fire just becomes one with them once more

✦ Approved, made a lot of edits here ✦l
L
 
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Penguin

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8th and final CCJ for Mandalores. Posted the armor in the spoiler as a reference.

Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet

Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing comparable to sensors such as Tobirama and Karin. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. This ability would cost sixty chakra opposed to the thirty chakra beforehand.​

Body Armor

Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.​

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event, unless the user should make it to the Concord Dawn for their armor to be repaired. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.

✦ Declined, you say the chakra doubles and that's fine, everything would be doubled. So why does it's tracking ability go from x1.5 to x4? It literally had twice the amount of chakra so it should be x3 or so unless you're increasing the chakra. Under the chakra sensing part, remove the references to Tobirama and Karin. You aren't getting Karin level sensing lol. Also, if this jolt of chakra hurts your nervous system, you aren't going to be very mobile or "okay"; that system contains your nerves and extends to your brain stem and brain. Hurting this can leave you paralyzed, comatose or dead. Hand seals alone won't be the only thing harmed or hindered and this wouldn't affect Mangekyou level Genjutsu. No to the Concord Dawn part; if the suit is damaged, it shouldn't be fixable via NW. That negates the point of the restrictions and drawbacks if you can just get it fixed by walking to a landmark and leaving lol. For the rest of the event, it's broken and done. Once you go back home, the armor would be fixed only if you're ending that event and starting a new one ✦

(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 50 (+250) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Ashitaka Emishi developed the final technique of his clan. Using his weight training as sort of a premise for the last technique of the Mandalores, Ashitaka underwent two months of intense physical training as Mand'alor the Indomitable. When a senior member of the clan undergoes this training, they push their body to the absolute limit with intense combat sessions with the clan head while wearing their regular armor which is augmented by a seal much akin to the one found on leg weights, only with a more amplified affect. Any Mandalore within the Ninja World while undergoing this training will have their speed cut in half during fights and travel times will be doubled when traveling from one area to another. After undergoing those two months of harsh training in terrible environments, getting adjusted to the new weight of their armor, Mand'alor the Indomitable undergoes the final process to this sacred technique; destroying the Mandalore's armor.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by three-fold for two whole turns. After this sort of "peak" in physical power, the Mandalore would have double their original speed for the duration of the technique. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be increased by forty points for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points for the duration of the technique. Due to the Mandalore's newfound physical ability, they are able to release unfocused bursts of chakra in tandem with taijutsu or hand gestures that equate to S-rank damage. This costs a move to perform. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: Only Mandalorian Champions and above are capable of using this technique, although if used by a Mandalorian Champion, they are rendered unconscious once it ends.
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: These boosts are all considered passive since it's training that increases the physical ability of the Mandalore.
Note: The user's primary element would gain twenty damage while this technique is in play due to the over abundance of chakra, as well as other ninjutsu gaining ten damage.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: If given permission, the user has to undergo two months of vigorous physical training with Penguin or those he gives permission to teach this technique. It must be done in an RP based manner in the custom training grounds.
Note: The user cannot simply "stop" this technique unless they equip a new Mandalorian armor by the beginning of the fourth turn. This would effectively re-sync the user's chakra system with their new armor. Otherwise, the Mandalore would ultimately die.
Note: Only can use the basic five elements as well as Ninjutsu and Taijutsu that doesn't require precise chakra control during the duration of this technique.



✦ Declined, first change the red Penguin to Clan Head. I know you probably plan on being leader for some time but it should still refer to the Clan Head unless it's a personal CCJ. As Scorps said in his previous check, it is required that you die at the end of this jutsu, not equip a new armor, but ultimately die. Without that condition, this won't be approved. These also wouldn't be passive boosts as they are the results of a specific mode used. In order for the boosts and benefits of this kick in, you have to use a large amount of chakra that 'comes from the heavens' (weird wording btw) and then it triggers. In my eyes, this mode would count as an active boost like EIG or sm. Also, the first paragraph under the description's last sentences about the training in the NW. You can keep it if you want but I wouldn't have it listed. I mean, you compared to LW but during the training for that, the user isn't slowed. Sidenote: I think you also said you were dropping this idea, but either way I checked it just in case ✦
Time for some PCCJ if the former is approved.

(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 70 (+300) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Mand'alor the Indomitable had created a personal technique to relieve him of these inhibitions.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by four-fold for two whole turns. After this sort of "peak" in physical power, the Mandalore would have thrice their original speed. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be increased by forty points for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points. Due to the Mandalore's newfound physical ability, they are able to release unfocused bursts of chakra in tandem with taijutsu or hand gestures that equate to S-rank damage. This costs a move to perform. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: The user's primary element would gain twenty damage while this technique is in play due to the over abundance of chakra, as well as other ninjutsu gaining ten damage.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: The user cannot simply "stop" this technique, as it is a last resort technique. It is only undone with death, which happens after four turns.
Note: Only can use the basic five elements as well as Ninjutsu and Taijutsu that doesn't require precise chakra control during the duration of this technique.

✦ Auto Decline ✦
 
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Korra.

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Claymores Approved

Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+50 chakra per limb)
Damage: N/A
Description: The basis of the Kureimoas' lust for flesh is firmly rooted in their curse of perpetual hunger. Despite this never ending agony, they are capable of feeding ever so often and being satisfied even if for for a moment. Through feeding, a Kureimoa gains a slight euphoria, like someone eating their favorite food prepared just perfectly, along with the pent up chakra stored within the flesh of their victims. This chakra can be ingested by the Kureimoa and added to their own chakra reserves or use it to fuel various chakra intensive techniques of the clan such as healing. The human body is divided into six (6) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Each of these sections contain 50 points of chakra and are able to be harvested by the Kureimoa clansman through feeding. When added up this means every person consumed by the Kureimoa provides but 300 chakra points, less than 50% of their original reserves. However their Hunger doesn't end there, Claymores also possess a hunger for knowledge where they are able to access the thoughts, sentiments, memories, or even emptions of their victims through simple touch--even if the target is dead. With their ability to digest almost all forms of chakra (such as neutral, elemental, Raw Senjutsu, as well as Bijuu chakra) they are able to devour not just flesh but actual energies when presented the opportunity. This chakra eating habit can only apply to raw, unmolded chakra and not actual techniques. Meaning, they must wait until said technique has been broken down to a point where it becomes simply raw, unmolded chakra. Whenever Kurochi overpowers an opponent's technique and the physical and chakra properties of said technique have been degraded, the Claymores are able to harvest that lingering, unmolded chakra through either eating it manually or using the Kurochi as a proxy to take it into their bodies. When metabolizing the raw chakra of a deteriorated technique a Kureimoa gains 50% of the cost of said technique as chakra to their reserves. This means, an A ranked technique (30/60) reduced to chakra or a simple burst of raw chakra gives the Kureimoa only 15 chakra should it be eaten/absorbed. Due to the fact that traditional medicine and medical procedures are wasted on a Kureimoa this technique is the first of the two core CCJ that provide them their only source of sustenance and as such can be performed as many times as needed by with a lengthy cooldown between uses. Accessing sentiments and absorbing lingering chakra has no cooldown however.

Note: Must be of at least Ghoul rank to perform
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body)

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost:-(35/70/150)
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Each human body is divided into six (6) sections to the Kureimoa (head(1), feet (2), hands (2), and torso (1)), and this includes for themselves. This model specifically allows them to target and heal important areas of the body that are deemed too crucial to lose as quickly as possible, seeing as their resistance to pain may sometimes leave them feeling invulnerable. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, setting bones, etc the Kureimoa is able to only spend half of the maximum amount required (35 chakra points) to heal said injuries. Or, at the same time, if chakra proves to be too precious such as when the Kureimoa is in an intensive fight, he can spend half the chakra to cover extensive wounds but not fully heal them. An example of this would be like stitching a massive cut shut with Kurochi, covering an amputated limb to stop bleeding, or hold removed limbs together with Kurochi. Although very flexible, the healing only applies to physical injuries and not mental ones like Genjutsu damage. During the regeration of major parts such as a hand or leg, it takes a move of the three alotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to renengerate one limb already, and only two more limbs can be regrown with in thst same turn and the obvious downside would sacrificing the ability perform any more techniques until the next turn. The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can mend even the most gruesome of injuries in seconds and bring the Kureimoa back to pristine health. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 150 chakra and takes 2 of the 3 allotted slots per turn.

