Custom Clan's Jutsu Submission

Status
Not open for further replies.

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Ashi no Michi - Way of the Paw
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a unique fighting style of Bartholomew Priest. Combining the power of the paw with his hand to hand combat prowess, he is able to bring out the art and beauty in the usage of the paw. The style is divided into different testaments which shows the diverse of ways through which the paws can be incorporated ranging from its basic force repel ability to the advanced emotion repel ability, force absorption ability to even the absorption and repulsion of concept of nature itself.

Testament of Repentance

The first testament uses the basic application of force repel which makes this entirely an offensive usage of this fighting style. The user would create invisible paw bubbles and clad his limbs through which he uses for close combat in a fitted paw bubble. This could either be one of the user's hand or both, a single foot or both, knee, elbow, sheen or even the shoulder depending on which of them he aims to use for taijutsu. The paw bubble would be an added advantage for the user through the usage of taijutsu or freeform. The force repel ability of the paw would send a repelling force into the target upon contact and separately from the damage the attack would do normally, also pushes the target further away. This ability is able to be used to augment taijutsu, increasing the damage done by a taijutsu by 20 and it can be used as a standalone technique, used with freeform close combat assault. When used as a standalone move, it packs a B-rank punch for normal bartholomew, A-rank for Legends. The repelling effect further adds to the distance a target is pushed back to. For example, if a normal punch or taijutsu would push back a target to short-range, the paws effects makes it goes further to mid-range. The bubble last 3 turns and requires the user to spend 20 chakra for activation and then 5 chakra for every turn it is active. When used with taijutsu, it can be used in the same timeframe with the taijutsu technique.

Testament of Endurance

The second testament employs the inverse repel option and relates it with the user's physical combat. The ability to absorb force impact comes into good use when expressing it through hand to hand combat. By creating fitted paw bubbles around the limbs, part of the body or the entire body, the user is able to absorb the force from a punch or kick either by intercepting it with one's limb or by tanking the attack while the paw bubble is worn. Due to the level of absorption of the paws, everything relating to the "force" of impact of a physical hit that is absorbed, stops. This includes momentum, speed and power. One can easily use this as a quick window to outmanoeuvre an attacking opponent, by quickly throwing them off balance immediately the attack is absorbed. This can be done by quickly moving one's hand to divert the attacking limb and throw them or put them in a submission hold depending on the placement and position of the attacking body with respect with the user's stance. Depending on the user, the bubble can be made with lesser or more strength so that it balances out the attack without any recoil damage to the attacking body. This means the user can determine the power of the paw bubble's rank and he spends chakra accordingly, though for a particular rank of paw bubble, it is able to absorbed impact, one rank higher, following the logic of "impact dial" and since its purely defensive and can not be used for offensive purposes. A-rank and above usage can only be used 4x.

Testament of Breakthrough

The third testament involves the usage of the same basic paw repel abilities used in testament of repentance. However, this is purely supplementary in nature. The user is able to instantly create small paw bubbles that pushes pressured air in a particular direction. With immense training, the user was able to use this to create pressure to increase his own punch/kick speed. With precision, he can create a paw bubble already caressing the rear of the limb its augmenting and as the paw repels, the said limb would be moved at speed greater than what it was moving or was meant to move coupled with a further jacking motion. For example, the user can form the bubble behind his elbow while punching forward or he's about to, then the paw repels the hand only to make it move at immense speed and not harm the user. This can be employed to every other body parts of the user to augment the speed at which they move and this would proportionally increase the damage done by the attack. The user can use this with a dashing movement, by forming the bubble at the sole of his feet to propel him at greater speed. Apparently he'll be dashing at speed greater than his current speed intended for the dashing. The user can increase his jumping speed and manoeuvrability by using the bubble to augment their acrobatics. For example, the user can create the bubble underneath his foot to make him jump higher and at incredible speed as the bubble repels him from beneath while he skillfully controls himself to a direction of his choice. The user can form the bubble while in mid-air, below his foot to redirect himself or on his shoulder so that he is able to do a spin. The bubble increases the speed of the moving limb by 2 folds thus augmenting the damage done by the limb by +20. This ability can be used as a standalone or incorporated with a taijutsu move, is c-rank and chakra is spent accordingly when used every time.
Alternatively, one can use this on the opponent albeit by instantly forming the bubble on their limb to abruptly turn them or disrupt their balance. For example, the bubble could be made at the back of their right shoulder, while it repels and make them spin unintentionally to their left. The bubble could be formed on their sheen to push the leg backwards and make them fall forward. However, this would not do any damage to them, albeit only meant to disrupt their movement and stance. For this to work, the opponent must be at most, mid-range from the user.

Testament of Sacrifice/Redemption

This testament employs the paw repel ability to push out any other thing other than pressured air, things like substances within the body, chakra and even emotion. The user would form a fitted bubble around his limb and through contact with the opponent either via a punch or kick, the user is able to push out/dislodge some of the targets chakra which would be forced outside of the body of the target and encapsulated in a small paw bubble. The bubble isn't able to do any damage on itself but just draining the target's chakra(50 chakra). However, the punch, kick, etc that is augmented by the bubble would do damage accordingly thus one is able to incorporate this ability with other taijutsu move or freeform. The chakra capsule dislodged from the target can be called back to the user's paw thus the chakra drained is absorbed into the user. Alternatively, the user can cause the chakra capsule to undergo a sharp detonation with an explosion spanning a 3m radius area. This ability is A-rank and can only be used 1x every 2 turns. The dislodging of the target's chakra sometimes, would work in his favour in instances where the target is in a genjutsu(non sharingan), dislodging his chakra would create a sudden imbalance in his chakra network, halting the flow for a brief moment which is akin to a spike. This would involuntarily break the target out of genjutsu(non sharingan) and in other cases due to break in chakra flow, disrupt any technique the target might be sustaining through chakra.

Testament of Judgement

The last testament revolves around the paw's ability to remove/increase friction or pressurise air itself. By forming fitted paw bubbles around body parts used for close combats, the user would through a strike, repels through the body of the target. This however, does not affect externally but internally with the repulsion compressing the air within the target or pressurising the air within the target. This would affect mostly parts within the body that contains air, like spaces between organs which would cause the organs around it to constrict and rupture- and organs like the lungs, trachea causing loss of breath and rupture etc. The pressured air would suffocate the organs from within and cause the target to bleed from the nose, eyes and ears and an eventual death due to suffocation and organ damage if not purged out before the end of the second turn. This ability can be used as a standalone close combat attack or incorporated with another taijutsu technique. Requires the user to spend S-rank chakra and can only be used 3x per battle with 2 turns inbetween usage. Should the target free himself from the effect of the paw before it comes to total fruition, he would still suffer effects from partial suffocation. He would be short of breath, breathing heavily for one full turn while his speed is reduced 2 folds and he'll be unable to make handseals correctly. Lastly he'll be unable to mold chakra above A-rank for a turn.

Notes

Only one testament can be used per move. Meaning two testaments can not be combined in one single move. However, testaments can still be combined with taijutsu, occupying the same time frame as the taijutsu.
Can only be used by Bartholomew Priest
Priest's last personal CCJ

✦ Declined, not approving any more unranked CCJ or ones that mimic CFS. At best, reach testament needs to be ranked and restricted enough. At worse, this needs to be broken into several CCJ but either way, it won't be approved unranked. ✦
Ashi no Michi - Way of the Paw
Type: Supplementary/Offensive/Defensive
Rank: C-S
Range: N/A(depends)
Chakra: 15-40
Damage: N/A(depends)
Description:
This is a unique fighting style of Bartholomew Priest. Combining the power of the paw with his hand to hand combat prowess, he is able to bring out the art and beauty in the usage of the paw. The style is divided into different testaments which shows the diverse of ways through which the paws can be incorporated ranging from its basic force repel ability to the advanced emotion repel ability, force absorption ability to even the absorption and repulsion of concept of nature itself.

Testament of Repentance - B-Rank

The first testament uses the basic application of force repel which makes this entirely an offensive usage of this fighting style. The user would create invisible paw bubbles and clad his limbs through which he uses for close combat in a fitted paw bubble. This could either be one of the user's hand or both, a single foot or both, knee, elbow, sheen or even the shoulder depending on which of them he aims to use for taijutsu. The paw bubble would be an added advantage for the user through the usage of taijutsu or freeform. The force repel ability of the paw would send a repelling force into the target upon contact and separately from the damage the attack would do normally, also pushes the target further away. This ability is able to be used to augment taijutsu, increasing the damage done by a taijutsu by 20 and it can be used as a standalone technique, used with freeform close combat assault. When used as a standalone move, it packs an B-rank punch. The repelling effect further adds to the distance a target is pushed back to. For example, if a normal punch or taijutsu would push back a target to short-range, the paws effects makes it goes further to mid-range. The bubble last 3 turns and requires the user to spend 20 chakra for activation and then 5 chakra for every turn it is active. When used with taijutsu, it can be used in the same timeframe with the taijutsu technique.

Testament of Endurance - D-S Rank

The second testament employs the inverse repel option and relates it with the user's physical combat. The ability to absorb force impact comes into good use when expressing it through hand to hand combat. By creating fitted paw bubbles around the limbs, part of the body or the entire body, the user is able to absorb the force from a punch or kick either by intercepting it with one's limb or by tanking the attack while the paw bubble is worn. Due to the level of absorption of the paws, everything relating to the "force" of impact of a physical hit that is absorbed, stops. This includes momentum, speed and power. One can easily use this as a quick window to outmanoeuvre an attacking opponent, by quickly throwing them off balance immediately the attack is absorbed. This can be done by quickly moving one's hand to divert the attacking limb and throw them or put them in a submission hold depending on the placement and position of the attacking body with respect with the user's stance. Depending on the user, the bubble can be made with lesser or more strength so that it balances out the attack without any recoil damage to the attacking body. This means the user can determine the power of the paw bubble's rank and he spends chakra accordingly, though for a particular rank of paw bubble, it is able to absorbed impact, one rank higher, following the logic of "impact dial" and since its purely defensive and can not be used for offensive purposes. A-rank and above usage can only be used 4x [/b]with 2 turns in between usages.[/b]

Testament of Breakthrough - C Rank

The third testament involves the usage of the same basic paw repel abilities used in testament of repentance. However, this is purely supplementary in nature. The user is able to instantly create small paw bubbles that pushes pressured air in a particular direction. With immense training, the user was able to use this to create pressure to increase his own punch/kick speed. With precision, he can create a paw bubble already caressing the rear of the limb its augmenting and as the paw repels, the said limb would be moved at speed greater than what it was moving or was meant to move coupled with a further jacking motion. For example, the user can form the bubble behind his elbow while punching forward or he's about to, then the paw repels the hand only to make it move at immense speed and not harm the user. This can be employed to every other body parts of the user to augment the speed at which they move and this would proportionally increase the damage done by the attack. The user can use this with a dashing movement, by forming the bubble at the sole of his feet to propel him at greater speed. Apparently he'll be dashing at speed greater than his current speed intended for the dashing. The user can increase his jumping speed and manoeuvrability by using the bubble to augment their acrobatics. For example, the user can create the bubble underneath his foot to make him jump higher and at incredible speed as the bubble repels him from beneath while he skillfully controls himself to a direction of his choice. The user can form the bubble while in mid-air, below his foot to redirect himself or on his shoulder so that he is able to do a spin. The bubble increases the speed of the moving limb by 2 folds thus augmenting the damage done by the limb by +20. This ability can be used as a standalone or incorporated with a taijutsu move, is c-rank and chakra is spent accordingly when used every time.
Alternatively, one can use this on the opponent albeit by instantly forming the bubble on their limb to abruptly turn them or disrupt their balance. For example, the bubble could be made at the back of their right shoulder, while it repels and make them spin unintentionally to their left. The bubble could be formed on their sheen to push the leg backwards and make them fall forward. However, this would not do any damage to them, albeit only meant to disrupt their movement and stance. For this to work, the opponent must be at most, mid-range from the user.

Testament of Sacrifice/Redemption - A Rank

This testament employs the paw repel ability to push out any other thing other than pressured air, things like substances within the body, chakra and even emotion. The user would form a fitted bubble around his limb and through contact with the opponent either via a punch or kick, the user is able to push out/dislodge some of the targets chakra which would be forced outside of the body of the target and encapsulated in a small paw bubble. The bubble isn't able to do any damage on itself but just draining the target's chakra(50 chakra). However, the punch, kick, etc that is augmented by the bubble would do damage accordingly thus one is able to incorporate this ability with other taijutsu move or freeform. The chakra capsule dislodged from the target can be called back to the user's paw thus the chakra drained is absorbed into the user. Alternatively, the user can cause the chakra capsule to undergo a sharp detonation with an explosion spanning a 3m radius area. This ability is A-rank and can only be used 1x every 2 turns 4x per battle. The dislodging of the target's chakra sometimes, would work in his favour in instances where the target is in a genjutsu(non sharingan), dislodging his chakra would create a sudden imbalance in his chakra network, halting the flow for a brief moment which is akin to a spike. This would involuntarily break the target out of genjutsu(non sharingan) and in other cases due to break in chakra flow, disrupt any technique the target might be sustaining through chakra.

Testament of Judgement - S Rank

The last testament revolves around the paw's ability to remove/increase friction or pressurise air itself. By forming fitted paw bubbles around body parts used for close combats, the user would through a strike, repels through the body of the target. This however, does not affect externally but internally with the repulsion compressing the air within the target or pressurising the air within the target. This would affect mostly parts within the body that contains air, like spaces between organs which would cause the organs around it to constrict and rupture- and organs like the lungs, trachea causing loss of breath and rupture etc. The pressured air would suffocate the organs from within and cause the target to bleed from the nose, eyes and ears and an eventual death due to suffocation and organ damage if not purged out before the end of the second turn. This ability can be used as a standalone close combat attack or incorporated with another taijutsu technique. Requires the user to spend S-rank chakra and can only be used 3x per battle with 2 turns inbetween usage. Should the target free himself from the effect of the paw before it comes to total fruition, he would still suffer effects from partial suffocation. He would be short of breath, breathing heavily for one full turn while his speed is reduced 2 folds and he'll be unable to make handseals correctly. Lastly he'll be unable to mold chakra above A-rank for a turn.

Notes

Only one testament can be used per move. Meaning two testaments can not be combined in one single move. However, testaments can still be combined with taijutsu, occupying the same time frame as the taijutsu.
Can only be used by Bartholomew Priest
Priest's last personal CCJ

✦ Declined, fam you like barely edited this at all. I said they'd at BEST require different ranks and restrictions for each and you only changed one of these restrictions. Me saying at best was not saying that's how it will be; that was being optimistic and saying that even if I were to allow all of them in one jutsu, they'd each require a separate rank and restrictions. These vary too much to be one jutsu. This is a CFS masked as a CCJ, this wont be one single CCJ. ✦
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Last Three CCJ. CC approved here: [ ]

1. ( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. At the highest rank ( S ) , the user is able to influence a mind that they invade, sending incredibly realistic visions and memories that can be startlingly clear and seemingly real. This can be done within mid range only and requires eye contact or direct touch to trigger. These memories cannot cause the target to forget anything, however; only feed him false visions of things.
However, despite all of this, this ability isn't without drawback. The B rank requiring 5 chakra per turn it's active, this ability can only be used up to long range and it's effects targeting a lone landmark as well. At the A rank level, this can affect up to 2 adjacent landmarks as well as require 10 chakra per turn to use. At the highest rank, the user can only use it within Mid range. Heads of Houses can extend this range by one landmark, and again for the Headmaster.
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind and create false memories while S rank usage allows one to temporarily possess the opponent.
Note: A rank usage can only be used five times, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages. S rank usage can be used once per opponent and up to three times in all.
Note: After using the S rank variant the user cannot use any variant for 3 turns.
Note: Must place within bio stating the user is a Legilimens.

‡ Declined ‡ I'm sorry but I can't allow this. I considered it since you balanced this as best you could without making it useless but affecting someone's memories, even if it's just creation of new memories, is impossible to counter. Avoiding eye contact or close quarters combat wouldn't be a counter to this, it would just be metagaming. The other ranked abilities are fine but the S-Rank one has to go.