Note: Must be at least Ghoul rank to perform
Note: Minor healing (costing 35 chakra) can only be done once every 3 turns
Note: Major healing (costing 70 chakra) can only be done once every 5 turns
Note: Only one version of healing can be performed in the same turn. That is, the major and minor healing processes cannot take place at the same time
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"

✦ Both Approved ✦

Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range chakra control and may sustain pre-existing constructs with -10 chakra per turn for up to three turns and cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. All elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).

Note: The S ranked version can only be performed 4x a match
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.

✦ Approved, made edits to this ✦

Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: E-S
Range: Short
Chakra Cost: 5-40 (-X per turn from target, -10 per turn active)
Damage: 10-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, subdermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".

Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat (carrying the damage of whichever ranked variant is active. E.g. The C ranked variant would allow the user C ranked damage with his attacks) as well as release Kureimoa to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the rank of each variant used, for example the C ranked version would allow C ranked applications. Costs a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few inches from the skin, which means the Kureimoa would have to be very close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.

Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of each variant used, for example the C ranked version would allow C ranked applications. Costs a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 3 meters should it be exposed.

Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the opponent of a mere 30 points of chakra, but as the contact is maintained, over time, this value begins to double for every turn the Kureimoa stays in contact with the enemy for a maximum of 5 turns. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.​

Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)

Note: Each variant lasts 5 turns each, excepting S which lasts 4
Note: A ranked variant requires a two turn cool down upon deactivation
Note: S ranked variant requires a three turn cool down upon deactivation and can only be done 3x an event. Once used the Kureimoa cannot perform clan techniques above A ranked for the next two turns after it ends.

✦ Declined, I started to make edits to make it approvable but the more I got going the harder it became. The third usage is too much how it is described; for starters, it's not going to absorb chakra on a doubled rate each turn. For five turns, that is 480 chakra last turn and 930 chakra in all, just from contact when the point of the clan is to eat chakra. Each form lasting 5 turns is a clear no, this also doesn't need to be multiranked from C to S, A to S is fine with Flow of Conquest being S while the other two are A. Conquest needs to last 3 turns max and at best, absorb 50 chakra in one turn. You aren't eating it thus aren't gaining as much ad you can gain that way. ✦

Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+20 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by passively coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi, and the ability to be manipulated by the Kureimoa whether from close or at a distance similar to how Kurochi is manipulated. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire, and the Kureimoa will be able to guide this fireball with Kurochi chakra control for a sure hit almost everytime. The infused element is in no way passively boosted by Cruel Hegemony as all techniquesn of said affinity will still carry their normal attributes like chakra cost and damage. This technique is passively applied to the Kureimoa's strongest chakra nature (primary affinity) of the five base affinities (I.e. no CE's, HA's, KKG, etc) and must be declared in the bio or at the start of the match. Cruel Hegemony can also be used as a trigger type technique to infuse other elements in the Kureimoa's arsenal including the special element of Rain (Ameton), by adding an extra 20 chakra to them in return for a damage boost of equal proportions.

Note: Must be stated on Kureimoa bio and/or at the beginning of each match
Note: Passive variant can be deactivated and activated at will
Note: Trigger type activation can be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Triggered activation enquires a turn cool down between usages.

✦ Declined, why is this unranked and passive? Just because the clan may or may not passive abilities does not mean you can just create one like I told Priest. This also needs to apply to elements and nature's you directly release from your person as well as have a duration limit. This is a normal boosting jutsu for all intents and purposes no matter how nicely worded it is and needs to be created/checked like other boosting techs and as such, needs a duration limit, restrictions on use and after use and an overall cap on how many times it can be used ✦
 
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(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: Forbidden
Type: Supplementary
Range: Self
Chakra Cost: 50 (-15 per turn)
Damage Points: N/A
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakra mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. This technique can be seen as a combination of Unholy Convergence and Dark Convergence. It takes the concept of using Keigoku to augment chakra, but using the body as a pure source. This is achieved by creating perfect harmony and balance between the energies much like sage mode. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes, they become an almost pure form of keigoku, the user's body becomes all black and purple, featuring ten tails and taking on a form similar to version 2 jinchuriki cloak.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, they lose One level of tracking on the speed chart because of this.
This technique can only be used once and lasts four turns. Once the four turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a major drawback, the intense chakra loss and strain causes the user take 30 damage and causes extreme fatigue, nauseousness and dizziness.

✦ Declined, alright closer to approval. The restrictions don't fit this jutsu and are largely artificial. This is a Forbidden jutsu, your only restriction is fatigue and dizziness. We both know that wont fly for this. Needs to restrict you in that turn as well as at least two after it in a way that FITS the jutsu usage. ✦


(Nekura Hijutsu: Andeddo no koe: Burakku Rerumu) Nekura Hidden Technique: Bode of the Undead: Black Realm
Rank: B-A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The most simple and the most versatile technique of the Nekura's. This technique allows the user to pour Keigoku out from a portal and shape it in their liking. The size and power of the Keigoku is directly proportionate to the Rank used.
At B rank, the user is only capable of creating constructs that are no bigger or take up more space than a 3 meter radius sphere. These constructs are capable of inducing minor migraines and headaches. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are B rank and Below.
At A rank, the user is only capable of creating constructs that are no bigger or take up more space than a 5 meter radius sphere. These constructs are capable of inducing migraines and severe headaches. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are A rank and Below.
The A ranks possess drawbacks, only able to used thrice the entire battle and requires a two turn cool down. While this technique is active, only one construct can be created or manipulated at any given time.

✦ Declined, needs handseals and the manipulation of previously created Keigoku is a no as well. Already have a jutsu that does just this, don't need a second. ✦
(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakra mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. This technique can be seen as a combination of Unholy Convergence and Dark Convergence. It takes the concept of using Keigoku to augment chakra, but using the body as a pure source. This is achieved by creating perfect harmony and balance between the energies much like sage mode. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma, dealing base damage of the same rank as the lightning bolt. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes, they become an almost pure form of keigoku, the user's body becomes all black and purple, featuring ten tails and taking on a form similar to version 2 jinchuriki cloak.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, their base tracking abilities decrease by one.
This technique can only be used twice and lasts four turns, with a 3 turn break in between. Once the four turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a major drawback, the intense chakra loss and strain causes the user take 30 damage and causes extreme fatigue, nauseousness and dizziness. Also, with the tenketsu being imbalanced due to the removal of Keigoku, they are incapable of using anything above A Rank ninjutsu and genjutsu for three turns afterwards and are rendered immobile for one turn due to the body readjusting as well.

✦ Approved, had to edit small parts ✦

(Nekura Hijutsu: Andeddo no koe: Burakku Rerumu) Nekura Hidden Technique: Bode of the Undead: Black Realm
Rank: B-A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The most simple and the most versatile technique of the Nekura's. After Three hand seals, this technique allows the user to pour Keigoku out from a portal and shape it in their liking. The size and power of the Keigoku is directly proportionate to the Rank used.
At B rank, the user is only capable of creating constructs that are no bigger or take up more space than a 3 meter radius sphere. These constructs are capable of inducing minor migraines and headaches.
At A rank, the user is only capable of creating constructs that are no bigger or take up more space than a 5 meter radius sphere. These constructs are capable of inducing migraines and severe headaches.
The A ranks possess drawbacks, only able to used thrice the entire battle and requires a two turn cool down. While this technique is active, only two constructs can be created or manipulated at any given time.

✦ Approved, this is able to only be formed 5+ meters away from the opponent. ✦
 
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Resubmitting as clan leader, Completely revamped for the most part, so no bolded.