2. ( Occlumency ) - Occlumency
Type: Supplementary
Rank: A - S
Range: Short
Chakra: 30 - 40 ( -10 chakra per turn )
Damage: N/A
Description: Occlumency is the act of using magical defense of the mind against external penetration. This allows an Occlumens to block forces and entities from affecting his mind and penetrating it in any way, effectively shutting down any mental connection with the user and opponent. Ideal for blocking high grade chakra attacks on the mind/spiritual energies, the most basic form of Occlumency involves clearing one's mind, making it blank and empty in order to prevent an attack or end one. More advanced Occlumency involves shutting one's mind completely to outside forces, preventing their minds from being injured or tampered with by anything of S rank and below, a magical ‘barrier’ existing around their spiritual energy. This can be akin to a pocket dimension where the external forces are blocked, preventing them from actually penetrating the mind and affecting/afflicting it negatively.
Note: A rank usage works on same rank jutsu and below and prevents the same rank from affecting their minds for 4 turns each use and can only be used three times.
Note: S rank usage works on same rank and below jutsu and prevents the same rank and higher from affecting the mind for 3 turns per use and can only be used twice.
Note: After any usage, the user cannot use for three turns.
Note: Must place within bio stating the user is an Occlumens.

‡ Approved ‡

3. ( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

‡ Approved ‡


( 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. Transfiguration of the terrain cannot target specific areas. Any changes to the battlefield are universal and will affect both the user and the opponent.
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
Updating some of the restrictions as they seem harsh in comparison to the spell/jutsu/rank.

( 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 restriction 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 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.

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. 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. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )

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 'B'. 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: 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 ‡

( 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

( 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 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.
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 outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.
S rank

Gryffindor's Elixir
  • A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.
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 higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, 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 above S rank and only 3 fields of magic up to A 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 halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
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.

~Approved~
Made Edits, give me an "incentive" reward for doing my work.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
7 ) Furukauntā | Full Counter
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: This is a unique technique of the Elves developed from the way that they gained their powers. In the begining, to gain their powers, the fused the Amber from the tree of life into their bodies which then gave them their powers. This technique is based of the traces of the Amber still found in their body today. The tree of life has the ability to absorb chakra, being from the tree the amber would be able to do the same just not on such a scale. The way this works is when energy based chakra comes at the users they will tap into their bloodline using the traces of amber within them to absorb the chakra into their body breaking down the chakra to raw chakra. From here they can't keep the chakra within their body or find a way to use it, and so they then release the built up chakra using the power of the clan in the form of holy fire. For example if a shinobi released chidori nagashi at the user, the attack would be absorbed into their body and then released again in the form of holy fire, in a wave, blast, shock, which ever the user wishes. They can even release it through a medium such as a sword or the clans bow. The power of the attack released would be the same as the attack absorbed, and the same range. Due to the attack actually using the chakra of the attack absorbed, it takes little effort from the users part. All power is reliant on the attack that hits the user. This would work on all energy based attack and fluid elmenents like water as they flow into the user in a chakra form, it will not work on any form of solid as it would hit the user before the chakra could be broken down. The user can absorb one attack at a time, not multiple, though if an attack is two elements they can be absorbed as long as they meet the above requirements. The user can hold the chakra within them for up to two turns but can't absorb another technique into them until they have released the one within them.
Note: Useable 6 times per battle, two turns between uses.
Note: The attack released is holy fire and should be treated as such, the power of the attack is the same as that absorbed, and the same range.

You must be registered for see images


✦ Declined, there needs to be a noticeable delay the vote the attack is released from you after absorption. Like Madara's Gunbai glows briefly before rereleasing the energy and this resembles that somewhat. S rank usable twice with 3 turn cool down, the rest is good. ✦

8) Jūjigun no tenshi | Judgement of the Crusader
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80 (Mental Damage)
Description: A technique founded on the power of the holy fire and the way it is innately in tune with the natural flow of energy throughout the world. This technique is used as a follow up technique, meaning it can be used after other techniques based on the holy fire. By charging a large amount of energy in to the holy fire technique the user can cause it to erupt outwards in a blast of holy light, those who see or are touched by the light are cast in a powerful genjutsu through the holy lights natural energy flow disrupting their own, in the illusion those caught will see the spectral faces of people that have been killed or hurt in the past wars and battles, they will take on the form of spirits composed of powerful holy fire. These spirits will assault the mind of the opponent by rebuking his violent and negative ways, telling him to lay down his arms to abandon violence and war. The spirits will then reach in to embrace him, however due to the opponents negative intentions the spirits of holy fire will burn him all the while repeating themselves chastising the evil nature of the one caught inside the illusion as the searing flames of holy fire purge their flesh the opponent will watch as their skin begins to bubble and crack under the fire causing intense mental anguish and suffering and leaving them incapacitated if they do not escape. A very powerful technique of holy fire this continues to affect the victim actually using natural energy as a medium making impossible for the illusion to be broken by those who normally can absorb natural energy to escape, such as most sage mode users members of Juugo's clan etc. They can still escape via Kai or pain but entering sage mode or drawing in natural energy would fail as the natural energy of the holy fire permeates them.

Note: The S rank version may only be used if the holy light touches the opponent.
Note: Any holy fire can be caused to erupt and when it does the holy light has a five meter radius from the point of the holy fire combustion.
Note: If the opponent hasn't broken the illusion by the time the spirits embrace him he will be paralyzed in reality.
Note: S ranked version may only be used twice per conflict but it will cast any number of opponents who see the light or are touched by it, in the genjutsu.

✦ Declined, spoke to Kevin and the only way elemental Genjutdu is allowed now is via YY, meaning you'd need to have YY to cast a genjutsu with an element now, or have been taught NB Genjutsu when it existed. ✦

My Personal CCJ:

1) [Silmarillion: Omoi] - Holy fire Release: Mind
Type: Supplementary/Attack/defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is a unique ability to those in the clan who have complete mastery over their holy fire chakra but comes with it's own risks. The users are able to use any part of their body as a medium for holy fire as they are at one with them, this one on the other hand, uses the persons eyes. The Elves were created to make a pure world which is shown from their powers, they see the world as it really is and feel and see all the negativity that courses through it. Through focussing on their intended target withtheir eyes, the user will focus on their intent, following them with their enhanced eyes, and then as they have a clear vision they will shoot holy fire at their target in the form of two tiny sparks that are hardly noticable hitting them. These sparks will look like a twinkle in the users eye but are shot faster than that of an arrow. As they hit their intended target they burst into a maelstorm of holy fire engulfing their target, burning them until the user feels they have fully purged the world of that Evil. This fire errupts rapidly to consume their target, sticking to them, like their is a magnetic force drawing the flames to their person to burn until their darkness is extinguished. This makes it hard for them to escape and due to the nature of the flames it wont hurt another Elf. On the other side of things the user could also create this on a target to protect them, if it's someone the user sees as pure and innocent like a child they can ignite these flames around them as a form of protection as the flames only burn those deemed to be evil. Dark chakras like the bijuu would suffer exteme pain due to their nature. Though using this has a huge toll of the users. Due to the surge of fire chakra used to create the sparks, the users eyes will really burn causing their eyes to water and effect their focus.

Note: The user loses 3 points to his base tracking speed due to his eyes watering for two turns after.
Note: No jutsu above A rank in the following turn
Note: No holy fire jutsu above B rank in the following turn
Note: Can only be used twice with 4 turns between uses. After the second use the user will not be able to open his eyes for two turns.
Note: If used for defense the flames last 2 turns.
You must be registered for see images

2) [Silmarillion: Shigai] - Holy fire Release: Body
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra:40 (to absorb and control)
Damage: NA (total damage absorbed)
Description: This jutsu is also known as "Revenge Full Counter" based on the clan's full counter technique. With the basic form of this jutsu, the user takes in one jutsu, holds it in their body and releases it outwards, only one jutsu and reforming it to holy fire. With this version the user pushes their bodies limits. They use their body as a punching bag that takes on several attacks (3 maximum) one after the other. With this jutsu, the user lets down their offenses against energy based attacks drawing them into his body holding as much as he can at once, spending 40 chakra each time to control the energy within. Absorbing each on counts as a move but after each hit his body would still take 30 damage becoming hurt but being able to still fight. After he has absorbed a 3rd attack, that's when the user will strike. All the energy based attacks will be converted in the users body into holy fire, then the user will release all of this at once from their body in a huge blast of raw holy fire in any direction they choose or all directions if they wish. The total power of this is the total damage absorbed by the energy based attacks. Absorbing the energy into the users body counts as a move each time and releasing this attack counts as a move. So if the user was hit with 3 A rank lightning jutsu, that would be 180 points of chakra that would be released as holy fire in a huge blast. If any attacks S rank or above are absorbed into their body the user can only absorb one more attack. The user can also choose to absorb only one jutsu and release it due to the strain on their body. When aborbing the jutsu, the user would take one third of the damage of that attack. So A rank fire would give the user 20 damage of burns to their skin making them soar, but not to the point they are unable to battle. This is what makes this technique forbidden. Once this has been released the user will feel a wave of exhaustion over their body as the strain of absorbing the chakra then converting and releasing it takes it's toll. If the user is still able to battle from the damage they have taken, they will be unable to use Jutsu above A rank for two turns and unable to use jutsu above B rank in the following turn. They will lose 2 ranks to their speed due to their beaten body also.

You must be registered for see images

3) [Silmarillion: Kontan] - Holy fire Release: Soul
Type: Supplementary
Rank:S
Range: Short
Chakra:40
Damage: 80
Description: After years of practice with holy fire, the Elves found new ways to use it to adapt it and become one with it. Through much training and mediitation they discovered a whole new level of power through their holy fire. They felt the Natural energy within the fire and how it enhanced their attacks. As they traveled some learned to certain skills like sage mode, and then could feel it clearly within all the Elves. They went on to learn to harness this to create their own mode. Through this they will gather a large amount of their holy fire chakra into the center of their very being which takes 1 whole turn to do so where they can't use holy fire. Then in the following turn they will releases this chakra as a surge throughout their entire body in a full surge becoming one with the holy fire. Their body will become like a flickering flame of light, with no solidy to it, they become the fire themselves. But with the gathering of the holy fire before they stored up the Natural energy of the holy fire that is released through them all at once giving them a new found strength. Their bodies don't turn to stone due to the amber of the tree of life still flowing through their veins from when they gained their powers. This surge of chakra in this mode gave them a few benefits. Being at one with the holy fire, all their holy fire attacks gain +1 rank in damage up to S rank, and F ranks gain +10 damage. Due to the surge of Natural energy, their speed becomes doubled, and their strength becomes that of added strength taijutsu, much like with sage mode users. Their body being made of holy fire eminates light blinding all those who see the user, and their body is pure energy meaning solid items would pass through them. Though in this form they are more vulnerable to attacks that are strong to holy fire. While in this form the user can only use elements pertaining to fire and lightning. At the cost of a move, the user can mold the holy fire that is their body and create additional arms and legs made of holy fire that can extend up to mid range. This is an A rank jutsu costing 30 chakra. They can create holy fire weapons also that they can throw up to any range (within battle reason) which is the same cost and rank. All the users taijutsu attacks are 80 damage due to the nature of their body, but cost a move per turn.

Note: Useable once, lasting 6 turns.
Note: Can't be used with any other mode
Note: No holy fire jutsu above B rank for 3 turns after
Note: No fire jutsu above A rank for 2 turns after
Note: After this ends the user losing 2 ranks of their base speed due to the strain on their body.
You must be registered for see images

✦ All auto declined ✦
 
Last edited by a moderator:

Mudo

Active member
Immortal
Joined
Jan 5, 2012
Messages
46,496
Kin
355💸
Kumi
11,278💴
Trait Points
0⚔️
(Yakuza Kakusareta Gijutsu: Chōetsu) - Yakuza Secret Technique: Transcendence
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: 超越 Chōetsu is the epitome of a Yakuza's overwhelming resolve to exceed the limitations of their bodies in order to bring forth their true selves; it is a technique much akin to the Akimichi clan's fabled Calorie Control, only taken a step further due to the samurai's mastery over shape manipulation and sheer willpower. Through years of using the three main enhancements, they have become capable of calling forth the very power of these enhancements from within, manifesting the visage of their samurai spirit in the form of raw chakra simultaneously. In addition to receiving the bonuses equivalent to that of the last main enhancement, the Yakuza creates a shroud, or form of chakra that varies in its appearance depending on each individual member. The manifestation of their samurai "spirit" can range from growing chakra wings, claws, horns, to animalistic figures such as a dragon that coils around them or a Bodhisattva figure with multiple arms. While these chakra apparitions can vary in appearance, they can never exceed a size that goes past the Yakuza's short ranged vicinity, although their size can be manipulated within the confines of short range (claws of chakra can be extended using the samurai's expertise in shape manipulation, for example). Depending on the Yakuza's form, they can also grant the ability of flight (via the use of chakra wings or if their form takes the appearance of a dragon, bird, etc). The Yakuza will also have the ability to use their form as a shield to defend themselves from incoming elemental attacks such as ones that are too large-scale to evade by normal means, or to release slashes of condensed chakra from their sword (both of these interact neutrally against the five basic elements, slashes can only reach up to mid-range); however, the shroud can only defend up to the equivalent of one S-ranked attack per turn. Any more damage sustained by the shroud above that and it disappears, ending the technique prematurely. After the Yakuza's mode ends, they become incapable of consuming any compounds for the following two turns.

“The warrior guided by the spirit serves humanity, the warrior without, serves the ego.”

Restrictions:
Note: Can only be used once per battle.
Note: While this technique is in effect, the user cannot consume any of the main enhancement compounds. If either the first, second or last stage enhancements are consumed while this technique is in effect, the drug will counteract the technique's effect along with its own, resulting in the effects of this technique immediately disappearing and the enhancement that was taken to not provide any effect.
Note: Each member that gains access to this technique must state in their Yakuza biography exactly what their form looks like in detail. The technique cannot be used in battle until this prerequisite is fulfilled.
Note: Lasts three turns for Fukuryu, four for Giseiryu, and five if used by a Hitsuryu; the user is capable of canceling the technique during any turn that it is active.
Note: No Yakuza compounds of any kind can be administered for two turns after this technique ends.

✦ Declined, this isn't within the clans abilities ✦
(Yakuza Kakusareta Gijutsu: Chōetsu) - Yakuza Secret Compound: Transcendence
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (-20 per turn)
Damage: N/A
Description: 超越 Chōetsu is the epitome of a Yakuza's overwhelming resolve to exceed the limitations of their bodies in order to bring forth their true selves; it is a compound that provides effects much akin to the Akimichi clan's fabled Calorie Control, only taken a step further due to the samurai's mastery over shape manipulation and their ingenuity in medicinal creations. Through years of using the three main enhancements and studying ways to improve upon them, they have developed a pill that contains a series of refined stimulants based on those found within the previous enhancement compounds, along with a catalyst that serves to increase the rate of chakra production at such an amount that it bursts outward from their bodies; once consumed, this effectively manifests the visage of the Yakuza's samurai spirit in the form of raw chakra, in addition to receiving the bonuses equivalent to that of the last main enhancement. The compound creates a shroud, or form of chakra that varies in its appearance depending on each individual member. The manifestation of their samurai "spirit" can range from growing chakra wings, claws, horns, to animalistic figures such as a dragon that coils around them or a Bodhisattva figure with multiple arms. While these chakra apparitions can vary in appearance, they can never exceed a size that goes past the Yakuza's short ranged vicinity, although their size can be manipulated within the confines of short range (claws of chakra can be extended using the samurai's expertise in shape manipulation, for example). Depending on the Yakuza's form, they can also grant the ability of flight (via the use of chakra wings or if their form takes the appearance of a dragon, bird, etc). The Yakuza will also have the ability to use their form as a shield to defend themselves from incoming elemental attacks such as ones that are too large-scale to evade by normal means, or to release slashes of condensed chakra from their sword (both of these interact neutrally against the five basic elements, slashes can only reach up to mid-range); however, the shroud can only defend up to the equivalent of one S-ranked attack per turn. Any more damage sustained by the shroud above that and it disappears, ending the effect of the compound prematurely; it can additionally only be administered via pill form. After the Yakuza's mode ends, they become incapable of consuming any compounds for the following two turns.