(Kami no Te) Hand of God
Type:Supplementary
Rank:S
Range:Self
Chakra:N/A
Damage:N/A
Description:The Hand of God is a powerful Sigil that is given to those of the Horseman rank, as well as the Morningstar himself. For the Horsemen, the Sigil takes the form of a pentagram surrounded by a circle, while the Morningstar's Hand of God possessing an additional Rune that appears to be in the image of a sun emitting from the circle. The Sigil is placed on the chest of the Enochian, and offers great benefits to their abilities and strengths. The Sigil naturally increases the flow of Nature Energy into an Enochian to levels far higher than normal, enhancing the base strength and speed of an Enochian to that comparable of the 2nd Gate and increases the strength of the user's Val related techniques by 50%. Once per turn, the user can use the enhanced flow of Nature Energy in their bodies to empower one technique by +15.

Once per battle, the user can manually increase the flow of Nature Energy through the Pentagram rune with an influx of chakra equivalent to S-rank, amplifying its effects for five turns. The user's eyes will grow slightly to match the color of their Divine Val, while causing their skin to give off a slight hue of the same color. The large influx of Nature Energy grants the user a large increase in their abilities. The user's strength and durability will become equivalent to Hashirama in his Sage Mode form, with the user's speed equaling that of the Fourth Gate. After five turns, the user's flow of chakra and Nature Energy returns to normal, deactivating the Hand of God for the remainder of the match and inflicting -20 damage to the user, as well limiting their Val-related abilities to A-rank and below.

✦ Declined, for starters, this is a bootleg Sage Mode lol. Anyway, no to a 50% increase. Regardless of rank, this needs a static increase, not one that fluctuates, especially when it's reserved to higher ranks. x2 strength and speed is iffy. There is also no duration limit on the initial usage, the first paragraph. There is only one mentioned when the second is used and suggests that if it is used, then the duration is limited to 5 turns. This kinda implies it's longer than this, and 5 turns for an S rank is too much for certain. The entire second paragraph itself is too much for me, given that your CC directly says:

"While not on the same level of Nature Energy amounts that is absorbed to invoke Sage Mode, the natural conduction of Nature Energy is sufficient to also invigorate the Enochian due to its naturally empowering properties, affecting the spiritual and physical fortitude of clan members."

This means you can't manipulate or absorb Natural energy on a level equal or like Sage Mode, nor can it benefit you on a similar scale as you aren't utilizing it on the Sage Mode levels. Also, -20 damage is completely artificial and needs to be replaced with a restriction that both fits and makes sense. ✦

Genshi Buresu | Primordial Breath
Type:Supplementary
Rank: N/A
Range:Short-Long
Chakra: N/A
Damage: N/A
Description: Primordial Breath is an ability that lays dormant in all Enochians, but becomes active at all times once a certain threshold of strength is achieved. Specifically, the ability ties into the Enochian's natural ability to detect Nature Energy. As Nature Energy undergoes its constant flow in the world, it becomes disturbed once a thing finds itself in the path of its flow, as stated by Fukasaku while he was training Naruto in Sage Mode. Once an Enochian has reached a certain level of skill and experience, their ability to detect Nature Energy becomes strong enough to detect these disturbances. To an Enochian, when Nature Energy's flow is disturbed by an object, it gains a certain "feel," as each object would cause a unique disturbance to Nature Energy due to size, shape and composition; Enochians were able to differentiate between the unique disturbances caused by objects. A tree's disturbance would be unique from a stone's, and a large river would create a unique disturbance from a smaller river, as examples. The Enochians called these disturbances "Breaths," and found that they could even differentiate between the "Breaths" of people as well. In order to gain the necessary skill and experience needed to detect these Breaths, an Enochian must become at least an Archangel. It is important to note that in order to identify what the object the Breath is coming from specifically, an Enochian will have to have encountered it at least once before, which includes identifying individuals. Enochians of Horseman rank are skilled enough to even detect chakra and chakra fluctuations of a person through this innate ability. Due to relying solely on the Enochian's natural and innate ability to detect Nature Energy, this ability doesn't require chakra cost nor activation, and is instead continuously active once they have reached the required rank.
✦ Declined, another inconsistency here.

"After generations upon generations of dwelling upon the Nature Energy-enriched island of Purgatory, the Enochian clan's natural aptitude and knowledge of Nature Energy grew immensely. The bodies of Enochians adapted and evolved to act somewhat as a magnet or battery of Nature Energy; *in addition to being able to detect it where ever it may be, the body of an Enochian naturally draws in moderate amounts of Nature Energy from the surroundings* storing it within without negatively affecting their bodies(i.e., turning it to stone or grotesque transformations)."

Look at the bold part. The abilities of the Enochian allow you to sense natural energy. You can sense that when an object is in contact with it, the natural energy isn't there, I.e. sensing the gaps there but you don't have advanced enough sensing to determine what everything that touches it is. For example, if a tree is 7 meters away, you would sense natural energy everywhere except where the tree is, allowing you to pinpoint it's size, and height, if it's moving, etc but what it's made of, it's actual composition isn't possible due to you only sensing natural energy. I don't agree that you're able to use it in a way that allows this level of sensory and differentiation. Also, because no actual level of sensing is given, the default would be x1 so I'd clarify this next post. About the level of differentiation, I'll ask Scorps if this level is warranted though I don't think it does. ✦

(Akuma no Wana)Devil's Trap
Type:Supplementary/Offensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:30-80
Description:This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val to fit their needs. The user can manipulate the shape of Malefic Val to surround specific targets, releasing crushing force onto them to destroy them through compressing (Offensive), or to hold them into place (Supplementary). C-A rank versions of the techniques can be simply used for restraint, appearing as several streaks of purple that spawn around a target from a few meters away before closing in around it to halt its momentum and pin it to the ground or to a surface, such as a wall or a ceiling, without damaging them; the S-rank variant however, always carries 80 damage towards the target. Once an Enochian reaches the Archangel rank, they are capable of using the S-rank version of this technique four times per battle with two handseals, while Enochians of lower rank are capable of utilizing it with three handseals.

✦ Declined, few things. First, how much is a "few meters" away? That's left too much to interpretation and can cause issues. Also, all ranks should need the same amount of seals. ✦

(Seresutiaruintento) Celestial Intent
Type:Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. These constructs are able to be manifested in the air or from the user's body and can be launched along a chosen, predetermined trajectory as either projectiles or streams. The created constructs can be used to attack and defend alike by burning and bursting apart a chosen target/s, such as an incoming attack or the opponent themselves. Once an Enochian reaches the Archangel rank, they are capable of using the S-rank version of this technique four times per battle with two handseals, while Enochians of lower rank are capable of utilizing it with three handseals.

✦ Declined, same comments from above apply, what are the limits of this and how far can they be created? ✦

Kami no Shiwaza|Handiwork of God
Type: Supplementary/Offensive/Defensive
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils, when activated, increases the Enochian's control of Nature Energy for various effects, including defensive, offensive, and supplementary, with usages differing depending on the particular Sigil.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals. Twice per battle for four turns each, this Sigil acts as a pollutant, constantly releasing Val into the air to mix with the Nature Energy that's already present. Because of Val's properties, upon being used by anyone but an Enochian, their skin will physically be singed by the intensity of Divine Val, delivering severe burns all across their body as they take in the Natural Energy. This ability would not affect modes that store Nature Energy, such as Sage Mode, only affecting opponents during the process of absorbing Nature Energy. This Sigil is considered S-rank in level, dealing damage according to those afflicted.

-Transportation Sigil: Upon the formation of the Boar handseal, this S-rank Sigil grants the user an advanced form of transportation. The Sigil, upon activation, causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have caused the Enochian to surge with Nature Energy, and physically merge with the ever present Nature Energy around them, allowing a method of travel to another location of a near instantaneous fashion, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used by Enochians once they have reached the Archangel rank, with Horsemen and above being able to use it three times per battle while Archangels can use it twice per battle, each with a one-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object.