“The warrior guided by the spirit serves humanity, the warrior without, serves the ego.”

Restrictions:
Note: Can only be used once per battle.
Note: While this compound is in effect, the user cannot consume any of the main enhancement compounds. If either the first, second or last stage enhancements are consumed while this compound is in effect, the drug will counteract the compound's effect along with its own, resulting in the effects of this immediately disappearing and the enhancement that was taken to not provide any effect. Should a Yakuza consume any of the main enhancements during the turns in which this compound is active, they will also succumb to cardiac arrest due to their cardiovascular system being overworked by the excess of stimulants within their body.
Note: Each member that gains access to this compound must state in their Yakuza biography exactly what their form looks like in detail. The compound cannot be used in battle until this prerequisite is fulfilled.
Note: Lasts three turns for Fukuryu, four for Giseiryu, and five if used by a Hitsuryu.
Note: No Yakuza compounds of any kind can be administered for three turns after this ends.

(Higan no Yakuza: Yōso no Gan'yaku) - Yakuza Secret Compound: Elemental Pills
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: N/A
Description: These pills allow the Yakuza to temporarily gain access to their elemental chakra. They contain drugs that stimulate their chakra pathway system, as well as a pre-applied small amount of the respective elemental chakra to serve as a catalyst as a means to make it easier for them to access. There are five kinds of pills, one for each of the basic elements; each grant their own unique ability pertaining to the elemental nature that they are associated with, along with allowing the user to harness the chakra in a rudimentary way; by flowing it through their weapons, limbs and torso, similar to other techniques involving chakra (i.e, NB taijutsu/elemental kenjutsu) -- these, however, do not allow the user to perform ninjutsu of any kind. Additionally, when a specific chakra nature is infused within the Yakuza's weapon(s), they become capable of contesting against any enemy attacks from that chakra nature within logical reason (for example, if one administers the fire pill, flows fire chakra into their sword, and the opponent sends a small fireball at them, they can cut through and disperse the attack):

Aka 赤: Aka, the fire pill, calls forth the samurai's innate ability to manifest their dormant fire chakra. It can be channeled and formed from any part of the body, providing the effect of being able to inflict burns up to the fourth degree (free-form strikes, be they taijutsu or kenjutsu can only inflict up to second degree burns). The Yakuza can also use this pill as a means of performing cauterization on any open wounds by focusing the fire chakra on the afflicted area(s), causing it to manifest directly on those spots.

Ao 青: Ao, the water pill, calls forth the samurai's innate ability to manifest their dormant water chakra. It can be channeled and formed from any part of the body, although it provides no natural damaging effect, as the essence of water release relies on being able to create water in order to cause blunt force damage, something that cannot be achieved through water chakra alone; although it can be used to suppress any pain caused through burns by focusing the water chakra on the afflicted area(s).

Shiro 白: Shiro, the wind pill, calls forth the samurai's innate ability to manifest their dormant wind chakra. It can be channeled and formed from any part of the body, providing the effect of being able to imbue slicing damage into the Yakuza's taijutsu attacks, along with increasing the slicing damage of their kenjutsu. Each taijutsu strike inflicted will not only cause damage due to the initial attack, but moderate, minute cuts all over the part of the body that the strike connected to; kenjutsu attacks will simply be capable of cutting into the target deeper regardless of the force behind the swing.

Ki 黄: Ki, the lightning pill, calls forth the samurai's innate ability to manifest their dormant lightning chakra. It can be channeled and formed from any part of the body, providing the effect of being able to not only increase the cutting damage of kenjutsu strikes, but inflicting minor, brief moments of paralyses around the muscles where the strike cut into. Taijutsu strikes will also cause brief moments of paralyses (i.e, a strike to the opponent's right shoulder area will cause a brief delay in the opponent's ability to rotate the shoulder and thus delay the movement of their entire arm).

Kasshoku 褐色: Kasshoku, the earth pill, calls forth the samurai's innate ability to manifest their dormant earth chakra. It can be channeled and formed from any part of the body, providing the effect of being able to increase the sturdiness of weapons or the body in general where the chakra is channeled toward; the Yakuza will be capable of striking objects which would otherwise shatter weapons or break bone unharmed.


Restrictions:
Note: If used by a Fukuryu (Crouching Dragon): 2 pills can be used per battle, however, they must be of the same element, meaning that at this rank, it only gives access to one of the five basic elements. Lasts 5 turns.
Note: If used by a Giseiryu (Sacrificing Dragon): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), giving access to 2 different elemental natures.
Note: If used by a Hitsuryu (Dragon Head): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.
Note: For all intents and purposes, any elemental chakra produced through these pills are treated as being able to reach up to S-rank in strength.

✦ Declined, for starters, it won't be allowed to extend to body so that update part can be removed - limbs and weapons only. Second given the updates done and added on, the duration limit needs to resonably decrease as well as drawbacks increase. You even have a restrictions part with nothing listed. This also isn't an unranked jutsu, the previous rank was accurate. ✦

(Higan no Yakuza: Yōso no Gan'yaku) - Yakuza Secret Compound: Elemental Pills
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (-20 per turn active)
Damage: (+30 to elemental taijutsu/weapon-based attacks according to pill administered)
Description: These pills allow the Yakuza to temporarily enhance their elemental chakra. They contain drugs that stimulate their chakra pathway system, as well as a pre-applied small amount of the respective elemental chakra to serve as a catalyst as a means to make it easier for them to increase the respective elemental nature's effectiveness be it offensive or defensive (defensive-based elemental taijutsu/weapon-based techniques A rank and below will increase by one rank). There are five kinds of pills, one for each of the basic elements; each grant their own unique ability pertaining to the elemental nature that they are associated with, along with allowing the user to harness the enhanced elemental chakra in a rudimentary way; by flowing it through their weapons and limbs, similar to other techniques involving chakra (i.e, NB taijutsu/elemental kenjutsu) -- these, however, do not allow the user to perform ninjutsu of any kind. Additionally, when a specific chakra nature is infused within the Yakuza's weapon(s), they become capable of contesting against any enemy attacks from that chakra nature within logical reason (for example, if one administers the fire pill, flows fire chakra into their sword, and the opponent sends a small fireball at them, they can cut through and disperse the attack). They can similarly apply this elemental chakra to any samurai-saber based technique in order to allow the technique to increase in strength and adopt the properties of the chosen element, although if this is done, the technique in question loses its inherent neutrality to the five basic elements and instead follows the appropriate strengths and weaknesses depending on which elemental chakra was applied.

Aka 赤: Aka, the fire pill, calls forth the samurai's ability to strengthen their fire chakra. It can be channeled and formed from any of their weapons or limbs, providing the effect of being able to inflict burns up to the fourth degree (free-form strikes, be they taijutsu or kenjutsu can only inflict up to second degree burns). The Yakuza can also use this pill as a means of performing cauterization on any open wounds on their limbs by focusing the fire chakra on the afflicted area(s), causing it to manifest directly on those spots.

Ao 青: Ao, the water pill, calls forth the samurai's ability to strengthen their water chakra. It can be channeled and formed from any of their weapons or limbs, although it provides no natural damaging effect, as the essence of water release relies on being able to create water in order to cause blunt force damage, something that cannot be achieved through water chakra alone; although it can be used to suppress any pain caused through burns by focusing the water chakra on the afflicted limb area(s).

Shiro 白: Shiro, the wind pill, calls forth the samurai's ability to strengthen their wind chakra. It can be channeled and formed from any of their weapons or limbs, providing the effect of being able to imbue slicing damage into the Yakuza's attacks, along with increasing the slicing damage of their kenjutsu. Each taijutsu and weapon-based strike inflicted will not only cause damage due to the initial attack, but moderate, minute cuts all over the part of the body that the strike connected to; kenjutsu and other weapon-based attacks will also be capable of cutting into the target deeper regardless of the force behind the swing.

Ki 黄: Ki, the lightning pill, calls forth the samurai's ability to strengthen their lightning chakra. It can be channeled and formed from any of their weapons or limbs, providing the effect of being able to not only increase the cutting damage of weapon-based strikes, but inflicting minor, brief moments of paralyses around the muscles where the strike cut into. Taijutsu strikes will also cause brief moments of paralyses (i.e, a strike to the opponent's right shoulder area will cause a brief delay in the opponent's ability to rotate the shoulder and thus delay the movement of their entire arm).

Kasshoku 褐色: Kasshoku, the earth pill, calls forth the samurai's ability to strengthen their earth chakra. It can be channeled and formed any of their weapons or limbs, providing the effect of being able to increase the sturdiness of weapons or the limbs where the chakra is channeled toward; the Yakuza will be capable of striking objects which would otherwise shatter weapons or break bone unharmed.

Restrictions:
Note: If used by a Fukuryu (Crouching Dragon): 2 pills can be used once per battle, however, they must be of the same element, meaning that at this rank, it only enhances one of the five basic elemental chakra natures. Lasts 3 turns.
Note: If used by a Giseiryu (Sacrificing Dragon): This can be used twice per battle, lasting 4 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), enhancing 2 different elemental natures.
Note: If used by a Hitsuryu (Dragon Head): This can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.
Note: Once a pills effect expires, the Yakuza will be unable to utilize any taijutsu or kenjutsu techniques pertaining to or requiring the use of that particular elemental nature B-ranked or above for the following three turns.

✦ Both Approved ✦
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Mjolnir: Mark III - Mjolnir: Maruku III
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with , making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S or forbidden ranked, the Repulsor Intake System would not be able to handle passively injecting chakra into it. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

✦ Approved, had to make edits ✦
 
Last edited by a moderator:
  • Like
Reactions: Inch

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.

Note: Can only be used twice per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank
Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns

✦ Declined, seems like you just rephrased this with almost the same benefits. A rank immunity to one tech, I'm assuming B rank immunity is implied from this. Long range Malefic Val that can stop them moving or deal direct damage, with size ranging from a kunai to the largest ninjutsu projectile tech shown, dwarfing Kirin. And a mid range A rank shroud manipulation as well. This is still like three distinct techs in one Forbidden ranked jutsu. contrary to popular belief, the higher the rank doesn't mean the more stuff it can have. Forbidden ranked jutsu arent generally allowed 2-3 different abilities. You want two different abilities to fire Malefic Val plus A rank immunity to one tech per turn. Remove one of these abilities, your choice or make this usable once per turn. The duration is fine. ✦
Made it once per battle.

Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.
Note: Can only be used once per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank
Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns

Resubmitting for clarity/slight edits.

Resubmitting as clan leader, Completely revamped for the most part, so no bolded.



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. ✦
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 human targets. 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(If S-rank version is used)
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 Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. 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. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target.
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(If S-rank version is used)
Note: S-rank and above requires the usage of two handseals

✦ All Approved ✦
 
Last edited by a moderator:

Reborn

Active member
Legendary
Joined
Aug 15, 2010
Messages
14,107
Kin
732💸
Kumi
3,689💴
Trait Points
0⚔️
(Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi
Type: Defensive/Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (-20 per turn)
Damage: N/A
Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects.

Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well.

White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits.

Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match.
Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated.
Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half.
Note: when using the black koi users are unable to use non-Neidan techniques above S-rank.
Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).

✦ Approved, of course Chibaku Tensei isn't included in the seals you become immune too ✦
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️

✦✦ Thread Opened ✦✦
So it took a little time, sue me. I thought someone else was going to check the last two techs but ended up checking one of them myself and decided to just open it and leave the other for later. Will I be late checking the CCJ this cycle?


You must be registered for see images


Nah, I'll try to check them as soon as possible, though no promises
 

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Last Three CCJ. CC approved here: [ ]

1. ( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. At the highest rank ( S ) , the user is able to influence a mind that they invade, sending incredibly realistic visions and memories that can be startlingly clear and seemingly real. This can be done within mid range only and requires eye contact or direct touch to trigger. These memories cannot cause the target to forget anything, however; only feed him false visions of things.
However, despite all of this, this ability isn't without drawback. The B rank requiring 5 chakra per turn it's active, this ability can only be used up to long range and it's effects targeting a lone landmark as well. At the A rank level, this can affect up to 2 adjacent landmarks as well as require 10 chakra per turn to use. At the highest rank, the user can only use it within Mid range. Heads of Houses can extend this range by one landmark, and again for the Headmaster.
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind and create false memories while S rank usage allows one to temporarily possess the opponent.
Note: A rank usage can only be used five times, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages. S rank usage can be used once per opponent and up to three times in all.
Note: After using the S rank variant the user cannot use any variant for 3 turns.
Note: Must place within bio stating the user is a Legilimens.

‡ Declined ‡ I'm sorry but I can't allow this. I considered it since you balanced this as best you could without making it useless but affecting someone's memories, even if it's just creation of new memories, is impossible to counter. Avoiding eye contact or close quarters combat wouldn't be a counter to this, it would just be metagaming. The other ranked abilities are fine but the S-Rank one has to go.


( 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 3 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 3 turns. This potion can only be ingested 2 times in total and once every three turns.
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 outside of basic stimuli. What this means is he becomes chakraless to the opponent, unsensable by even the highest Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 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 lowering it's rank and power. This siphoned chakra is used as a way to augment's the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power. However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing 1 rank for each spell, eventually tanking up to 100 damage, though this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.
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 +20, as well as a massive speed increase. His speed increased to the equivalent to the 2nd gate, or x2, 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 and only 3 fields of magic up to A 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 halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
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.
Reposting the Potions which weren't checked and made edits to Legilimency.


1. ( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.

‡ Approved ‡ Made edits.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
7 ) Furukauntā | Full Counter
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: This is a unique technique of the Elves developed from the way that they gained their powers. In the begining, to gain their powers, the fused the Amber from the tree of life into their bodies which then gave them their powers. This technique is based of the traces of the Amber still found in their body today. The tree of life has the ability to absorb chakra, being from the tree the amber would be able to do the same just not on such a scale. The way this works is when energy based chakra comes at the users they will tap into their bloodline using the traces of amber within them to absorb the chakra into their body breaking down the chakra to raw chakra. From here they can't keep the chakra within their body or find a way to use it, and so they then release the built up chakra using the power of the clan in the form of holy fire. For example if a shinobi released chidori nagashi at the user, the attack would be absorbed into their body and then released again in the form of holy fire, in a wave, blast, shock, which ever the user wishes. They can even release it through a medium such as a sword or the clans bow. The power of the attack released would be the same as the attack absorbed, and the same range. Due to the attack actually using the chakra of the attack absorbed, it takes little effort from the users part. All power is reliant on the attack that hits the user. This would work on all energy based attack and fluid elmenents like water as they flow into the user in a chakra form, it will not work on any form of solid as it would hit the user before the chakra could be broken down. The user can absorb one attack at a time, not multiple, though if an attack is two elements they can be absorbed as long as they meet the above requirements. The user can hold the chakra within them for up to two turns but can't absorb another technique into them until they have released the one within them.
Note: Useable 6 times per battle, two turns between uses.
Note: The attack released is holy fire and should be treated as such, the power of the attack is the same as that absorbed, and the same range.

You must be registered for see images


✦ Declined, there needs to be a noticeable delay the vote the attack is released from you after absorption. Like Madara's Gunbai glows briefly before rereleasing the energy and this resembles that somewhat. S rank usable twice with 3 turn cool down, the rest is good. ✦

8) Jūjigun no tenshi | Judgement of the Crusader
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80 (Mental Damage)
Description: A technique founded on the power of the holy fire and the way it is innately in tune with the natural flow of energy throughout the world. This technique is used as a follow up technique, meaning it can be used after other techniques based on the holy fire. By charging a large amount of energy in to the holy fire technique the user can cause it to erupt outwards in a blast of holy light, those who see or are touched by the light are cast in a powerful genjutsu through the holy lights natural energy flow disrupting their own, in the illusion those caught will see the spectral faces of people that have been killed or hurt in the past wars and battles, they will take on the form of spirits composed of powerful holy fire. These spirits will assault the mind of the opponent by rebuking his violent and negative ways, telling him to lay down his arms to abandon violence and war. The spirits will then reach in to embrace him, however due to the opponents negative intentions the spirits of holy fire will burn him all the while repeating themselves chastising the evil nature of the one caught inside the illusion as the searing flames of holy fire purge their flesh the opponent will watch as their skin begins to bubble and crack under the fire causing intense mental anguish and suffering and leaving them incapacitated if they do not escape. A very powerful technique of holy fire this continues to affect the victim actually using natural energy as a medium making impossible for the illusion to be broken by those who normally can absorb natural energy to escape, such as most sage mode users members of Juugo's clan etc. They can still escape via Kai or pain but entering sage mode or drawing in natural energy would fail as the natural energy of the holy fire permeates them.

Note: The S rank version may only be used if the holy light touches the opponent.
Note: Any holy fire can be caused to erupt and when it does the holy light has a five meter radius from the point of the holy fire combustion.
Note: If the opponent hasn't broken the illusion by the time the spirits embrace him he will be paralyzed in reality.
Note: S ranked version may only be used twice per conflict but it will cast any number of opponents who see the light or are touched by it, in the genjutsu.

✦ Declined, spoke to Kevin and the only way elemental Genjutdu is allowed now is via YY, meaning you'd need to have YY to cast a genjutsu with an element now, or have been taught NB Genjutsu when it existed. ✦

My Personal CCJ:

1) [Silmarillion: Omoi] - Holy fire Release: Mind
Type: Supplementary/Attack/defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is a unique ability to those in the clan who have complete mastery over their holy fire chakra but comes with it's own risks. The users are able to use any part of their body as a medium for holy fire as they are at one with them, this one on the other hand, uses the persons eyes. The Elves were created to make a pure world which is shown from their powers, they see the world as it really is and feel and see all the negativity that courses through it. Through focussing on their intended target withtheir eyes, the user will focus on their intent, following them with their enhanced eyes, and then as they have a clear vision they will shoot holy fire at their target in the form of two tiny sparks that are hardly noticable hitting them. These sparks will look like a twinkle in the users eye but are shot faster than that of an arrow. As they hit their intended target they burst into a maelstorm of holy fire engulfing their target, burning them until the user feels they have fully purged the world of that Evil. This fire errupts rapidly to consume their target, sticking to them, like their is a magnetic force drawing the flames to their person to burn until their darkness is extinguished. This makes it hard for them to escape and due to the nature of the flames it wont hurt another Elf. On the other side of things the user could also create this on a target to protect them, if it's someone the user sees as pure and innocent like a child they can ignite these flames around them as a form of protection as the flames only burn those deemed to be evil. Dark chakras like the bijuu would suffer exteme pain due to their nature. Though using this has a huge toll of the users. Due to the surge of fire chakra used to create the sparks, the users eyes will really burn causing their eyes to water and effect their focus.

Note: The user loses 3 points to his base tracking speed due to his eyes watering for two turns after.
Note: No jutsu above A rank in the following turn
Note: No holy fire jutsu above B rank in the following turn
Note: Can only be used twice with 4 turns between uses. After the second use the user will not be able to open his eyes for two turns.
Note: If used for defense the flames last 2 turns.
You must be registered for see images

2) [Silmarillion: Shigai] - Holy fire Release: Body
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra:40 (to absorb and control)
Damage: NA (total damage absorbed)
Description: This jutsu is also known as "Revenge Full Counter" based on the clan's full counter technique. With the basic form of this jutsu, the user takes in one jutsu, holds it in their body and releases it outwards, only one jutsu and reforming it to holy fire. With this version the user pushes their bodies limits. They use their body as a punching bag that takes on several attacks (3 maximum) one after the other. With this jutsu, the user lets down their offenses against energy based attacks drawing them into his body holding as much as he can at once, spending 40 chakra each time to control the energy within. Absorbing each on counts as a move but after each hit his body would still take 30 damage becoming hurt but being able to still fight. After he has absorbed a 3rd attack, that's when the user will strike. All the energy based attacks will be converted in the users body into holy fire, then the user will release all of this at once from their body in a huge blast of raw holy fire in any direction they choose or all directions if they wish. The total power of this is the total damage absorbed by the energy based attacks. Absorbing the energy into the users body counts as a move each time and releasing this attack counts as a move. So if the user was hit with 3 A rank lightning jutsu, that would be 180 points of chakra that would be released as holy fire in a huge blast. If any attacks S rank or above are absorbed into their body the user can only absorb one more attack. The user can also choose to absorb only one jutsu and release it due to the strain on their body. When aborbing the jutsu, the user would take one third of the damage of that attack. So A rank fire would give the user 20 damage of burns to their skin making them soar, but not to the point they are unable to battle. This is what makes this technique forbidden. Once this has been released the user will feel a wave of exhaustion over their body as the strain of absorbing the chakra then converting and releasing it takes it's toll. If the user is still able to battle from the damage they have taken, they will be unable to use Jutsu above A rank for two turns and unable to use jutsu above B rank in the following turn. They will lose 2 ranks to their speed due to their beaten body also.

You must be registered for see images

3) [Silmarillion: Kontan] - Holy fire Release: Soul
Type: Supplementary
Rank:S
Range: Short
Chakra:40
Damage: 80
Description: After years of practice with holy fire, the Elves found new ways to use it to adapt it and become one with it. Through much training and mediitation they discovered a whole new level of power through their holy fire. They felt the Natural energy within the fire and how it enhanced their attacks. As they traveled some learned to certain skills like sage mode, and then could feel it clearly within all the Elves. They went on to learn to harness this to create their own mode. Through this they will gather a large amount of their holy fire chakra into the center of their very being which takes 1 whole turn to do so where they can't use holy fire. Then in the following turn they will releases this chakra as a surge throughout their entire body in a full surge becoming one with the holy fire. Their body will become like a flickering flame of light, with no solidy to it, they become the fire themselves. But with the gathering of the holy fire before they stored up the Natural energy of the holy fire that is released through them all at once giving them a new found strength. Their bodies don't turn to stone due to the amber of the tree of life still flowing through their veins from when they gained their powers. This surge of chakra in this mode gave them a few benefits. Being at one with the holy fire, all their holy fire attacks gain +1 rank in damage up to S rank, and F ranks gain +10 damage. Due to the surge of Natural energy, their speed becomes doubled, and their strength becomes that of added strength taijutsu, much like with sage mode users. Their body being made of holy fire eminates light blinding all those who see the user, and their body is pure energy meaning solid items would pass through them. Though in this form they are more vulnerable to attacks that are strong to holy fire. While in this form the user can only use elements pertaining to fire and lightning. At the cost of a move, the user can mold the holy fire that is their body and create additional arms and legs made of holy fire that can extend up to mid range. This is an A rank jutsu costing 30 chakra. They can create holy fire weapons also that they can throw up to any range (within battle reason) which is the same cost and rank. All the users taijutsu attacks are 80 damage due to the nature of their body, but cost a move per turn.

Note: Useable once, lasting 6 turns.
Note: Can't be used with any other mode
Note: No holy fire jutsu above B rank for 3 turns after
Note: No fire jutsu above A rank for 2 turns after
Note: After this ends the user losing 2 ranks of their base speed due to the strain on their body.
You must be registered for see images

✦ All auto declined ✦

Resub:

7 ) Furukauntā | Full Counter
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: This is a unique technique of the Elves developed from the way that they gained their powers. In the begining, to gain their powers, the fused the Amber from the tree of life into their bodies which then gave them their powers. This technique is based of the traces of the Amber still found in their body today. The tree of life has the ability to absorb chakra, being from the tree the amber would be able to do the same just not on such a scale. The way this works is when energy based chakra comes at the users they will tap into their bloodline using the traces of amber within them to absorb the chakra into their body breaking down the chakra to raw chakra. From here they can't keep the chakra within their body or find a way to use it, and so they then release the built up chakra using the power of the clan in the form of holy fire. For example if a shinobi released chidori nagashi at the user, the attack would be absorbed into their body and then released again in the form of holy fire, in a wave, blast, shock, which ever the user wishes. They can even release it through a medium such as a sword or the clans bow. The power of the attack released would be the same as the attack absorbed, and the same range. Due to the attack actually using the chakra of the attack absorbed, it takes little effort from the users part. All power is reliant on the attack that hits the user. This would work on all energy based attack and fluid elmenents like water as they flow into the user in a chakra form, it will not work on any form of solid as it would hit the user before the chakra could be broken down. The user can absorb one attack at a time, not multiple, though if an attack is two elements they can be absorbed as long as they meet the above requirements. The user can hold the chakra within them for up to two turns but can't absorb another technique into them until they have released the one within them. When the user absorbs an attack, before it is released, their veins will glow like the fire is surging through them, this doesn't harm them but is the result of he absorbtion technique, giving their body a blinding glow to short range around them, as is the way with holy fire.
Note: Useable 6 times per battle, two turns between uses.
Note: The attack released is holy fire and should be treated as such, the power of the attack is the same as that absorbed, and the same range.
Note: S rank usable twice with 3 turn cool down

✦ Approved ✦
You must be registered for see images


New Submissions:

8) Tolkien's Isan | Tolkein's Legacy
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80 (Mental Damage)
Description: This is a technique that was developed by the Elves through the user of their holy fire element and their bows, giving them a more versatile ranged fighting style. Rather than using the bow to fire single arrows made of holy fire, this allows the user to fire in a more varied way, in the form of multi shots, animals, binding methods. All explained below:

Scatter shot: This allows the users to fire multiple shots at their opponent/opponents all at the same time. This allows them to attack multiple targets but also cover a larger range at the same time. In doing this, all the arrows they fire have a collective power of the chosen rank. For example, if the user were to use the A rank version to fire two arrows, they would each be B rank. If the user chose to use the S rank version, firing 8 arrows, each arrow would be C rank. They can be fired all at the same single target or fired as an array infront of the user. This follows the holy fire element in its blinding fashion.

Aspect of the beast: This is the shot using advanced shape manipulation with holy fire to create projectile that takes the form of a chosen animal or beast, be it a replica of the users summoning contract or a basic animal, excluding mythical creatures. The user will draw back their bow and release and arrow that takes the form of an animal of their choosing made of holy fire being released at the speed of a shot arrow. The beast can be controlled to strike as it will, and the user can remain controlling it for up to two turns. While it's active the user can only use holy fire and elements that make up holy fire and it will continue to take up one of the users moves per turn to control it. The size depends on the users will but A rank and above can reach a maximum of twice the size of the user. The arrow will burst into animal form as it's released from the bow, retaining all the properties of holy fire. Each turn the animal is present will drain 10 chakra.

Marked shot: This is an active ability that goes with any of the other types of shot. The user locks on to a targets intent and fires, in doing so, the shot they choose to release will seek out that target even if they try to avoid it. Much like a heat seeking missile but based on their very intents as is the way with the elves. This is activated when firing another shot and will take up an additional move slot when used. If it's used with a technique that fires multiple shots it it apply to all those shots of the single technique.

Aspect of the Guardian: This is a shot similar to the basic release of holy fire. The user will draw back their bow and the arrow they form, instead of an arrows head, it will have a large shield of holy fire that can be flat like a wall or wrap around them like a barrier. They will holy this is place as defensive barrier which they can also shoot in a chose direction to either attack their opponent with their defense or to protect an ally. This will also blind any who see it.

Aspect of Judgement: The user will fire an arrow to a chosen location in the same manor as normal, but this will explode into an array of holy fire, that will fall like snowflakes of holy fire on a chosen location (up to mid range diameter). This will rain on the chose location for two turns. It was a great way for the elves to try and detect any enemies from a distance or to cause it to rain over those they are trying to protect and so it will only harm their enemies as the skill of holy fire. The light emanating from it will blind targets as well.

Aspect of the Binding shot: The user will draw back their bow forming an arrow of holy fire that is inlaid with a sealing formula. They will release this arrow as normal then from this point it has two uses. If the seal hits their intended target, the seal will spread from the arrow around their target binding them, restricting their movements as the holy fire arrow burns away at their very being. This seal is A rank at all times and using this arrow takes up two of the users moves per turn. The other use of this arrow, is the arrow could hit the ground near the intended target, and releases the sealing fomula onto the ground as the arrow ignites the ground also. The seal binds the target to the ground holding them in place as the holy fire burns them alive. Purging them from the world. This will only bind their legs and the seal has a short range radius. If this is used the user can't user fuuin above B rank in the following turn. (Must know fuuin to use this shot.)

Note: Being progressively stronger each rank is able to make larger items starting with the small projectiles at C rank to the powerful projectiles 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 2 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: 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
Note: Blinding from the holy fire lasts for one turn after the target stops seeing the light. This will not effect other Elves.
Note: Each part of this jutsu used is classed as one of the users three jutsu per turn.

✦ Declined, started making edits but there are too many here to make without altering the jutsu heavily. Scatter Shot and Aspect of the Beast are overall okay how I edited them, Marked Shot needs to go, no to the active ability. Each of these should should be individually ranked as well, it can get confusing fast based on how it is now plus some of these don't need to be multiranked, a range for each as well. If it lasts multiple turns, it will need to drain chakra each turn also. ✦



Bow for reference:
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

Personal customs If above are approved:

1) [Silmarillion: Omoi] - Holy fire Release: Mind
Type: Supplementary/Attack/defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is a unique ability to those in the clan who have complete mastery over their holy fire chakra but comes with it's own risks. The users are able to use any part of their body as a medium for holy fire as they are at one with them, this one on the other hand, uses the persons eyes. The Elves were created to make a pure world which is shown from their powers, they see the world as it really is and feel and see all the negativity that courses through it. Through focussing on their intended target withtheir eyes, the user will focus on their intent, following them with their enhanced eyes, and then as they have a clear vision they will shoot holy fire at their target in the form of two tiny sparks that are hardly noticable hitting them. These sparks will look like a twinkle in the users eye but are shot faster than that of an arrow. As they hit their intended target they burst into a maelstorm of holy fire engulfing their target, burning them until the user feels they have fully purged the world of that Evil. This fire errupts rapidly to consume their target, sticking to them, like their is a magnetic force drawing the flames to their person to burn until their darkness is extinguished. This makes it hard for them to escape and due to the nature of the flames it wont hurt another Elf. On the other side of things the user could also create this on a target to protect them, if it's someone the user sees as pure and innocent like a child they can ignite these flames around them as a form of protection as the flames only burn those deemed to be evil. Dark chakras like the bijuu would suffer exteme pain due to their nature. Though using this has a huge toll of the users. Due to the surge of fire chakra used to create the sparks, the users eyes will really burn causing their eyes to water and effect their focus.

Note: The user loses 3 points to his base tracking speed due to his eyes watering for two turns after.
Note: No jutsu above A rank in the following turn
Note: No holy fire jutsu above B rank in the following turn
Note: Can only be used twice with 4 turns between uses. After the second use the user will not be able to open his eyes for two turns.
Note: If used for defense the flames last 2 turns.
You must be registered for see images

2) [Silmarillion: Shigai] - Holy fire Release: Body
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra:40 (to absorb and control)
Damage: NA (total damage absorbed)
Description: This jutsu is also known as "Revenge Full Counter" based on the clan's full counter technique. With the basic form of this jutsu, the user takes in one jutsu, holds it in their body and releases it outwards, only one jutsu and reforming it to holy fire. With this version the user pushes their bodies limits. They use their body as a punching bag that takes on several attacks (3 maximum) one after the other. With this jutsu, the user lets down their offenses against energy based attacks drawing them into his body holding as much as he can at once, spending 40 chakra each time to control the energy within. Absorbing each on counts as a move but after each hit his body would still take 30 damage becoming hurt but being able to still fight. After he has absorbed a 3rd attack, that's when the user will strike. All the energy based attacks will be converted in the users body into holy fire, then the user will release all of this at once from their body in a huge blast of raw holy fire in any direction they choose or all directions if they wish. The total power of this is the total damage absorbed by the energy based attacks. Absorbing the energy into the users body counts as a move each time and releasing this attack counts as a move. So if the user was hit with 3 A rank lightning jutsu, that would be 180 points of chakra that would be released as holy fire in a huge blast. If any attacks S rank or above are absorbed into their body the user can only absorb one more attack. The user can also choose to absorb only one jutsu and release it due to the strain on their body. When aborbing the jutsu, the user would take one third of the damage of that attack. So A rank fire would give the user 20 damage of burns to their skin making them soar, but not to the point they are unable to battle. This is what makes this technique forbidden. Once this has been released the user will feel a wave of exhaustion over their body as the strain of absorbing the chakra then converting and releasing it takes it's toll. If the user is still able to battle from the damage they have taken, they will be unable to use Jutsu above A rank for two turns and unable to use jutsu above B rank in the following turn. They will lose 2 ranks to their speed due to their beaten body also.