-Path to Heaven: This A-rank Sigil was created as an alternative to the Transportation Sigil, being more readily available and much easier to use. This Sigil upon activation with two handseals allows the user to physically interact with Nature Energy around them at will. Specifically, for four turns thrice per battle, this Sigil allows the user to stand, walk, run, etc. on Nature Energy around them as though it were a platform. This technique can be used to mimic flight, escape the path of certain techniques, or simply for more convenient travel. While activated, the user can freely switch between walking on Nature Energy or on the ground.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil, like most Sigils, draw in large amounts of Nature Energy and blend into the chakra system of the target it is adorned on. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above.

-Safeguard of the Prophet: This Sigil takes the form of a triangular Rune with various, smaller Runes on the inside that spell out "Safeguard" in the Enochian language. When activated, this Sigil harnesses and bends the Nature Energy around the user, condensing it into a transparent shield that surrounds the user. This shield of Nature Energy takes the shape of a wedge, with the lateral edge facing towards an incoming attack. This allows for the shield to deflect an attack from the user's body by "splitting" it, similar to the edge of an ax hitting an object. Streaming techniques and projectiles alike, upon impact with the shield, will split off to the left and right of the user's body, leaving them unharmed in the center, so long as the technique being defended against is tangible. Enochians up to the Archangel Rank can create up to an A-rank Sigil, capable of defending against Elemental Ninjutsu of the same rank. Horsemen and the Morningstar are capable of creating an S-rank shield and defend against S-rank attacks.

✦ Declined, Corruption lasting 4 turns each use is too high for this; Transportation is a no and not possible; Path to Heaven needs further clarifications. What if it's used while you're stuck in the swamp, for example. Can you just use this to create a wall under you to lift you out of it? Purification needs restrictions other than just twice a battle. Safeguard needs restrictions as well.

All of these need both duration and usage restrictions attached to it. Just becaue they are the CCJ does not allow no restriction on use. Also, it should be noted as per the CC post,

"distinct patterns and imagery that they could burn into objects. These patterns, called Sigils, causes the Divine Val to inscribe special properties onto the object, which vary depending on the particular Sigil used. These properties include concealment, protection, destruction, empowerment, etc"

The bold means that you create patterns that place special properties onto objects that the sigils are applied to. Teleporation isn't a property. Splitting Ninjutsu isn't a property. Turning into stone isn't a property though being petrified itself is a property something can have. But some of these and their wording work against their purpose/the clan's description. Being defensive/granting protection is a property, splitting ninjutsu isn't. I suggest finding the properties you want applied to a sigil first then working to get that effect created. ✦
Akuma no Wana|Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals

Seresutiaruintento|Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn
Note: S-rank and above requires the usage of two handseals

✦ Both Approved ✦

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn

✦ Approved ✦

Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A-S
Range:Short
Chakra: 30-40
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val can be either A or S-rank, with the S-rank version being usuable a max of three times per battle and requiring a cooldown of two before being used again, with the Enochian needing to be Archangel rank and above to make use of the S-rank version. Should the S-rank version be used, the user will be incapable of using S-rank and above Val techniques the same and following turn.

-Strength-Enhancement Sigil: As the name implies, this Sigil was created to enhance the strength of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a one-turn cooldown between usages. This Sigil cannot be activated at the same time as the Speed-Enhancement Sigil and the user cannot use any Val techniques above S-rank the same turn of activation.

-Speed-Enhancement Sigil: As the name implies, this Sigil was created to enhance the speed of the user, being written in Runes that translate to “Velocity” in the Enochian language. Like the Strength Enhancement Sigil, this Sigil grants the user the property of empowerment and draws in large amounts of Natural Energy, increasing the flow and creating a large boost in their physical energy. This boost in physical energy reinvigorates the Enochian, allowing them to push their bodies past their usual limits to move at faster paces, increasing their speed to levels equivalent of a Second Gate user when their body is in movement. While in use, the Sigil sustains itself by sapping -10 chakra from the user every turn it is activated, and limits the user to S-rank and below Val-related abilities while it is active. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a one-turn cooldown between usages. This Sigil cannot be activated at the same time as the Strength-Enhancement Sigil and the user cannot use any Val techniques above S-rank the same turn of activation.

- Hellhound’s Roar: The user will activate an S-rank Sigil located on the base of his palm that consists of two Runes, one appearing as a large fang intersecting a crescent moon, with the fang aligned vertically and the moon aligned horizontally and with Runes in the gaps that translate to “Hellhound” in the Enochian language. Once activated, the Sigil inscribes the user’s body with the crushing force property of Malefic Val. The effects can be spread throughout the user’s entire body, or focused through a particular point, such as a fist or foot. The crushing pressure is released outwards, capable of affecting objects upon physical contact with the user’s body. Upon striking a target, it would appear as though the user’s fist, foot, etc. has pierced into the target. In reality, the crushing force emitting from the user’s body would be released onto the point of impact, causing it to cave in due to the immense compression. The effect lasts for three turns, whether partially or completely manifested, and can be dispelled prior to this. Once dispelled, the shroud cannot be recreated for two turns and can only be used by Enochians of Archangel rank or above twice per battle. During the turn of activation, the user will be unable to utilize S-rank and above Val techniques.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of any A-rank and below Val technique by one rank and +15 to techniques of other natures. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a one-turn cooldown in between each usage by Enochians of the Archangel rank and above.

✦ Declined, first sigil doesn't really need to be A and S rank, one or the other will do. If A rank, a usage cap needs to exist; if S, the one now is good. Second sigil is fine, third is okay as well, though I'd feel better if it had either a larger gap in between usage or an overall usage cap. The fourth one, what does "partially or completely manifested" mean? If I understand this right, the malefic val would make it appear as if the item you're in contact with has caved in, similar to cartoon punches and manga hits. For obvious reasons, this cannot linger beyond the turn used it in or it's too much. For the last sigil, 1 rank to Val techs and +15 to natures directly released from your body. ✦
 
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Priest

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Final Personal CCJ: Seeing that we Bartholomews don't have a passive ability, I advised everyone to use one of their personal ccj slots to create one for themselves, or if allowed, I could patent this as one of the Bartho's jutsu and every one have access to it. Though most cc passive ability have no chakra cost, I added some chakra usage within the description though less depending on the rank within the clan to limit the ability a little.



Sei-Ashi No Mi: Jundo - Holy Paw Arts: Purity
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a passive ability of the Holy Sage Purity. Purity being his core principle and doctrine, he devised an absolute technique though purely supplementary, that segregates him completely from blemish and the impure world.
The user has a pair of sealing scripts written on the surface of his paws. While this does not affect the user's paw usage or jutsu, its work on the paw is totally different and passively applied to the user. The seal with a tiny kanji for purity would link the user's paw ability to the entire body of the user.
The seal is always on the user's person(mentioned in bio) and its effect is only shown when a said impurity which would be explained, touches the user's skin. Every time its in effect, it leeches a little of the user's chakra, chakra leeched being according to the rank of the impurity. If the user happens to be a Bartholomew legend, then the chakra leeched from the user is halved. The chakra leeched is one quartered if the user is the current leader of the Bartholomew clan.
How the seal/paw works is complex but simple at the same time since it uses only the basic ability of the paw, which is the "repel" ability while combined with it's specific ability, an ability to specialize on things it can repel rather than just repeling physical entity like how works. The Fuin passively harmonizes with the paws and creates a dormant paw bubble which is always around the entire body of the user. The bubble can neither be seen nor sensed due to it been made within the malphigian layer(uppermost layer) of the user's skin, almost making it seem as if its part of the user's skin and also because the bubbles created by Bartholomew paws does not contain chakra within themself. This make the user's entire body function as if it were the paw itself. However it does not repel physical entities or any matter whatsoever. What it repels are something that the Holy Sage himself deems as foul and impure to him. This is actually any type of foreign chakra and spiritual possession(yamanaka etc.) that needs to pass through the user's skin to affect the user. This would not work on normal genjutsu since genjutsu instantly manifests chakra into the brain without having to move chakra from one point to the other. A different story though to genjutsu that are induced through a medium like sound genjutsu, elemental genjutsu etc.
The ultimate goal of the art if to keep impurities and blemish away from the user at all times thus functions without the need of the user's consent. However this ability has a downside. Since the user can not accommodate any chakra except his, he would not be able to receive chakra buffs that needs one to directly infuse chakra into the user from his allies like "(Chakra Tensõ no Jutsu) Chakra Transfer Technique"nor would he be able to receive medical treatment from others apart from himself. He is though able to use his own jutsu on himself even if they need to pass through his skin. For medical ninjutsu to work on him, the user would need to bring down the seal by himself. The seal work in tandem with the paws thus it can not be destroyed, undone nor corrupted by any means. Meaning that the seal is much more than a mere normal fuinjutsu seal and only the user is able to do anything to affect it.
NOTE
-Priest's final CCJ