You must be registered for see images

3) [Silmarillion: Kontan] - Holy fire Release: Soul
Type: Supplementary
Rank:S
Range: Short
Chakra:40
Damage: 80
Description: After years of practice with holy fire, the Elves found new ways to use it to adapt it and become one with it. Through much training and mediitation they discovered a whole new level of power through their holy fire. They felt the Natural energy within the fire and how it enhanced their attacks. As they traveled some learned to certain skills like sage mode, and then could feel it clearly within all the Elves. They went on to learn to harness this to create their own mode. Through this they will gather a large amount of their holy fire chakra into the center of their very being which takes 1 whole turn to do so where they can't use holy fire. Then in the following turn they will releases this chakra as a surge throughout their entire body in a full surge becoming one with the holy fire. Their body will become like a flickering flame of light, with no solidy to it, they become the fire themselves. But with the gathering of the holy fire before they stored up the Natural energy of the holy fire that is released through them all at once giving them a new found strength. Their bodies don't turn to stone due to the amber of the tree of life still flowing through their veins from when they gained their powers. This surge of chakra in this mode gave them a few benefits. Being at one with the holy fire, all their holy fire attacks gain +1 rank in damage up to S rank, and F ranks gain +10 damage. Due to the surge of Natural energy, their speed becomes doubled, and their strength becomes that of added strength taijutsu, much like with sage mode users. Their body being made of holy fire eminates light blinding all those who see the user, and their body is pure energy meaning solid items would pass through them. Though in this form they are more vulnerable to attacks that are strong to holy fire. While in this form the user can only use elements pertaining to fire and lightning. At the cost of a move, the user can mold the holy fire that is their body and create additional arms and legs made of holy fire that can extend up to mid range. This is an A rank jutsu costing 30 chakra. They can create holy fire weapons also that they can throw up to any range (within battle reason) which is the same cost and rank. All the users taijutsu attacks are 80 damage due to the nature of their body, but cost a move per turn.

Note: Useable once, lasting 6 turns.
Note: Can't be used with any other mode
Note: No holy fire jutsu above B rank for 3 turns after
Note: No fire jutsu above A rank for 2 turns after
Note: After this ends the user losing 2 ranks of their base speed due to the strain on their body.
You must be registered for see images

✦ Auto decline ✦
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Updating and clarifying train wreck
Changing its name
Merging with Boycott(LOK told me its possible so far they fall in the same category)

Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
Rank: S
Type: Sup
Range: Short
Chakra: 40(-10 p/turn)
Damage: 0
Description: Boycott is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. Bartholomew Priest discovers how to use the paws and its repel power in a grand but subtle non aggressive manner. The user repels with one or both his paws and quickly engulf around himself up to 5meters, in a subtle albeit translucent but visible paw bubble. The user is the center point of the bubble and the bubble moves with him. The paw bubble once made, stays and is self-sustaining for a short period. Though not agressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any physical matter moving within it becomes immensely slow. A close opposite of "Train Wreck"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non bartholomews as non-bartholomew can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overal speed drastically reduces x3. Jutsus moving within the barrier also becomes slow. Even the user's jutsu except paw arts, would be affected by this.
NOTE: While this is active, the user can't use Paw arts above A-ranks
NOTE: Last 3 turns
NOTE: 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend
NOTE: Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max.
NOTE: Works on physical entities and any jutsu that requires air as its medium of transport(Meaning, so far the jutsu is moving through the air, regardless of what form they may be, they'll be affected).
NOTE: Priest's personal ccj.


 Approved 
Paw Arts: Train Wreck - Nykyu No Mi: Toren Keigei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 15meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed.
The Bartholomew focuses chakra into his paw and repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instatenous speed. Just like (Paw Arts: Repel), upon repulsion, the bartholomew vanishes from view and appears at his destination in a near intanteneous manner. This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.

Last Pilgrim
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
You must be registered for see images


 Approved 
Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

Zeroth Pilgrim | S-rank
Zeroth Pilgrim is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. The Bartholomews discover how to use the paws and its repel power in a grand but subtle non aggressive manner. The user repels with one or both his paws and quickly engulf around himself up to 5meters, in a subtle albeit translucent but visible paw bubble. The user is the center point of the bubble and the bubble moves with him. The paw bubble once made, stays and is self-sustaining for a short period. Though not aggressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any matter moving within it becomes immensely slow. An inverse of "1st Pilgrim"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non Bartholomews as non-Bartholomews can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overall speed drastically reduces x3. Jutsus moving within the barrier are also affect thus also become slow. This also affect the user's jutsu, except paw arts.
While Zeroth Pilgrim is active, the user can't use Paw arts above S-ranks, it lasts 3 turns and in between usages, there is a 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend. Zeroth Pilgrim requires the user to spend S-rank chakra while sacrificing 10 chakra per turn to sustain. Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max. Works on physical matter and any jutsu that requires air as its medium of transport(Meaning, so far the jutsu is moving through the air, regardless of what form they may be, they'll be affected).


First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed.
The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like . There are two ways through which this works. Either the user is repelling himself in a linear direction at 4x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. This can simply be termed as teleportation since very high speed has been seen to break space time continuum though this is just a feat only this jutsu could reach. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 4x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.

Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Zeroth, Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
You must be registered for see images


Merging Grand Exorcism with Pulsus Coration and revamping

As discussed with Scorps through vm


updating to personal ccj


Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/Defense
Range: Self/Close
Chakra: 40
Damage: N/A
Description: After creating the sacred "Pulsus Coration", Priest created another which is a more supplementary approach but still impinging the usage of paws on oneself. Grand exorcism according to its name, is grand and with the usage of the paws push/repel ability the user is able to acquire more efficient use though not as powerful as curing yourself in regards to Pulsus Coration but it is as potent in more effective ways than the latter.
The user would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness), induced foriegn substance and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out of the person, containing all the Fear, fatigue and foreign chakra/substance thus while instantly gaining freedom from some jutsus(Genjutsu, sakki, poison and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns.
However, unlike "Pulsus Coration, the bubble cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
++Note++
~Useable only 2x per match by Normal Bartholomews while Legends are able to use this upto 3x
~2 turns in between usage for Normal Bartholomews while Legends and above have only one turn inbetween usage but as soon as they use this after one turn, the 2x power-ups(reflex, reaction time and agility) refreshes and would not add up.
~Cannot be used to push out pain and enormous fatigue(exhaustion)
~Priest's Personal Ccj


 Approved 
Updating this as its old..
To correct some anormalies.
-The pain reverting to the user might not be logically possible as the pain is contained in a bubble and can not suddenly teleport back to the user in an instant so i'm going with a more logical reasoning that is: it causes a devastating effect.
-The restriction about not using the paw any more is totally ridiculous. The paw is not in any way damaged in the course of using the jutsu, only the user is exhausted and the exhaustion is being removed, also this technique is not even forbidden ranked.


Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area.
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~Can only be used after the two turns have passed.
~No Paw jutsu for the next 2 turns
Note: Pulsus Coration means Healing Push, in Latin.
||Approved||
Too much revamp so did not bold

Hīringupusshu - Healing Push
Type: Defense/Offence/Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
Healing push is an ability of the Bartholomews to use their paws to push and rid themselves or others, something other than matter. With this ability, they have control over pain, fear, fatigue and even chakra. There are two ways which this ability can be utilized.

Exorcism | A/S Rank
A more defensive and supplementary aspect of healing push but still impinging the usage of paws on oneself and others. Exorcism according to its name, is grand and with the usage of the paws push/repel ability the user is able to acquire more efficient use though not as powerful as curing yourself in regards to "Healing" but it is as potent in more effective ways than the later.
The user would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness), induced foreign substance and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out of the person, containing all the fear, fatigue and foreign chakra/substance thus while instantly gaining freedom from some jutsus(Genjutsu, sakki, poison and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns. However, unlike "Healing", the bubble cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
The user can use this offensively albeit to damage or not to damage a target. Either way, they would be disposing them of some of their chakra. The user would though need to make paw contact with the target and with each push, he would be able to dislodge 100 chakra points. The user is able to execute '2 pushes' max with single contact of the paw, with a single push being equivalent to A-rank while a double push is S-rank. This means the user is able to dislodge up to 200 chakra points from the target using this technique. After pushing the chakra, the chakra is dislodged into a paw bubble with size depending on the rank of the push used. And the user either cause the bubble to explode or call it back into his paw thus absorbing the chakra into himself. A-rank bubble is the size of a basketball, carrying 100 chakra and its explosion spans 5m radius, carrying A-rank damage. S-rank bubble doubles the size A-rank bubble, carrying 200 chakra and its explosion spans 10m radius, carrying S-rank damage. S-rank versions can only be used 2x for each usage(defensive and offensive) by Normal Bartholomews while Legends are able to use this upto 3x. However, there is 2 turns in between usage for Normal Bartholomews while Legends and above have only one turn inbetween usage, though as soon as they use this after one turn, the 2x power-ups(reflex, reaction time and agility) refreshes and would not add up. Exorcism cannot be used to push out pain.

Healing | S-Rank
A Bartholomew will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they may be going through. With this, they are able to once again regain their normal mental state. With this ability, one is able to at the same time, remove the cause of pain only if its chakra based. If the cause of the pain is something physical like a wound, a cut, the user would still require to heal it with other healing method to save himself albeit the work of this variant is so that once pushed out, they won't be able to feel pain for a period of time(5 turns) thus its advisable to heal oneself before the time elapses else, one would begin to feel the pain once more. Once pushed, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person at twice the speed of the user. If the bubble happens to burst without touching anyone (if hit with a strong enough power (S rank and above)), the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area(20meters).
Healing can be done 1x per battle for normal Bartholomews while Legends are able to utilize this twice with 3 turns inbetween usage. Healing requires one to spend S-rank chakra.
If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubble size, it will explode. No other S-rank and above paw arts the same turn Healing is used.

NOTE: This special kind of paw ability would not react with any kind of matter whatsoever and would only interact with those aforementioned. This means the user can still purge himself regardless of if he's wearing any armour even if its chakra based.
NOTE: Individual restriction resides in their specific descriptions.


Merging Pressure cannon with Slapping thrust and updating

Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensoring ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.


-Approved under the condition of the red part added-
Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concussive to lethal damage. The shockwave is extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage. Alternatively, the user can instead of repeling, create a paw bubble upto mid-range from himself and through the use of inverse repel, call it back to his paw at immense speed. The same affects also would occur interms of things standing in its way. However, at the end, it is absorbed back into the users paw.
~ S-rank level can be used 3 times per battle for normal Bartholomews while 4x for Legends
~ When S-rank level is used, the user can not use paw jutsu for the following turn

How it looks
You must be registered for see images


 Approved 
Paw Paw Arts: Pressure Cannon - Nykyujutsu: Pad Hō)
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Pressure cannon is a unique ability of the Bartholomew clan utilising the air pressure specifics of paw abilities in an offensive manner. This is broken down to two divisions.

Thrust | C-S Rank
Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concusive to lethal damage. The shockwave is of varying sizes, extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast, receives extreme damage. Alternatively, the user can instead of repelling, create a paw bubble upto mid-range from himself and through the use of inverse repel, call it back to his paw at immense speed. The same affects also would occur interms of things standing in its way. However, at the end, it is absorbed back into the users paw. S-rank level of "thrust" can be used 3 times per battle for normal Bartholomews while 4x for Legends. When S-rank level is used, the user can not use paw jutsu for the following turn

Slapping Thrust | S-Rank
To make thrust more efficient and extremely faster than it use to be, the Bartholomew discovered that by balancing their weight and center of gravity, they are able to push at speed beyond what they can initially achieve, making their thrust much more lethal. This make slapping thrust a version of thrust that needs one to be completely still and firm on the ground to avoid recoil. The user first plant both their feet firmly on the ground by means of a sumo-style foot stomp. However this is only necessary should the user has no other means of balancing himself on the ground. For example, he could use a jutsu to firm his feet on the ground which could be a replacement of the sumo stance. They then throw their palms forward multiple times, firing a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Slapping thrust is a thrusting open-handed strike about the upper chest and face, a technique in Sumo. Unlike "thrust", the speed at which the pressure bubbles move is thrice that of normal "thrust". Slapping thrust requires one to spend S-rank chakra and can only be used 3 times per battle with a two turn rest inbetween usage. After using Slapping Thrust, the user can not use Paw Arts above A-rank in the next turn. The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensory ability capable of playing on the same level at which the shots move.


How it looks
Thrust
You must be registered for see images


Slapping Thrust
You must be registered for see images


Updating Matyr Hands

Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates is usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.
♦White Priest | Shiro Sou: Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto
Daiaru", he will only absorb the impact of a technique, through anything that he touches be it tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a barrier that is fused with and surrounds the object and with this he can use inverse repel which is able to contain force within it. Though the user is not able to infuse himself directly to be able to absorb said force, he is able to use the technique on a clone by placing his paws on him and likewise, his clone can also fortify him. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu but the absorbed force can be used in conjuction with "Black Priest". In the situation where a clone/body is used as the absorber, it would increase their physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase their speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.
♦Black Priest | Kuroi Sou: The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling "aura" around them. The power of it is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). This can be used in conjuction with "White Priest" where the user after absorbing an attack with a said tool, he can then use the tool to attack with the absorbed damage however this also requires the user to use "Black Priest" spending a move but without spending chakra. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 4 turns after. Fortified weapon's power last 3 turns (if not used) or until when used once.
Restrictions and Drawbacks:
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it although this does not apply to tools that combines the ability of the White and Black Priest as one which can be used by normal member but that is all that is to it. However using 2 variants in a turn(apart from the "White and Black Priest Combo") takes a toll on the user thus he can not use any paw art in the next turn.
† Black Priest carries up to S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries up to A-rank damage(60 Damage point) for Normal members.
† A-Rank and above usages can only be done 4 times per battle.
† Can't use Ninjutsu above S-rank the next turn in which any variant is used.


 Approved  Edited. Removed the Ghost application. That seems unrelated to the original technique.
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.

♦White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches be it passive tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. This means even if a fire technique carries a force of impact, then it would also be absorbed. Having placed his paw/paws on the object, he creates a pawbarrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly as its passive, to be able to absorb said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the passive object now carries the power of the absorbed force. For example, a passive kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they successfully use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns.

♦Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something a passive object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after. Fortification last 3 turns (if not used) or until when used once.

♦Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto mid-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.


NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
Each variants have their restrictions elaborated in their respective descriptions

✦ Declined, honestly these merges take two already advanced and specific jutsu and try to make both abilities into one while it's clear most are the opposite of one another, I won't allow merging for that reason alone. ✦
 
Last edited by a moderator:

Summer

Active member
Legendary
Joined
Sep 17, 2012
Messages
14,423
Kin
3💸
Kumi
24💴
Trait Points
0⚔️
Awards
Permission from the head to submit personal ccj:

Nykyu No Mi Tsumetai chikara: Paw Arts Cold Force
Type: Supplementary/ Attack
Rank: S rank
Range:short (How you going to say this here)
Chakra:40
Damage:80
Description:
Having been one of the smaller of the Bartholomew clan members due to being a female Mashiro had developed a unique clan jutsu. This was to compensate for some of the lacking power she had. She would start out by placing both her hands on the ground. Now by building up and channeling her paw chakra up to mid range (And then say this?) under the ground she could setup a trap underground. The air bubbles will be stored under ground around the enemy in a full range diameter circumstance (How tf...). Lying dormant under the ground is 100 small paw bubbles which are compressed to an immense state. These bubbles are similar to that of land mines. Once pressure from above is applied to the bubble that lies just under the surface the bubbles will expel a chain reaction of explosion type force. The reaction will trigger all of the bubbles in the radius sphere layout to release a forceful blast upwards capable of completely altering the radius into a large crater.

Epicenter:
Mashiro sometimes lacking the patience would apply three handsigns to the bubbles after laying them into the ground this would reinforce them and have them float up from the ground without the need of weight trigger. Once above ground the second someone uses chakra the bubbles would swarm that person and attach to them sending the full blast directly onto them. The bubbles will latch onto the chakra signature or anything chakra infused at the instant chakra is used.

Restrictions:
+useable twice per battle.
+ Cannot use any other paw abilities in the same turn
+ Cannot use above A rank in the same turn as this jutsu.
+can only be taught by Juha

How is any of this within the scope of the Bartholomew skillset....DNR

Nykyu No Mi Sarutan Gaijo : Paw Arts Sultans Removal
Type: Supplementary/ Attack
Rank: Forbidden
Range:short
Chakra:50
Damage:80
Description:
Having fully honed and trained to the absolute highest degree of understanding. Mashiro began to dabble in the forbidden arts of her clan. Having the ability to precisely remove fatigue and damage from a body wasn’t enough for her, and she wanted more power. While uniquely enough one day she accomplished such a feat. She was able to harness her paw ability even further than some of the oldest legends. She focused her paw chakra while holding her hand above one of the limiters on the human body. These limiters were the chakra gates which were well known for the gate users. By focusing a paw bubble around one of the limiters she was able to remove the limiter all together. When one would forcibly open a limiter the chakra would flow through it in a much fast state. Now completely removing a limiter had slightly different alterations. The shinobi would gain a larger then normal muscle tone and mass increase, And There Bodies Would Grow Slightly In Height And Weight As well. Increasing there taijutsu destructive force by +20. The next and most recognizable change was the chakra output and speed. The increased speed was even greater then opening the first two gates because that limiter was completely gone and could not be closed off again until 3 turns had passed. After this time the paw bubble would automatically recall the limiter. The speed difference was that of 2x normal speed. There are however restrictions as to how many limiters the user can remove being that only 2 can physically be removed at a given time. This suspended animation of the limiters will be very taxing on the human body and will result in the user losing the ability to mould chakra over S rank in power jutsu for the duration of 2 turn’s.

Restrictions:
Cannot use above S rank jutsu for 2 turns afterwards.
Limiters remain removed for 3 turns
Raw chakra jutsu will gain a +30 boost in damage ie rasengan type jutsu.
Cannot use any other paw abilities in the same turn this jutsu is used.
Cannot use above S rank during the usage.
Can only be taught by Juha

You're not slick, DNR


Nykyu No Mi Hanmichi : Paw Arts Halfway
Type: Attack
Rank: A Rank
Range: Short
Chakra:30
Damage:60
Description:
The user of the most terrifying taijutsu aspects that rival the gods. Having formed a considerably denser
Denser chakra around there hands the user of this technique will be constantly releasing chakra during this passive ability (After activation). The users hands will look like (Mickey mouse type hand/gloves) this is due to the fact that the condensed paw chakra is residually being released during battle. The coating will afford the user the ability to smack away C rank and below jutsu with ease being energy based (How tho? I don't think "smack" is the right word for this) or solid matter based. The swirling compressed air (where did this come from?)will make a harmonic noise which will cause disruption for sound based jutsu directed at the user. This will only nullify up to B rank sound jutsu and can interfere with sound detection methods as well. (um, no) While utilizing this passive fist style of the clan the user will apply a +20 boost to any hand related taijutsu that this is applied with. The effects of being hit with either fist while active will cause severe blood clotting after being struck. The chakra being applied will be capable of causing coagulation throughout the point of impact. This can limit a shinobi’s ability to move that region of there body. Making the limb or point feel extremely heavy and or numb. The duration of the jutsu will last for three turns and during that time no other jutsu can be molded from the hands.



Restrictions:
Cannot be applied to NB Tai
Cannot pair with S rank and above taijutsu
Can only be used by Bartholomew legends
Can only be taught by Juha

3/3 Declined
1/3 Revisable

I think we can call this a good day right?
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
( Sutaffu to Dasutā ) - Staff and Duster
Type: Weapon
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Throughout history, numerous magical items have been created as foci for the witch or wizard to concentrate their Mahou. This makes their magic much more precise and potent. Historically, the great Heads of House have had special items with magical properties imbued in them. Gryffindor's sword, Slytherin's locket, Ravenclaw's diadem, etc. As Head of Hufflepuff House, Harry Dresden has two particular items associated with him.

Duster - A rank​

The Duster is a long leather coat that covers the entire body. The material is interwoven with numerous magical spellsa and enchantments, designed to protect the user. The material is light and flowing, not hindering the user's movements in any way. It makes the user impervious to freeform weapons and tools, which will simply bounce off of the duster harmlessly. Additionally, twice per battle, at the cost of a move, the duster is able to absorb the kinetic energy from a taijutsu attack, and instantly redirect the force into an expulsionary blast that would repel everything from short range of the user at a rapid speed (similar to the banishment spell). This does no damage to the opponent, and this is done without conscious input from the user, although it would still cost a move. Another ability of the duster allows the user to, once per battle, use it as a focus and to perform a spell without the usage of a verbal incantation (regardless of his specialty). However, this does not allow the user to utilize spells that he would normally be unable to utilize. For instance, a dark wizard would not be able to conjure a patronus, etc.

Staff - S rank​

The staff is, like most wands, created from wood harvested from the Juubi's tree form. However, the staff is much larger and, as such, imbued with much more Mahou than a traditional wand. Additionally, it's inscribed with dozens of runes, which seemingly move around the staff, occasionally glowing (purely cosmetic). Firstly, the staff is, unlike a traditional wand, incredibly loyal to its owner. Even if he were to be defeated by another wizard, the staff would continue to be loyal. Next, the staff functions as a focus, being able to passively make the user's spells much more potent (increase of 1 rank in damage/chakra; and just +10 damage/+20 chakra to S rank/Above) when used through it. Additionally, the staff becomes bound to the user's body, unable to be removed from the user's possession through normal means, spells, or techniques without his consent. And finally, since it is so strongly reinforced with magic, the staff is unable to be destroyed and is capable of battering through up to C rank elemental defenses. The type of wood the staff was made from is Ashwood, and the core is a Phoenix feather.

Note: Usable only by Vex
Note: Must be mentioned in bio or at the start of battle
Note: Counts as both a PCCJ and a CW
Note: Utilizing the kinetic absorption ability, or the non-verbal spell would consume '15' chakra




First Bold: Nah, clan has enough bypasses

Second Bold: I don't much fancy continued passive boosts of spells, limit it.

Third Bold: How are spells and ninjutsu "normal" means?

Fix and Resubmit


Lasciel - (Lasciel)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: As seen with the patronus, Mahou is able to conjure corporeal beings to shape in order to aid the user. And, as seen with wands, Mahou is also able to grant normally mundane objects with a degree of sentience. Aiming to combine these concepts, the being Lasciel was created. Lasciel is designed to be a being of pure Mahou that lives within the user's mind, sealed into his head with a special Fuuin. The seal has three keys, or methods of releasing Lasciel each requiring different methods to release. However, even if unreleased, Lasciel will still be capable of talking passively to the user, constantly urging him to release the seal fully. Her personality changes based upon the personality of her current host. If the user is a light wizard, she will try and tempt him into doing immoral deeds, and into using dark magic. Conversely, if the user is a dark wizard, she'll constantly try and 'save' him/her. She possesses a photographic memory, capable of repeating conversations the user has had verbatim. Known as the temptress, Lasciel has an incredibly high success rate in conversion. Existing so closely with the user, Lasciel can freely alter and erase the user's memories at her own volition. As a result of her influence, all of the user's jutsu will gain a golden yellow flame effect (purely cosmetic, does not do any sort of damage).

First Method​

The first way of releasing Lasciel is through the use of the opponent trying to control the user's actions/emotions/mind/spirit through spiritual manipulation. This includes techniques of Yin Release (Hahaha No), Katusryoku, Killing Intent, as well as Yamanaka jutsu of up to S rank. In the case of normal genjutsu, once per battle, Lasciel is able to absorb the chakra from any rank genjutsu (Opposing only, because I'd just use genjutsu on myself and then...), repairing any spiritual/mental damage it inflicts, and sealing it into herself. As the opponent utilizes this type of manipulation, the chakra being used would be absorbed and sealed within Lasciel's seal, empowering her and being re-released as an instant pulse of chakra that would place anyone (you say anybody then only mention enemies) it hit into a A ranked gen. The gen would simply depict the opponent being burned into cinders, whilst Lasciel verbally tortures them. This pulse of chakra would affect enemies up to mid range (...just effect my enemies) away and can only be used thrice per battle (says once per battle then says thrice per battle like...). This would count as a move and can only be used thrice per battle.

Second Method​

The second method is meant to materialize Lasciel as more of an ethereal guide/guardian. This is done by the user simply tapping the seal on his head. In this state, she is materialized onto the field as a being of pure Mahou, visible only to the user and to chakra sensors/dojutsu users. Maintaining a constant mental connection with the user, she is capable of sensing chakra and energy. She lasts indefinitely until the user deactivates (Either indefinitely once pB, or turn limit thrice pB. I'd pick the latter if I were you being checked by me)) her, but consumes '10' chakra per turn (more than this). Of course, due to not being materialized fully, in this state she is unable to influence or interact with the world around the user.

Third Method​

This method is meant as the third and final release of Lasciel. The user would take two fingers, place them on his temple, and twist the seal. This would fully materialize Lasciel into the world, appearing as a beautiful, flame wreathed woman. Ability wise, she is imbued with magic depending on her host's alignment. If she is living inside of a light wizard, she becomes capable of utilizing the Dark Magic jutsu. If her host is a dark wizard, then she is able to utilize Defense Against the Dark Arts jutsu. Any spell she uses will, of course, be at the cost of a turn. In this form she is an S rank familiar, able to take damage up to S rank before dispersing, and lasting for four turns per use. However, this method is usable only 2x per battle (Says twice per battle but then says once...again, like, Boi!!). She is able to perform all of her spells non-verbally, and without the aid of a wand (No). Once per battle, she is able to 'merge' with the user's body, causing him to become either more evil or more good, depending on the user's alignment (What does this even mean tho? And I mean beyond cosmetic). If the user is a Dark Wizard, he becomes able to utilize Defense Against the Dark Arts spells up to S rank nonverbally and vice versa for light wizards with dark arts spells. This lasts for three turns (No you can't use your opposite alignment and I'm extending this to her to, you can't have an entity with you that is essentially allowing you to bypass that. As per the laws of Chris) .

Note: Teachable only by Vex
Note: Each Method is usable thrice with the exception of the third which is usable once. (Fix allll a dis, because you contradict yourself a lot)
Note: Must deactivate a method and wait at least three turns before activating another
Note: No Mahou above A rank by the user in the same turn the third method is used.
Note: Requires mastery of Fuuin

Put some tangible restrictions/drawbacks on this my god


✦ Pending, leaving for Reborn ✦
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,465💴
Trait Points
80⚔️
Basic Ganmi Genjutsu Techniques

( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive the world around them, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.

Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


 Declined 


( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.

Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


 Declined 


( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, similar to The Voodoo of the Headless Chicken. It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.

Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


 Declined 

Same note to all the above. I'll simply quote your CC submission :



I approved the emotional aspect of the techniques with the inherent condition that you'd describe in detail each technique. Having generic techniques which allow you to do anything with anyone of them, allowing you to have 3 s-.rank techniques which, form the description can manipulate how your targert even thinks, its a no go. I know you don't need me to say more than this to understand what you need to do.


Basic Saliva Manipulation Technique

( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points and deals 60 damage points.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*


 Approved  Editted


Paladar Exclusive Techniques

( Ganmi Ougenjutsu: Man'etsu ⋓ Mewomanmarunisuru ) Taste Supreme Illusionary Arts: Citrus-Honey Delight ⋓ Surprise

Rank: S Rank
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40 (+10 per turn)
Damage Points: N/A
Description : One of the most powerful Ganmi Clan techniques accessible to only those with the Flavoron Paladar Rank. With one handseal, the user will cast the same genjutsu on a number of targets. But it is not until the user performs an actual ninjutsu that the illusion will manifest, as it pertains to change how the targets perceive the user's techniques. In essence, the user is able to freely manipulate the perceived nature, shape, density and strength of any ninjutsu construct (basic or elemental), throught the duration of the genjutsu. The user unable to change anything else, just his/her own technique and its effects on the surroundings.
Unlike other Ganmi Genjutsu, Honey-Citrus Delight adds an entirely different emotion to its Secondary Taste, the emotion of Surprise. It is separated into two different types, the Positive Honey Surprise and the Negative Citrus Surprise. The user will pick one of the types that will activate through the whole technique, and is unable to change it after the fact. These emotions are applied to the target's perception of the user's ninjutsu's nature. Basically, when the target perceives an elemental ninjutsu of a certain nature, he/she will be enforced certain restrictions to their response.

In Positive Honey Surprise, the target will be enamored by the element perceived, and desire to copy it. As such, he/she will only be able to use that element and elements than are composed by it ( In case of Basic Elements ) or elements that compose it ( In case of Advanced Elements ). Basically, if the target sees a Water Jutsu, he/she will only be able to use Water, Wood, Mushroom, etc (If capable). If the target sees a Wood Jutsu, he/she will only be able to use Wood, Water and Earth.

In Negative Citrus Surprise, the target will be caught off-guard by the nature choice of the user, and won't be able to produce the most efficient counter for it. As such, he/she will only be able to use the elements that either neutral or weak to the perceived nature ( in case of Basic and Advanced elements ) and unable to use elements that are composed by the perceived element's strength ( In case of Basic Elements ). Basically, if the target sees a Water Jutsu, he/she will be unable to use Earth, Wood, Lava, etc. If he/she sees Mushroom, he she will be unable to use Fire, Lightning, Lava, etc

Since the emotional response comes from the perceived stimuli, the user is able to modulate the restrictions by manipulating the illusion. If the user makes the opponent perceive more than one elemental nature, then the effects will stack up, to the user's detriment. Positive Suprise will keep adding elements to the list that the target can use, while Negative Surprise will most likely negate restrictions, as it is unlikely that two elements will have non-overlapping weaknesses and neutralities (Meaning perceived Water and Earth will not restrict Earth and Lightning, as Water prevents Earth but allows Lightning, and Earth prevents Lightning but allows Earth, thus the target can use whatever he/she wants ). The user can, though, keep changing the perceived elemental nature of the techniques altogether, restricting different elements at different times, throughout the technique. Though, even if the elemental restriction changes, the user is unable to interrupt the usage of a technique, as the restriction will only take place for techniques the target performs after any current one. If the target is performing the handseals to spit out a fire technique, even if the illusion changes to restrict the Fire Element, the target will still follow through. He/She just can't use another Fire jutsu after that, even if used in conjunction or while the user is still manipulating or spitting the fire.

This technique can only be used by a Flavoron Paladar. The user is only able to use it twice in a fight, with a 4 turn break in between usage. To maintain the technique and keep altering illusion the user is required to keep pouring 10 chakra points. The technique The user can't use Ganmi techniques for 2 turns after the technique ends. This technique can affect up to 3 targets simultaneously, within range.


 Declined  Its a nice idea but you need to completely work it to be acceptable. Your clan's genjutsu works differently than normal genjutsu because its "scent" induced.