✦ Declined, this cannot be approved. For one, this is too OPed to allow at all. Two, just because the clan doesn't have any inherent passive abilities does not mean you can all just create one to have it. That said, this would be a Fuuinjutsu/Bartholomew jutsu. This "seal" you created isn't going to fly without any type of rank at all. Lasting all fight is another clear no. This working on normal gen and not elemental Gen also makes little sense as Genjutsu is simply chakra channeled into the opponent to cause illusions that confuse the target. Sound Genjutsu differs from Normal Genjutsu in no real way besides the trigger having to be sound based. Not being destroyable or undone/corrupted by any means is a CLEAR no. All of this makes this nearly DNR as the new Fuuin rules severely limit this ✦
Reworked it so I never bolded.


Sei-Ashi No Mi: Jundo - Holy Paw Arts: Purity
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a passive ability of the Holy Sage Purity. Purity being his core principle and doctrine, he devised an absolute technique though purely supplementary, that segregates him completely from blemish and the impure world.
Through rigorous training and years of experience with the paws than anyone else in the clan, Priest has advanced his paws than normal, a feat another Bartholomew couldn't reach. The paws having metamorphosed would now wraps itself in a passive cocoon of paw bubble which extend through out Priest body. Though the cocoon is just an insignificant tissue tightly caressing the user's skin that he himself could not differentiate it from his skin, its ability is only seen when particular criteria were met. Apart from this criteria, the cocoon would be dormant and would not relate with any matter whatsoever nor can it defend the user from anything apart from what it was programmed for.
The cocoon while leeching chakra from the user, works when a said impurity(which would be explained) touches the user's skin. Every time its in effect, the user spends chakra, chakra leeched being according to the rank of the impurity. If the user happens to be a Bartholomew legend, then the chakra leeched from the user is halved. The chakra leeched is one quartered if the user is the current leader of the Bartholomew clan.
How the cocoon works is complex but simple at the same time since it uses only the basic ability of the paw, which is the "repel" ability while combined with it's specific ability, an ability to specialize on things it can repel rather than just repeling physical entity like how works. The cocoon of paw bubble which is also a meta-morphed extension of the user's paw, can neither be seen nor sensed due to it been made within the malphigian layer(uppermost layer) of the user's skin, almost making it seem as if its part of the user's skin and also because the bubbles created by Bartholomew paws does not contain chakra within themself. This make the user's entire body function as if it were the paw itself. However it does not repel physical entities or any matter whatsoever. What it repels are something that the Holy Sage himself deems as foul and impure to him. This is actually any type of foreign chakra and spiritual possession(yamanaka etc.) that needs to pass through the user's skin to affect the user. The cocoon would not defend against genjutsu(including sound genjutsu) though since genjutsu instantly manifests chakra into the brain without having to move chakra from one point to the other. However, it would defend against genjutsu that does not manifest chakra instantly into the brain, but need to induce the genjutsu through chakra/chakra medium passing through the skin like elemental genjutsu etc.
The ultimate goal of the art if to keep impurities and blemish away from the user at all times thus functions without the need of the user's consent. However this ability has a downside. Since the user can not accommodate any chakra except his, he would not be able to receive chakra buffs that needs one to directly infuse chakra into the user from his allies like "(Chakra Tensõ no Jutsu) Chakra Transfer Technique. Another downside to this is that the cocoon has its limit and it can not be very potent indefinitely making it able to defend against S-rank and above impurity only 3x per battle.
NOTE
-Priest's final CCJ
-Without it working(foreign chakra touching the skin), the cocoon is just a dormant paw tissue thus why it leeches chakra everytime its busy.
-Only Priest can use this.

✦ Declined, as I just said this can't be something unranked; you're rejecting A rank chakra and attempting to have it passively which is a no unless it's part of your clan. Your Clan's ability revolves around rejecting things via your hands, not your entire body or using it in a way to reject chakra in a pseudo nekura like manner. ✦
 
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(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

✦ Approved, nicely made ✦
 
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Lord of Kaos

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Don't make multiranked techs unless it's actually called for. Don't make unrranked techs either unless called for this isn't a trend that needs to continue. Dont make wallies for the sake of it, i know some are needed but still.​
 

Lord of Kaos

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(​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
  • The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.
Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
  • The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move
A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​
  • The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​
Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.
Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​
Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​
  • The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
    by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.
Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​take​ ​the​ ​form​ ​of​ ​​ ​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

‡ Approved ‡ Made edits.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank

Hufflepuff's Elixir

  • An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 4 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice a difficulty in using high ranking spells ( S rank and higher ). This difficulty shows itself in the form of requiring 20 extra chakra to use for 2 turns. This potion can only be ingested 4 times every three turns. One is able to ingest two vials at one time but at greater risk: While the effects are doubled, so are the drawbacks. The user is left unable to use Forbidden ranked spells for two turns and his B ranked and higher spells require 40 extra chakra for the same duration.
Ravenclaw's Elixir
  • A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed via smell, sound, etc outside of visual stimuli. What this means is he becomes odorless, soundless, and to the eye, chakraless. This extends to jutsu and spells used by the user, making them silent unless sound is essential for their use, such as Sound Gens triggered by sound, etc. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 3 times.
S rank

Gryffindor's Elixir
  • A potion that appears a red color, this elixir allows the user to conserve chakra in the use of mahou jutsu, siphoning 10 chakra from each spell while allowing it's rank and power to stay the same. This siphoned chakra is used as a way to augment's the user's defensive abilities. What this means is for every spell the user uses, his body spends the siphoned chakra to allow him to survive up to 20 damage for every 10 damage. This potions effects last up to 5 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will suffer an increased exposure to damage, any jutsu landing on him doing an addition +20 damage as well as being unable to use Forbidden ranked spells the same turn. This potion can only be ingested 4 times every three turns. One is able to ingest two vials at one time but at greater risk: While the effects are doubled, so are the drawbacks. The user is left unable to use S rank and up spells for two turns and suffer +40 damage to physical attacks landed on him.
Slytherin's Elixir
  • A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing damage close to the 6th gate, or +30, as well as a massive speed increase. His speed increased to the equivalent to the 3rd gate, or x3, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks outside of mahou above S rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is quartered, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and useable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: The user is unable to use more than one type of potion per turn.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.


[root@Reborn ~]$ Declined


( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Impediment Jinx: - Supplementary
  • The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Langslock: - Supplementary
  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A

Shield Charm - Defensive

  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.
Knockback - Supplementary/Defensive

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.
S

Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.
Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

‡ Approved ‡ Really well made. Nice work.
 
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Penguin

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Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet

Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing comparable to sensors such as Tobirama and Karin. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. This ability would cost sixty chakra opposed to the thirty chakra beforehand.​

Body Armor

Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.​

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event, unless the user should make it to the Concord Dawn for their armor to be repaired. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.