So, you need to make it clear that this illusion is not a normal illusion. Its triggered by a scent/taste. That aside, you are restricted to the emotions you described in your CC submission. Surprise, negative and positive, arn't described there. I also am not keen on some of the wording. You make it seem you can change the aspect of a technique to almost intirely mask it. Make it clear that you can change color, sound, size, scale, etc but the technique must still be the same. There needs to be an opening to the enemy to counter. Also, this technique can only b used twice per match, with a 3 turn coldown and will be triggered upon will after releasing the require ninjutsu within 2 turns of being activated. You cannot release one technique in a turn and then trigger the gen on that technique in the other turn. Just making i


( Tsuba Oukijutsu: Ryuukuro ⋓ Ryuukomi ) Black Tongue Supreme Arts: Visceral Pitch ⋓ Pitahaya

Rank: S Rank
Type: Offensive/Supplementary
Range: Short (Long range reach, Long range projectiles)
Chakra Cost: 40 (+5 per turn)
Damage Points: 80
Description : One of the most powerful Ganmi Clan techniques accessible to only those with the Toxire Paladar Rank. The user gathers a large amount of his/her saliva within their gullet and focuses a vast amount of chakra within it. As the user channels the chakra through the saliva, he compresses it greatly, causing it to change in nature, becoming incredibly dense before releasing it from their mouths. As the user releases the malevolent chakra, he manipulates it by transforming it into a large, fierce and demonic looking Komodo Dragon with total length of 20 meters, with a black outer skin and dilated scales like the skin of the dragon fruit. It's mouth and bowels are translucent white with black granules, as are the large globules of saliva that he can spit out up to long-range. Pitahaya becomes closely attached to the users chakra allowing the user to control its each and every movement. It is made of a particularily dense saliva, which incorporates the especial abilities of the Toxire Paladars, particularily in their interaction with Earth ( Loosing their natural weakness and becoming neutral ) and the pungent smell that stuns opponents within short range of it ( 2 meters ). In addition to that, the saliva acquires a certain syrup-like density, which allows it to cling to objects, almost suctioning them in, while exponentially corroding them. The denser, blacker, granules of the bowel saliva, which is also the secretion that composes the spat out globules, are infused with unstable chakra, which gives the salive the ability to implode upon demand, compressing a target within the saliva's grasp and then pushing out a corrosive shockwave.
The Pitahaya can spit out up to 2 large globules of saliva. They have exactly half the size of the Dragon, and they consume actual saliva that composes the dragon's body. Each are considered A rank, meaning each holds half of the dragon's volume. After both are shot, the dragon disappears in residual black goo. The implosion of each globule is also considered A rank. Alternatively, the user can prompt the Pitahaya to devour a target (or multiple) with or without halving it's power, creating a potential implosion with the equivalent of an S rank, or A rank after spitting 1 globule. It is able to whip its tail and swing its paws and body with the strength of a gigantic 20 meters (or 10 meters after the first globule is shot) dragon, and the inherent power of an S rank ( or A rank ).

This technique can only be used by a Toxire Paladar. The user is only able to use it twice a fight, with a 4 turn break in between usage. To maintain the dragon in the fiel, and continuously keep prompting it to move, the user is required to keep pouring 5 chakra points. The Pitahaya can stay in the fielduntil it spits out both globules, implodes or until destroyed by the opponent. Each globule counts as a jutsu towards the jutsu count, the implosions don't count as a jutsu, with the exception of the implosion of the Pitahaya itself. The user can't use Ganmi techniques in the turn the dragon is created or the previous turn.


 Approved  Editted range


Candmaker Exclusive Technique

( Ganmi Oujutsu: Kentan Keishi ⋓ Kami ) Taste Supreme Technique: Gluttony Execution ⋓ Ambrosia

Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 ( -10 to the user )
Description: Throughout the history of the clan, there hasn't been a technique as controversial as this one. It signifies prestige among clansmen, and the subjugation of others to your will. Because of it, Ambrosia, or, most colloquially known as "Last Drink", is the execution technique of the Ganmi clan. It is said that it is not the Candymaker the one who possesses the Gluttony Execution, but rather the one who possesses it that is the Candymaker. Using their innate knowledge of the mechanism behind the salivary glands, the Candymaker is able to infuse chakra and his own toxins onto the target's chakra system, which will overload the current around the glands, causing them to malfunction, and inflate and strain the chakra system, causing it to behave poorly. When the glands go haywire, they start to produce uncontrollable amounts of saliva. As it overloads the glands, the chakra will seal shut the target's lips, creating a strong chakra adhesive force, preventing the saliva from leaking out, forcing it into stomach, nose and lungs, until the target drowns in their own saliva. It is even more terrible when used against other Ganmi, as Ambrosia overloads not just the quantity of the saliva, but also its toxicity, causing horrid wounds as the corrosive saliva melts through any weakened section of the body, while the drowning is in place, leaving leaking holes on the target's throat, chest or gut. The place of contact will behave similar to a seal, carving the kanji for "Heavenly Taste" on the target's flesh, marking the target as guilty. The strain on the body causes a restriction onto the target's chakra system, through the overload that latches on and strains the chakra system, preventing the usage of chakra above C rank for the duration of the execution. The drowning happens within a turn, if the opponent is unable to block it. The kanji will have appeared on the user's, signaling the activation of this technique, before touching either the upper torso ( Chest or Back ), neck or head of the target, which will then execute the technique.

This technique is exclusive to the current Candymaker
Activating this technique will seal away all Ganmi abilities for 5 turns, including the Taste Sensory, whether the technique follows through or not.
If the technique is executed, as in, contact is made, the restriction is maintained for the rest of the ongoing battle, the user regaining the abilities at the end of it, and maintaining them for the rest of an ongoing event, regardless of the technique being countered or not. This technique can only be used once per ongoing event/battle
The seal is functional on the user's hand for 2 turns, throughout which the user can attempt to touch a target. Afterwards, it stays 3 more turns carved on the user's hand. Through those 5 turns, the hand is useless to make handseals or release chakra.
Since Ambrosia is directly derivative of the Candymaker's saliva toxins, it can be healed by a proper Medical technique, or similar method.


 Declined  I like the idea but I want a clearer explanation on how you trigger this. You touch your target and focus chakra, leaving a "seal" mark. While you are touching him, these effects are triggered and progress. Now, big question: how can one, without medical knowlegde, Kinjutsu or some godly power, counter or block this? There is a big hint of "unblockable" in the description. Try to make it so that its at least somewhat preventable at a given point.


Lima's Personal Techniques

(Ganmi Genjutsu: Kinomi ⋓ Kinomi ) Taste Illusionary Arts: Tropical Cocktail ⋓ Tutti-Frutti
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: There was once a time when Tutti-Frutti was the go-to technique that showcased the entirety of Ganmi's personality and Genjutsu expertises. It was used in all ranks of power and complexity because it was the most on-point application of the Ganmi's manipulation. It was the ability to make the opponent perceive food and tastes. The user casts Tutti-Frutti, and is able to change people's perception of themselves and the world around and turn their senses into fruits, and meats and eggs and all sorts of raw to exquisite cuisine. With Tutti-Frutti, one could go from turning the opponent's kunai into chocolate cookies, or make them see their arms shred into ribbons of grilled syrup bacon. It's only limitation is the user's creativity with food. Lima is able to produce any Primary Taste she possesses to encompass this illusion. Nowadays, as Lima's personal genjutsu, it is used to train her clansmen, from the low ranked 'Sils and Buds, to the experienced Paladar, she adjust the input of chakra to fit what she is trying to teach.


 Declined  S-Rankw ith no handseal or usage limit? The technique is amazing though. ;)
Updating as current CC Head of the Ganmi Clan

( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points ,deals 60 damage points also reaching up to mid range. Adapted defensive techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*
*Water users are capable of using the non water users variant*

✦ Approved ✦
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
8th Basic House Tech.

(Roki no Omoide) Δ Reminiscence of Loki
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which comsumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and convinction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special is their ability to don themselves around an object or technique, preferably a technique of the user, which allows the Genki to share it's spiritual properties with the technique temporarily transfering the technique to the Pure World. While in the Pure World, the prescence of the technique is masked by the untrained eye. Similiar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transfered back becoming tangible once more. The technique lasts 3 turns when used, and can be used maximum of four times per battle.

reference to jorth;


✦ Declined, it'll have to cost a turn for it to return from the Pure World and at least 10 chakra each time. ✦
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
4th and final CCJ.

Ausrüstung - Kiki
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-5 per turn)
Damage: N/A
Description: In one of his most recent adventures, the Mand'alor met someone by the name of the "Dark Lord". Accompanying the nose-less powerhouse was another creature, apparently loyal to his master, but it's abilities went by unnoticed. The one thing the Mand'alor did find out about the creature was that it could roam the world freely, having no time limit like most summons and sticking by his master's side indefinitely. After having dealt with the whole situation at Kurogakure, the Mand'alor returned to Concord Dawn and began constructing something similar for his own needs. Using the technologies gifted to the Mandalorians that the rest of the world did not know of yet, as well as spare parts from old clan armors, the Mand'alor constructed a that would aid himself in the Ninja World named Ausrüstung. Ausrüstung's power core and command prompt's would be located in the back of it's head in the form of a chip like the one found in the "Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift" technique. Once the chip inside Ausrüstung is turned on, a flux of eight-hundred chakra would begin to power the droid. Every turn, the droid would sap a spare five chakra per turn due to not having energy saving features.

Ausrüstung is literally made up from old Mandalorian armors and powered with chakra, the only two necessities needed to be able to perform Mandalorian Ninjutsu and Taijutsu arts. Due to the Mand'alor building Ausrüstung with this in mind, and having all of the clan's techniques provided in his power core, Ausrüstung can perform and utilize all forms of Mandalorian fighting, including Indomitable's personal custom clan jutsu techniques as well as the regular custom clan techniques themselves.

In addition to his ability to use the Mandalorian arts, Ausrüstung has another useful ability. Quite like a Russian Doll, Ausrüstung can disengage his outer shell to release two droids about the height of a regular ninja. Being made similarly to Indomitable's Mjolnir: III armor, they would match his base speed (one and a half times that of a regular ninja). These droids can perform taijutsu techniques up to A-rank, NB Taijutsu techniques up to A-rank, and techniques from the Kung Fu CFS up to S-rank. The downside to using these droids is that Ausrüstung must be within short range of them otherwise the signals connecting the two wouldn't pulsate strong enough to reach each other, resulting in their loss of motor function.

Lastly, Ausrüstung keeps vials of the Mandalorian Warlord's blood on hand, as well as a summoning tattoo designed on it's right forearm. Using the blood from the Mand'alor while surging chakra, Ausrüstung is capable of summoning and performing all Shark Ninjutsu that the Mand'alor is capable of performing.​

Note: Ausrüstung can perform basic Ninjutsu, Taijutsu, and K'Tai
Note: Must be posted at the beginning of a fight

✦ Declined, for starters, Idk how you created something with 800 chakra points of it's own to use without YY or without dividing your own chakra. Second, it wouldn't be allowed to make use of any blood bound jutsu; it's not you and thus can't summon something for you or ninjutsu tied to a contract he isn't a signer of. That was a reach ✦



Mjolnir: Mark III - Mjolnir: Maruku III
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with , making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S or forbidden ranked, the Repulsor Intake System would not be able to handle passively injecting chakra into it. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

✦ Approved, had to make edits ✦
Mjolnir: Mark III - Mjolnir: Maruku III
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with , making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III. This increase of speed due to the Mjolnir: III armor stacks with other speed boosts provided from Mjolnir itself, but not from outside factors such as leg weights or curse marks.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S-ranked, the Repulsor Intake System can passively boost the jutsu by twenty points three times per battle, with a three turn cool-down usage before re-use.. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

✦ Update Declined, the speed boost stacking is a no and I removed the Forbidden rank usage in the last usage version that I approved. ✦
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Updating:

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 ✦
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, un-molded 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 cool down between uses. Accessing sentiments and absorbing lingering chakra has no cool down nor does it take a move-slot of the three allotted (this technique will still need to be referenced 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).
Note: Can also be performed through the Kagune organ or Kurochi constructs.

✦ Approved ✦

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 regenerate 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 regeneration of major parts such as a hand or leg, it takes a move of the three allotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to regenerate one limb already, and only two more limbs can be regrown with in that 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. Alternatively, Dying Light can be programmed within the Claymores' bodies to take effect even after they've lost the ability to act (i.e unconscious, incapacitated, gruesomely injured, etc). This delayed activation still follows the ultimate rule that the head must still be attached to the body and must be used within the user's next 3 turns else it will deactivate.
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".

✦ Declined, no to the Transcription Seal ✦

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 restrict targets 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 with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi 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. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W 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 ✦

Submitting as .

Kagune CCW for reference:
(Kagune) Shining Child
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-20 each turn active)
Damage: N/A (-40 to user upon Activation and on each shape change, -10 per turn)
Description: Kagune is a very unique custom weapon, as instead of being composed out of minerals or materials, it is a parasitic organism, similar to Kisame Hoshigaki’s Samehada’s. Samehada is a sentient weapon that feeds on chakra. Kagune is a similar case, however, as it lack any proper physical form on it’s own, and as it lacks any way to make judgements and actions on it's own, it needs the control of a sentient/intelligent being. It is surgically implanted into it’s hosts spine, near the Central Nervous System via Medical Ninjutsu, and through this, responds to the users commands. The shape of it outside the users body is not defined as it is almost fluid, as it is red blackish in color, and very slime like parasite. Kagune needs to be implanted into the users spinal cord close to the central nervous system and using extensions it can connect itself to the spine at will. Kagune will connect to the users spinal fluid via extensions allowing the nerves of the user to control the organism from within. This process causes minor or medium levels of internal damage, depending on the location Kagune is implanted. Kagune, like any other parasitic organism can feed on it’s Host’s Chakra, which it uses to expand and harden it’s form, giving it the nickname “liquid muscle”. When Kagune expands and hardens it releases itself from the back of it’s Host, between the bones, tearing through the skin. From this point on, Kagune is activated, constantly requiring Chakra from the Host, as well as causing damage to their body, so long as Kagune remains active. Kagune’s connection, and general requirements for it’s activation, mean that it is technically an additional organ/ limb that the user can control at will. This limb has the durability of an A-Rank and can play on par with elemental techniques. It seamlessly and passively regenerates from attacks A-Rank and below within moments of the clash ending. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than A-Rank will shatter the Kagune but it can regenerate from them a limited number of times, namely twice from S-Ranks and only once from a Forbidden rank. Any further damage from techniques above A-Rank will result in the weapon becoming unusable for the remainder of the battle.

As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’s body, with their own unique usages, advantages and disadvantages. The location where the kagune will project itself out of will be necessary to give it the shape needed. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.

(Ukaku || 羽赫) Shining Feather
The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.

(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length.

(Rinkaku || 鱗赫) Shining Scales
The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length.

(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length.

► Can only be used by Six Pāths
► Shape can only be changed four times per battle
► Each shape change counts as a move
► Initial release counts as a move

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: (See each tab for specific chakra drainage)
Damage: N/A (-20 to user)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three faction known within the clan: Vanguard, Centurion, and Aegis Core.
Vanguards of the Sunlit Garden ♎ – As one would imagine, this ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called Jugo's Clan Cells from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase the quotient of awareness (tracking capabilities) by a factor of x2 while at the same time infusing his body with Natural Energy to provide a subtle +3 points added to his base speed (this costs -10 per turn). This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, and some types of Futon techniques up to C rank and Taijutsu techniques up to B rank. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon immediately feeding chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, fire beams of concentrated Kurochi up to long ranged (S ranked in power, costing 40 chakra and dealing 80 damage). This can only be done 3 times per conflict. One must note however, that by using the Quinque he forfeits the ability of using the Kagune until the Quinque is destroyed or cancelled.​
You must be registered for see images

White Knights of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Firstly, instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body (allowing the wearer to passively resist elemental techniques up to C ranked and Taijutsu up to B ranked), the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques an impressive +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge actual techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to a subtle Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc. This ability costs a move, counts as an S ranked technique (costing 40 chakra), and can only be done 3x per conflict. Unlike the Kagune, the Arata can change form as many times as necessary during its 5 turn duration, excepting to the Bikaku form, which would cost a move and behave as mentioned.​
You must be registered for see images

Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. This clan technique details a strange fusion of the three properties--with a twist. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black as per the actual color of Kurochi. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost. Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. As one would imagine, the extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. Due to the immense stress it takes on the user's chakra as well as physical well-being to bring forth and boost the Kagune, this technique is able to take another turn where the Claymore manipulates the cancerous Kagune sac located on the spine to spread even more throughout their bodies, fusing with muscles and organs, turning their entire bodies into a sort of makeshift Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black from the Kurochi infusion. The purpose of this, is to allow the Kagune to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. The main ability of this faction ability is where the Centurion can detach his/her Kagune as a semi-sentient being, with eyes, mouths, ears, etc. This detached Kagune can take any shape really, and can even be made in their image, however it won't possess much intelligence and instead acts as a distraction or recon, capable of recording events with any of its given senses. Upon reuniting with the Centurion this information can be relayed immediately. The detached Kagune is A ranked in strength and is resistant to elemental techniques of the same rank and below, costs an extra -10 chakra per turn to keep active, for up to 5 turns. Can be done 3x per conflict.​
You must be registered for see images
As one could observe, The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait an entire turn for the Kagune Sac to regenerate and then get ready to deploy again. Each ability requires a chakra tax of -10 per turn to keep active and each lasts 5 turns, excepting the first: Vangaurds of the Sunlit Garden, which lasts 4 turns.

Note: Each faction ability can only be used 3 times per battle
Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Each faction ability lasts 5 turns each, excepting the first one pertaining to Vanguards, which lasts 4.
Note: To switch between faction abilities the user must wait one full turn.
Note: Each faction ability damages the user by -20 per turn while active.
Note: "Chimeric Centurions of Aogiri"'s mutated Kagune organs behave and operate just like the regular organs of the body and as such can be used to gather data like any other sensory organ.
Note: The user can use the created organs of the last form to feed, instead of needing to eat the organism on its own.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.
✦ Declined, "subtle +3 to base speed" loool. I suggest you reread Korra's clan again as it appears you don't understand parts of the post; the abilities/guidelines for these are listed within the jutsu itself under the Specialists part. To recap it:



The abilities of this need to directly elate to this, not be altered drastically to the point you wouldn't be able to tell they are supposed to be these three specialists types. These things I bolded are what these specialists are supposed to be based on in relation to their powers. Heightened intelligence doesn't translate to a full body Kagune that doesn't have any intelligence... ✦

Kagune CCW for reference:
(Kagune) Shining Child
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-20 each turn active)
Damage: N/A (-40 to user upon Activation and on each shape change, -10 per turn)
Description: Kagune is a very unique custom weapon, as instead of being composed out of minerals or materials, it is a parasitic organism, similar to Kisame Hoshigaki’s Samehada’s. Samehada is a sentient weapon that feeds on chakra. Kagune is a similar case, however, as it lack any proper physical form on it’s own, and as it lacks any way to make judgements and actions on it's own, it needs the control of a sentient/intelligent being. It is surgically implanted into it’s hosts spine, near the Central Nervous System via Medical Ninjutsu, and through this, responds to the users commands. The shape of it outside the users body is not defined as it is almost fluid, as it is red blackish in color, and very slime like parasite. Kagune needs to be implanted into the users spinal cord close to the central nervous system and using extensions it can connect itself to the spine at will. Kagune will connect to the users spinal fluid via extensions allowing the nerves of the user to control the organism from within. This process causes minor or medium levels of internal damage, depending on the location Kagune is implanted. Kagune, like any other parasitic organism can feed on it’s Host’s Chakra, which it uses to expand and harden it’s form, giving it the nickname “liquid muscle”. When Kagune expands and hardens it releases itself from the back of it’s Host, between the bones, tearing through the skin. From this point on, Kagune is activated, constantly requiring Chakra from the Host, as well as causing damage to their body, so long as Kagune remains active. Kagune’s connection, and general requirements for it’s activation, mean that it is technically an additional organ/ limb that the user can control at will. This limb has the durability of an A-Rank and can play on par with elemental techniques. It seamlessly and passively regenerates from attacks A-Rank and below within moments of the clash ending. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than A-Rank will shatter the Kagune but it can regenerate from them a limited number of times, namely twice from S-Ranks and only once from a Forbidden rank. Any further damage from techniques above A-Rank will result in the weapon becoming unusable for the remainder of the battle.

As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’s body, with their own unique usages, advantages and disadvantages. The location where the kagune will project itself out of will be necessary to give it the shape needed. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.

(Ukaku || 羽赫) Shining Feather
The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.

(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length.

(Rinkaku || 鱗赫) Shining Scales
The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length.

(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length.

► Can only be used by Six Pāths
► Shape can only be changed four times per battle
► Each shape change counts as a move
► Initial release counts as a move

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: (See each tab for specific chakra drainage)
Damage: N/A (-20 to user)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three faction known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎ – As one would imagine, this ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called "Jugo's Clan Cells or JC's" from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase their scope awareness as well as an increase to their base speed by 1.5x while the technique remains active. This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, and some types of Futon techniques up to C rank and Taijutsu techniques up to B rank. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon immediately feeding chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, fire beams of concentrated Kurochi up to long ranged (S ranked in power, costing 40 chakra and dealing 80 damage). This can only be done 3 times per conflict. One must note however, that only one Quinque can be wielded by the Claymore at any given time and once cancelled or destroyed there is a two turn wait before one can be formed again.
You must be registered for see images

Paladins of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Firstly, instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body (allowing the wearer to passively resist elemental techniques up to C ranked and Taijutsu up to B ranked), the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques an impressive +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to an ever-present Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc. This ability costs a move, counts as an S ranked technique (costing 40 chakra), and can only be done 3x per conflict. Unlike the Kagune, the Arata can change form as many times as necessary during its 5 turn duration, excepting to the Bikaku form, which would cost a move and behave as mentioned.​
You must be registered for see images

Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. This clan technique details a strange fusion of the three properties--with a twist. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black as per the actual color of Kurochi. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost. Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. As one would imagine, the extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. Due to the immense stress it takes on the user's chakra as well as physical well-being to bring forth and boost the Kagune, this technique is able to take another turn where the Claymore manipulates the cancerous Kagune sac located on the spine to spread even more throughout their bodies, fusing with muscles and organs, turning their entire bodies into a sort of makeshift Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black from the Kurochi infusion. The purpose of this, is to allow the Kagune's durable structure (see S/W's of Kagune) to lay beneath the skin as a second line of defense while also to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. By having all these extra sensory based organs functioning on their bodies/Kagune, the Centurions gain an increased awareness far above regular standards, similar in nature to chakra sensing. This translates to an increase in their tracking capabilities by a factor of x2. Quite peculiarly too, the organs are known to sometimes function autonomously of the user's control, such as the mouths whispering horrid things or the eyes staring where the Claymore isn't.
You must be registered for see images
As one could observe, The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait an entire turn for the Kagune Sac to regenerate and then get ready to deploy again. Each ability requires a chakra tax of -10 per turn to keep active and each lasts 5 turns, excepting the first: Vangaurds of the Sunlit Garden, which lasts 4 turns.

Note: Each faction ability can only be used 3 times per battle
Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Each faction ability lasts 5 turns each, excepting the first one pertaining to Vanguards, which lasts 4.
Note: To switch between faction abilities the user must wait one full turn.
Note: Each faction ability damages the user by -20 per turn while active.
Note: The user can use the created organs of the last form to feed, instead of needing to eat the organism on its own.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.


✦ Approved ✦
 
Last edited by a moderator:

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
My PCCJ:

1. Kami no Te|Hand of God
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Hand of God refers to a set of tools created by Lucifer before his imprisonment, consisting of two rings known as Harō and Seinaru respectively, with one on each of the wearer's ring fingers. Each tool are forged with a different Sigil engraved on them, granting them different properties for battle.

Seinaru
Seinaru, the golden ring worn on the left hand, offers a supplementary effect to empower the user, granted through a Sigil engraved on the ring written in the Enochian language for “Strengthen.” The Sigil constantly pulls in Natural Energy from the environment, similar to that of the bodies of Enochians, adding it to and increasing the flow of Natural Energy present in the body of the wearer in order to grant the user the property of empowerment. This heightened flow and volume of Natural Energy empowers the user’s body beyond its normal limits, leaving the user as physically powerful as a user of the First Gate. Due to the heightened flow of Natural Energy into their chakra system, the power of the user’s Enochian techniques and their affinities will be increased by one rank(S-rank and above increased by +10).

Harō
Harō, the earring adorned on the left ear, offers a defensive ability towards chakra infusions. The earring is engraved with a Sigil written in the Enochian language for “purity”. This Sigil grants and those who wear it and their chakra the property of immunity. Specifically, immunity to chakra infusions. This is accomplished through the Sigil granting Harō the ability to filter foreign energies; should they be infused into the user’s body, the flow will be redirected through the ring, and out into the surrounding atmosphere, where it dissipates into an inert, unusable form. This effect also applies to the user's techniques, rendering them immune to being infused with foreign energies with the exception of Natural Energy for the user's techniques. This also doesn't mean that normal, direct clashes between the user's techniques and another(such as a blast of fire hitting a wall of earth)won't occur as they normally would; simply that alterations to the user's jutsu through an infusion of foreign energy/chakra would become impossible.
Note: Hand of God functions as a Custom Weapon

✦ Declined, no type of restrictions at all? ✦



2. Tengoku no Hosuto|Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: B-F
Range: Short-Long
Chakra: 20-50
Damage: N/A(Depends on application)
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(B-S)
Through a mental command, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. The power of the technique can be adjusted to fit the user’s needs, with the S-rank version requiring a handseal to perform and only being capable of being used three times per battle. This technique cannot be invoked in consecutive turns.


Holy Fire(S-rank)
Upon the formation of two handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques above S-rank can be used within the same and following turns.

Holy Host(B-S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created through mental commands and hand gestures, though sapping up -10 per turn to be maintained. These constructs are capable of being through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body before being shaped into the desired form, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or form handseals, or wings to mimic flight, etc. within reason. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

Weapon of Heaven(F-rank)
The ultimate technique within the Host of Heaven, this usage was perfected and favored by Lucifer himself, seeing it as among his greatest of creations. Upon establishing eye contact with a target, the user will use it as the medium to transmit large amounts of Natural Energy to their target, forcibly blending it into their chakra system. Upon entering the target’s body, the Natural Energy will forcibly cause a severe imbalance between the target’s chakra and the Natural Energy inserted, causing their body to become overwhelmed. Once "infected," the Natural Energy's inherent capacity to induce transformation and turn individuals to stone will begin to set in as a series of gradual, grotesque transformations on the victim. During the turn infected, the target's flesh will be the first to change, with patches of stone forming throughout their bodies. These patches are the result of areas of their flesh and muscle becoming petrified, hindering the target's ability to move(halved speed, unable to form more than three handseals). During the following turn, the target's internal body will undergo grotesque transformations, causing their bones, and tissues to become disfigured in shape and placement. In the following turn, the process will complete itself, with the target being disfigured in the form of a grotesque statue. When this technique is initiated, the user becomes incapable of activating any Enochian techniques for three turns, with the exhaustion of releasing so much Natural Energy rendering them unable to use above B-rank Taijutsu and dropping their speed by two levels during the technique's duration. This technique can only be used once per opponent.

✦ Declined, remove the last one. Make it its own jutsu if you still want it. The rest need at minimum two seals, not mental commands. I also dont know why somrbare multiranked when they're simple things, especially the first one.; its just using Val and Natural Energy to prevent movement or alternatively to crush someone. Making it anything besides one rank is just an attempt to bypass usage restrictions on the sigil which are still needed on a minimal level. I also dont like the aspect of "bursting apart from the inside" as you alluded to with people. Items and things with less chakra it touches, fine and clear no to using it for handseals and other trigger based requirements for jutsu such as moving and things. Ultimately, narrow the ranks from B to forbidden rank to at least A rank , make the last one it's own jutsu and to avoid confusion or later issues, I'd prefer you to change Holy Fire to another name though this is just personal taste. ✦
_________________________________________

Resubbing these two with minor edits

Resubmitting as clan leader, Completely revamped for the most part, so no bolded.



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. ✦

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 becomes unable to use Val or Sigils above S-rank in order to avoid disturbing the flow of Natural Energy maintaining 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 use 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 or jutsu with higher chakra, 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
Note: While transformed, the user can only use Enochian techniques as well as their specialties

✦ Approved ✦

Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
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 is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities 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 and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-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 Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. 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 two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

✦ Approved ✦


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.

-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 clan members, 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, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

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.

-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 Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
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 focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-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. Effectively, the user's body “pollutes” 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/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-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. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-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 at base speed (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 A-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).

✦ Both Approved, a lot of edits ✦

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
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 focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-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. Effectively, the user's body “pollutes” 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/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-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. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-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 at base speed (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 A-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 flows. The Sigil can be sustained so long as the user has sufficient stamina and chakra to maintain it, similar to that of skilled Dojutsu users.

✦ Declined, fine as is. It's not approved to mirror doujutsu, but sensing. ✦
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Paw Arts: Repel (Nykyujutsu: Oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are replled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass.
Note: Calling forth the object counts as a move and the user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object
Note: Object can be called forth inbetween 5 turns after the technique was used"
Note: This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.



 Approved 
Paw Arts: Repel (Nykyujutsu: Oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass for normal Bartholomew, 50 times for Legends and 100 times for the Head of the clan. The point at which an object can be called forth around an opponent depends on the nature of the object. If the nature of the object is supplementary or defensive, then there is no restriction to where it can be called forth but if the nature of the object is offensive or brings an offensive result, then it can only be summoned at least 5 meters from the opponent. This restriction only holds for enemy ninja and nothing else. Calling forth the object is passive but counts as a move and the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled irregardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly irregardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

Alternatively instead of repelling to a location and recalling, the user can just use this to push his own jutsu or push back the opponent's jutsu that was sent towards him, repelling them by touching them hence, with the added repelling force, they gain a returning force greater than what they have before, thus physical techniques or objects of the user or that which is thrown at the user, is repelled back at twice their initial speed and they gain a +20 damage due to their added momentum and force. The object being pushed only move a linear path and don't have the dexterity to change path except if the are sentient. Even if sentient, they lose the 2x speed once they digress from their linear path. The weight factor does not apply with this since one is not sending an object/jutsu to another location. Can be used to push back jutsus up to one rank higher but this variant can only be used 1x every two turns.

✦ Declined, you confuse passive for none time consuming. If something is passive, it means that it doesn't cost a slot in the jutsu per turn. It doesn't mean that it doesn't take a place in the timeframe. You can't say that it's passive but it cost a spot in the timeframe as it contradicts. Fix the template btw. No spawning anything within 5 meters of the opponent, not just 'enemy ninja' alone. The second usage is too much for this jutsu itself lol, maybe as a variant of this. ✦
 
Last edited by a moderator:

The_Empire

Supreme
Joined
Jan 8, 2009
Messages
23,544
Kin
6,343💸
Kumi
3,510💴
Trait Points
18⚔️
First Personal Custom Kiyoshi Jutsu

(Banjigamu) Bungee Gum
Type: Supplementary/Offensive/Defense
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description:* Bungee Guy is a special energy which was created by Hisoka himself. He takes the concept of bringing other elements to the Kiyoshi energy(similar to ) and still keeping it pure. This new "element" or "elements" is Bungee Gum. This so called "element(its not a real element just calling it element for a lack of better word)" is still pure but has the ability to stretch and stick like bubble gum. It's durable and flexible as Hisoka can change the shape of the energy at will. One thing about Bungee Gum is that unlike any other Kiyoshi ability or jutsu this has to be created from the user. The color of Bungee Gum is pink like bubble gum also. Bungee Gum once sticks to any surface, it can't be removed unless by the users well or a rank higher then it is, opposite force. When it hold on to something it can be large as a three story house and retract to the users or the user retracts to the item or person it is holding on to just depends on the users will. The user can create nearly anything out of this technique but it will always be attach to the user no matter what. It doesn't have to be attach to the user hands but it will be attach to any part of the user's body.

-When using this technique the user can only use Kiyoshi techniques and anything else that doesn't require other the basic five elements

Examples of usage of Bungee Gum:

You must be registered for see images


You must be registered for see images


You must be registered for see images


You must be registered for see images


You must be registered for see images

✦ Declined on request ✦
 
Last edited by a moderator:
Status
Not open for further replies.
Top