✦ Declined, you say the chakra doubles and that's fine, everything would be doubled. So why does it's tracking ability go from x1.5 to x4? It literally had twice the amount of chakra so it should be x3 or so unless you're increasing the chakra. Under the chakra sensing part, remove the references to Tobirama and Karin. You aren't getting Karin level sensing lol. Also, if this jolt of chakra hurts your nervous system, you aren't going to be very mobile or "okay"; that system contains your nerves and extends to your brain stem and brain. Hurting this can leave you paralyzed, comatose or dead. Hand seals alone won't be the only thing harmed or hindered and this wouldn't affect Mangekyou level Genjutsu. No to the Concord Dawn part; if the suit is damaged, it shouldn't be fixable via NW. That negates the point of the restrictions and drawbacks if you can just get it fixed by walking to a landmark and leaving lol. For the rest of the event, it's broken and done. Once you go back home, the armor would be fixed only if you're ending that event and starting a new one ✦



Time for some PCCJ if the former is approved.

(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 70 (+300) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Mand'alor the Indomitable had created a personal technique to relieve him of these inhibitions.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by four-fold for two whole turns. After this sort of "peak" in physical power, the Mandalore would have thrice their original speed. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be increased by forty points for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points. Due to the Mandalore's newfound physical ability, they are able to release unfocused bursts of chakra in tandem with taijutsu or hand gestures that equate to S-rank damage. This costs a move to perform. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: The user's primary element would gain twenty damage while this technique is in play due to the over abundance of chakra, as well as other ninjutsu gaining ten damage.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: The user cannot simply "stop" this technique, as it is a last resort technique. It is only undone with death, which happens after four turns.
Note: Only can use the basic five elements as well as Ninjutsu and Taijutsu that doesn't require precise chakra control during the duration of this technique.

✦ Auto Decline ✦
Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet

Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.​

Body Armor

Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.​

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.

(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 70 (+300) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Mand'alor the Indomitable had created a personal technique to relieve him of these inhibitions.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by four times for two whole turns. After this sort of "peak" in physical power, the Mandalore would have thrice their original speed. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be increased by forty points for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points. Due to the Mandalore's newfound physical ability, they are able to release unfocused bursts of chakra in tandem with taijutsu or hand gestures that equate to S-rank damage. This costs a move to perform. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: The user's primary element would gain twenty damage while this technique is in play due to the over abundance of chakra, as well as other ninjutsu gaining ten damage.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: The user cannot simply "stop" this technique, as it is a last resort technique. It is only undone with death, which happens after four turns.
Note: Only can use the basic five elements as well as Ninjutsu and Taijutsu that doesn't require precise chakra control during the duration of this technique.

✦ Both Approved, edits to the second. ✦
 
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Punk Hazard

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Ketsugō Shi|Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns(-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses(Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power(A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques as any higher would disrupt the flow of Nature Energy through the Sigil to the point of breaking its usage.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clanmembers, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly(not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to in a way become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves. While active, the user is limited to S-rank and below Val techniques as any higher would disrupt the Sigil, rendering it inactive.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against(so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns(-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques so as to not disturb the flow of Nature Energy.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.
(Kami no Te) Hand of God
Type:Supplementary
Rank:S
Range:Self
Chakra:N/A
Damage:N/A
Description:The Hand of God is a powerful Sigil that is given to those of the Horseman rank, as well as the Morningstar himself. For the Horsemen, the Sigil takes the form of a pentagram surrounded by a circle, while the Morningstar's Hand of God possessing an additional Rune that appears to be in the image of a sun emitting from the circle. The Sigil is placed on the chest of the Enochian, and offers great benefits to their abilities and strengths. The Sigil naturally increases the flow of Nature Energy into an Enochian to levels far higher than normal, enhancing the base strength and speed of an Enochian to that comparable of the 2nd Gate and increases the strength of the user's Val related techniques by 50%. Once per turn, the user can use the enhanced flow of Nature Energy in their bodies to empower one technique by +15.

Once per battle, the user can manually increase the flow of Nature Energy through the Pentagram rune with an influx of chakra equivalent to S-rank, amplifying its effects for five turns. The user's eyes will grow slightly to match the color of their Divine Val, while causing their skin to give off a slight hue of the same color. The large influx of Nature Energy grants the user a large increase in their abilities. The user's strength and durability will become equivalent to Hashirama in his Sage Mode form, with the user's speed equaling that of the Fourth Gate. After five turns, the user's flow of chakra and Nature Energy returns to normal, deactivating the Hand of God for the remainder of the match and inflicting -20 damage to the user, as well limiting their Val-related abilities to A-rank and below.

✦ Declined, for starters, this is a bootleg Sage Mode lol. Anyway, no to a 50% increase. Regardless of rank, this needs a static increase, not one that fluctuates, especially when it's reserved to higher ranks. x2 strength and speed is iffy. There is also no duration limit on the initial usage, the first paragraph. There is only one mentioned when the second is used and suggests that if it is used, then the duration is limited to 5 turns. This kinda implies it's longer than this, and 5 turns for an S rank is too much for certain. The entire second paragraph itself is too much for me, given that your CC directly says:

"While not on the same level of Nature Energy amounts that is absorbed to invoke Sage Mode, the natural conduction of Nature Energy is sufficient to also invigorate the Enochian due to its naturally empowering properties, affecting the spiritual and physical fortitude of clan members."

This means you can't manipulate or absorb Natural energy on a level equal or like Sage Mode, nor can it benefit you on a similar scale as you aren't utilizing it on the Sage Mode levels. Also, -20 damage is completely artificial and needs to be replaced with a restriction that both fits and makes sense. ✦

Genshi Buresu | Primordial Breath
Type:Supplementary
Rank: N/A
Range:Short-Long
Chakra: N/A
Damage: N/A
Description: Primordial Breath is an ability that lays dormant in all Enochians, but becomes active at all times once a certain threshold of strength is achieved. Specifically, the ability ties into the Enochian's natural ability to detect Nature Energy. As Nature Energy undergoes its constant flow in the world, it becomes disturbed once a thing finds itself in the path of its flow, as stated by Fukasaku while he was training Naruto in Sage Mode. Once an Enochian has reached a certain level of skill and experience, their ability to detect Nature Energy becomes strong enough to detect these disturbances. To an Enochian, when Nature Energy's flow is disturbed by an object, it gains a certain "feel," as each object would cause a unique disturbance to Nature Energy due to size, shape and composition; Enochians were able to differentiate between the unique disturbances caused by objects. A tree's disturbance would be unique from a stone's, and a large river would create a unique disturbance from a smaller river, as examples. The Enochians called these disturbances "Breaths," and found that they could even differentiate between the "Breaths" of people as well. In order to gain the necessary skill and experience needed to detect these Breaths, an Enochian must become at least an Archangel. It is important to note that in order to identify what the object the Breath is coming from specifically, an Enochian will have to have encountered it at least once before, which includes identifying individuals. Enochians of Horseman rank are skilled enough to even detect chakra and chakra fluctuations of a person through this innate ability. Due to relying solely on the Enochian's natural and innate ability to detect Nature Energy, this ability doesn't require chakra cost nor activation, and is instead continuously active once they have reached the required rank.
✦ Declined, another inconsistency here.

"After generations upon generations of dwelling upon the Nature Energy-enriched island of Purgatory, the Enochian clan's natural aptitude and knowledge of Nature Energy grew immensely. The bodies of Enochians adapted and evolved to act somewhat as a magnet or battery of Nature Energy; *in addition to being able to detect it where ever it may be, the body of an Enochian naturally draws in moderate amounts of Nature Energy from the surroundings* storing it within without negatively affecting their bodies(i.e., turning it to stone or grotesque transformations)."

Look at the bold part. The abilities of the Enochian allow you to sense natural energy. You can sense that when an object is in contact with it, the natural energy isn't there, I.e. sensing the gaps there but you don't have advanced enough sensing to determine what everything that touches it is. For example, if a tree is 7 meters away, you would sense natural energy everywhere except where the tree is, allowing you to pinpoint it's size, and height, if it's moving, etc but what it's made of, it's actual composition isn't possible due to you only sensing natural energy. I don't agree that you're able to use it in a way that allows this level of sensory and differentiation. Also, because no actual level of sensing is given, the default would be x1 so I'd clarify this next post. About the level of differentiation, I'll ask Scorps if this level is warranted though I don't think it does. ✦

(Akuma no Wana)Devil's Trap
Type:Supplementary/Offensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:30-80
Description:This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val to fit their needs. The user can manipulate the shape of Malefic Val to surround specific targets, releasing crushing force onto them to destroy them through compressing (Offensive), or to hold them into place (Supplementary). C-A rank versions of the techniques can be simply used for restraint, appearing as several streaks of purple that spawn around a target from a few meters away before closing in around it to halt its momentum and pin it to the ground or to a surface, such as a wall or a ceiling, without damaging them; the S-rank variant however, always carries 80 damage towards the target. Once an Enochian reaches the Archangel rank, they are capable of using the S-rank version of this technique four times per battle with two handseals, while Enochians of lower rank are capable of utilizing it with three handseals.

✦ Declined, few things. First, how much is a "few meters" away? That's left too much to interpretation and can cause issues. Also, all ranks should need the same amount of seals. ✦

(Seresutiaruintento) Celestial Intent
Type:Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. These constructs are able to be manifested in the air or from the user's body and can be launched along a chosen, predetermined trajectory as either projectiles or streams. The created constructs can be used to attack and defend alike by burning and bursting apart a chosen target/s, such as an incoming attack or the opponent themselves. Once an Enochian reaches the Archangel rank, they are capable of using the S-rank version of this technique four times per battle with two handseals, while Enochians of lower rank are capable of utilizing it with three handseals.

✦ Declined, same comments from above apply, what are the limits of this and how far can they be created? ✦

Kami no Shiwaza|Handiwork of God
Type: Supplementary/Offensive/Defensive
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils, when activated, increases the Enochian's control of Nature Energy for various effects, including defensive, offensive, and supplementary, with usages differing depending on the particular Sigil.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals. Twice per battle for four turns each, this Sigil acts as a pollutant, constantly releasing Val into the air to mix with the Nature Energy that's already present. Because of Val's properties, upon being used by anyone but an Enochian, their skin will physically be singed by the intensity of Divine Val, delivering severe burns all across their body as they take in the Natural Energy. This ability would not affect modes that store Nature Energy, such as Sage Mode, only affecting opponents during the process of absorbing Nature Energy. This Sigil is considered S-rank in level, dealing damage according to those afflicted.

-Transportation Sigil: Upon the formation of the Boar handseal, this S-rank Sigil grants the user an advanced form of transportation. The Sigil, upon activation, causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have caused the Enochian to surge with Nature Energy, and physically merge with the ever present Nature Energy around them, allowing a method of travel to another location of a near instantaneous fashion, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used by Enochians once they have reached the Archangel rank, with Horsemen and above being able to use it three times per battle while Archangels can use it twice per battle, each with a one-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object.

-Path to Heaven: This A-rank Sigil was created as an alternative to the Transportation Sigil, being more readily available and much easier to use. This Sigil upon activation with two handseals allows the user to physically interact with Nature Energy around them at will. Specifically, for four turns thrice per battle, this Sigil allows the user to stand, walk, run, etc. on Nature Energy around them as though it were a platform. This technique can be used to mimic flight, escape the path of certain techniques, or simply for more convenient travel. While activated, the user can freely switch between walking on Nature Energy or on the ground.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil, like most Sigils, draw in large amounts of Nature Energy and blend into the chakra system of the target it is adorned on. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above.

-Safeguard of the Prophet: This Sigil takes the form of a triangular Rune with various, smaller Runes on the inside that spell out "Safeguard" in the Enochian language. When activated, this Sigil harnesses and bends the Nature Energy around the user, condensing it into a transparent shield that surrounds the user. This shield of Nature Energy takes the shape of a wedge, with the lateral edge facing towards an incoming attack. This allows for the shield to deflect an attack from the user's body by "splitting" it, similar to the edge of an ax hitting an object. Streaming techniques and projectiles alike, upon impact with the shield, will split off to the left and right of the user's body, leaving them unharmed in the center, so long as the technique being defended against is tangible. Enochians up to the Archangel Rank can create up to an A-rank Sigil, capable of defending against Elemental Ninjutsu of the same rank. Horsemen and the Morningstar are capable of creating an S-rank shield and defend against S-rank attacks.

✦ Declined, Corruption lasting 4 turns each use is too high for this; Transportation is a no and not possible; Path to Heaven needs further clarifications. What if it's used while you're stuck in the swamp, for example. Can you just use this to create a wall under you to lift you out of it? Purification needs restrictions other than just twice a battle. Safeguard needs restrictions as well.

All of these need both duration and usage restrictions attached to it. Just becaue they are the CCJ does not allow no restriction on use. Also, it should be noted as per the CC post,

"distinct patterns and imagery that they could burn into objects. These patterns, called Sigils, causes the Divine Val to inscribe special properties onto the object, which vary depending on the particular Sigil used. These properties include concealment, protection, destruction, empowerment, etc"

The bold means that you create patterns that place special properties onto objects that the sigils are applied to. Teleporation isn't a property. Splitting Ninjutsu isn't a property. Turning into stone isn't a property though being petrified itself is a property something can have. But some of these and their wording work against their purpose/the clan's description. Being defensive/granting protection is a property, splitting ninjutsu isn't. I suggest finding the properties you want applied to a sigil first then working to get that effect created. ✦

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: The user will form two handseals, activating a Sigil located on their back/chest. The Sigil will draw in copious amounts of Nature Energy from the environment, blending it into the user's chakra. The mixture transforms the user's body, changing their form to become identical to that of Divine Val. The user's body will glow brightly, appearing as though their Divine Val has covered their body in aura. While transformed, the user adopts the properties of Divine Val, including its weightlessness. This allows the user to leap great heights and float in midair, granting a form of pseudo-flight by controlling the Val consisting their bodies to change directions. While in this form, the user is limited to Val related techniques only so as to not disturb the Sigil.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and last four turns per usage

✦ Declined, again, restrictions? You have several S ranks through this post but no type of drawbacks nor restrictions. Self also isn't a range. 4 turns is also too high for an S rank as well as 3 usages for this. ✦
Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils, when activated, inscribes special supplementary properties onto the objects they are placed on.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere,. This effectively allows the user to “pollute” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil(A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques above A-rank or any other Sigils so as to not disturb the flow of Nature Energy needed, along with a two-turn cooldown before this Sigil can be used again.

-Path to Heaven: This Sigil(A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight(can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation(cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated(-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other S-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far(x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are(rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns(-10 chakra per turn) and can only be used three times per battle(A-rank).

(Kami no Te) Hand of God
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A(+1 rank to Val techniques)
Description: The Hand of God refers an object worn by each Horsemen and the Morningstar that are adorned with a powerful Sigil. The Sigil takes the form of a pentagram surrounded by what appears to be imagery of a sun. The Sigil translates to “Empower and Secure” in the Enochian language, and likewise grants the properties of protection and empowerment to the object. The Sigil empowers the object, and by extension the wearer, by allowing it to passively act as a magnet for Nature Energy, drawing it in from the wearer’s surroundings at which point it is then directed into their bodies and effectively doubling the amount of Nature Energy they have access too. In terms of protection, the Sigil grants the object indestructibility and only the designated wearer of the object is capable of removing it by any means; others that attempt to remove the object would instead find it impossible, as though it were attached to the wearer’s very body. In terms of empowerment, due to the Sigil granting the user larger access to Nature Energy, it also serves to sufficiently empower them as well, increasing their base speed and strength to that equivalent of a First Gate user. Because the user’s threshold of Nature Energy is increased, the damage dealt by their Val techniques are likewise increased as well.

Another effect of the Hand of God is an increased sense of perception. As the user's threshold of Nature Energy is increased, so is their connection to this energy as it flows around them; this enhanced connection allows the user to perceive the presence and location of objects by detecting the gaps they create in the flow of Nature Energy. While this doesn't allow the user to detect what the object is specifically, the user can deduce what they are through detecting the shape, size and positioning of the objects' gaps, as well as track these objects on par with a standard chakra sensor.
Note: Object must be specified in the user’s bio or at the start of battle
Note: Object can range among small items, such as rings, armbands, necklaces, belts, etc. but cannot be large/entire articles of clothing.
Note: Hand of God functions as a Custom Weapon for the Enochian clan
Note: Effects occur automatically so long as the object is worn

✦ All Declined, uhh...over just three jutsu I you have 13 sigils, a few possible of being combined. I don't plan on approving several jutsu with 3+ sigils in them when they could be merged together for fewer sigils or reduced. After the edits done to the ones submitted, I won't approve additional sigils unless PCCJ. Also, the last tech, the part about counting a a CW for the clan isn't how this works lol. The only clans that have "custom" weapons are ones that have them explained in their clan submission. You cannot create a custom weapon for the clan that essentially works as a passive clan boost. If you want these effects, it'll need to be an actual jutsu that is activated and last a set amount of time with suitable drawbacks. ✦
 
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Priest

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Reworked it so I never bolded.


Sei-Ashi No Mi: Jundo - Holy Paw Arts: Purity
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a passive ability of the Holy Sage Purity. Purity being his core principle and doctrine, he devised an absolute technique though purely supplementary, that segregates him completely from blemish and the impure world.
Through rigorous training and years of experience with the paws than anyone else in the clan, Priest has advanced his paws than normal, a feat another Bartholomew couldn't reach. The paws having metamorphosed would now wraps itself in a passive cocoon of paw bubble which extend through out Priest body. Though the cocoon is just an insignificant tissue tightly caressing the user's skin that he himself could not differentiate it from his skin, its ability is only seen when particular criteria were met. Apart from this criteria, the cocoon would be dormant and would not relate with any matter whatsoever nor can it defend the user from anything apart from what it was programmed for.
The cocoon while leeching chakra from the user, works when a said impurity(which would be explained) touches the user's skin. Every time its in effect, the user spends chakra, chakra leeched being according to the rank of the impurity. If the user happens to be a Bartholomew legend, then the chakra leeched from the user is halved. The chakra leeched is one quartered if the user is the current leader of the Bartholomew clan.
How the cocoon works is complex but simple at the same time since it uses only the basic ability of the paw, which is the "repel" ability while combined with it's specific ability, an ability to specialize on things it can repel rather than just repeling physical entity like how works. The cocoon of paw bubble which is also a meta-morphed extension of the user's paw, can neither be seen nor sensed due to it been made within the malphigian layer(uppermost layer) of the user's skin, almost making it seem as if its part of the user's skin and also because the bubbles created by Bartholomew paws does not contain chakra within themself. This make the user's entire body function as if it were the paw itself. However it does not repel physical entities or any matter whatsoever. What it repels are something that the Holy Sage himself deems as foul and impure to him. This is actually any type of foreign chakra and spiritual possession(yamanaka etc.) that needs to pass through the user's skin to affect the user. The cocoon would not defend against genjutsu(including sound genjutsu) though since genjutsu instantly manifests chakra into the brain without having to move chakra from one point to the other. However, it would defend against genjutsu that does not manifest chakra instantly into the brain, but need to induce the genjutsu through chakra/chakra medium passing through the skin like elemental genjutsu etc.
The ultimate goal of the art if to keep impurities and blemish away from the user at all times thus functions without the need of the user's consent. However this ability has a downside. Since the user can not accommodate any chakra except his, he would not be able to receive chakra buffs that needs one to directly infuse chakra into the user from his allies like "(Chakra Tensõ no Jutsu) Chakra Transfer Technique. Another downside to this is that the cocoon has its limit and it can not be very potent indefinitely making it able to defend against S-rank and above impurity only 3x per battle.
NOTE
-Priest's final CCJ
-Without it working(foreign chakra touching the skin), the cocoon is just a dormant paw tissue thus why it leeches chakra everytime its busy.
-Only Priest can use this.

✦ Declined, as I just said this can't be something unranked; you're rejecting A rank chakra and attempting to have it passively which is a no unless it's part of your clan. Your Clan's ability revolves around rejecting things via your hands, not your entire body or using it in a way to reject chakra in a pseudo nekura like manner. ✦
Sei-Ashi No Mi: Jundo - Holy Paw Arts: Purity
Type: Supplementary
Rank: A/S
Range: N/A
Chakra: 30/40
Damage: N/A
Description: This is a passive ability of the Holy Sage Purity. Purity being his core principle and doctrine, he devised an absolute technique though purely supplementary, that segregates him completely from blemish and the impure world.
Through rigorous training and years of experience with the paws than anyone else in the clan, Priest has advanced his paws than normal, a feat another Bartholomew couldn't reach. The paws having metamorphosed would now wrap itself in a passive cocoon of paw bubble which extend through out Priest body. Though the cocoon is just an insignificant tissue tightly caressing the user's skin that he himself could not differentiate it from his skin, its ability is only seen when particular criteria were met. Apart from this criteria, the cocoon would be dormant and would not relate with any matter whatsoever nor can it defend the user from anything apart from what it was programmed for.
The cocoon while leeching chakra from the user, works when a said impurity(which would be explained) touches the user's skin. Every time its in effect, the user spends chakra, chakra leeched being according to the rank of the impurity. If the user happens to be a Bartholomew legend, then the chakra leeched from the user is halved. The chakra leeched is one quartered if the user is the current leader of the Bartholomew clan.
How the cocoon works is complex but simple at the same time since it uses only the basic ability of the paw, which is the "repel" ability while combined with it's specific ability, an ability to specialize on things it can repel rather than just repeling physical entity like how works. The cocoon of paw bubble which is also a meta-morphed extension of the user's paw, can neither be seen nor sensed due to it been made within the malphigian layer(uppermost layer) of the user's skin, almost making it seem as if its part of the user's skin and also because the bubbles created by Bartholomew paws does not contain chakra within themself. This make the user's entire body function as if it were the paw itself. However it does not repel physical entities or any matter whatsoever. What it repels are something that the Holy Sage himself deems as foul and impure to him. This is actually any type of foreign chakra and spiritual possession(yamanaka etc.) that needs to pass through the user's skin to affect the user. The cocoon would not defend against genjutsu(including sound genjutsu) though since genjutsu instantly manifests chakra into the brain without having to move chakra from one point to the other. However, it would defend against genjutsu that does not manifest chakra instantly into the brain, but need to induce the genjutsu through chakra/chakra medium passing through the skin like elemental genjutsu etc.
The cocoon while in use, is actually in harmony with the user's paws which makes it so that the paw is also in use, thus while the cocoon is in use, the user can not use the paws for any other paw technique. "in use" in this sense means when the cocoon is repelling impurities. Meaning at the same time as when the cocoon is repelling the impurities, the user can't use his paws for other paw arts.
The ultimate goal of the art if to keep impurities and blemish away from the user at all times thus functions without the need of the user's consent. However this ability has a downside. Since the user can not accommodate any chakra except his, he would not be able to receive chakra buffs that needs one to directly infuse chakra into the user from his allies like "(Chakra Tensõ no Jutsu) Chakra Transfer Technique. Another downside to this is that the cocoon has its limit and it can not be very potent indefinitely making it able to defend against S-rank and above impurity only 3x per battle. For A-rank and below impurities, the user spends chakra meant for A-rank nonetheless.
NOTE
-Priest's final CCJ
-Without it working(foreign chakra touching the skin), the cocoon is just a dormant paw tissue thus why it leeches chakra every time its busy.
-Only Priest can use this.

✦ Declined, DNR. This won't be approved, so it's best to end this now ✦
 
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