Custom Clan Jutsu Submission

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Alyx

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Claymore Approval
@korra has granted me permission to submit PCCJ for Claymores.
Miyu in Signature

(Kakusei: Yoru no Josei ) Awakening: Lady of the Night
Rank: S Rank
Type: Supplementary
Range: Self
Chakra Cost: 50 ( - 20 Per Turn)
Damage Points: N/A ( - 20 Per Turn)
Description : Lady of the Night is first step in Miyu Busujima's ascension within the clan, this being her Awakened Stage. Through the utilizing of immense amount of Kurochi but with an additional infusion of Yang Energy added into the mix, Miyu's awakening has been described to be far superior to most of those of the clan due to this. In terms of her looks, Miyu remains the same height - but gains a far more demonic like form - her skin darkening and gaining long horns. Her hair becomes much wilder, and the clothes around her torso disappears, revealing her bare chest to be covered in an intricate, symmetrical tattoo that begins at the choker around her neck, and ends at her stomach and hips. Her lower body significantly changes, with her legs changing into narrowed stilts that gradually widen up to her hips that now flare out into two wing-like protrusions and her feet changes into those of sharp blades. In terms of actual abilities, it would directly reflect which faction she taps into, which due to her ranking has access to Centurions and Vanguards. The base power of these factions, due to the additional infusion of Yang Energy is increased due to this. The abilities based on her forms are described as below:

Queen's Vanguard - The Vanguard portion of her Awakening; Miyu would gain an increase in speed by x3, an increase in their elemental ninjutsu by +30. In addition to this, the user's healing within this state is increased as well, nourished by the Yang infused Kurochi flows through her form - passively healing her for +30 per turn, not counting to the passive damage dealt for being within Awakened Form. While in this form, Miyu's Kurochi also additionally siphons even more chakra, the consumption rate being hype vitalized by the Yang Energy. This causes an additional +20 chakra from any chakra her Kurochi techniques consume and or through the use of Primeval Gluttony.

Imperatrix's Centurion - The Centurion portion of her Awakening; Miyu would gain an increased tracking of x3, while their Illusionary Based Techniques gain a damage increase of +30. Like their Vanguard Form, this form increases Miyu's healing same as her Vanguard form of the same amount. However to the large amount of influx in kurochi flowing in their body at this time but also infused with Yang Energy - it would cause the kurochi to gain a minor amount of sentience. In this case, the the kurochi flowing through the body will consume any foreign chakra flowing through her body, granting her a passive "immunity" to Illusionary or Yin Based chakra, consuming up to 50 chakra once per turn at no additional cost.

This Awakening while it follows the standard ruling described in the Custom Clan, it also slightly increase due to the infusion of Yang Energy into the Kurochi. Lady of the Night can only be used twice per battle, each form only capable of being used once. The duration of the form lasts based on Miyu Busujima's Rank within the clan (i.e Phantasmal One lasting three turns).
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Goetia

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Submitting the 8th and final CCJ

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Eon of Paragons can only be used twice per arc.

Approved, made small edit.
 
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Goetia

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Surgebinders: [x]

Updating all:

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80 (non-Surgebinders)
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

Approved w/ Edits
(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: 20 - 80 (to non-Surgebinders)
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

Approved, edits made.
 
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Zatanna

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(Aojiroi Taki | Tencho Akari) Pale Cascade | Zenith Light
Type:
Offensive/Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Within the Wraith clan certain individuals are descended from the original first Wraiths, the twin Avatar's that broke of splitting the clan into two factions, the Lunari and the Solari. These people are the reincarnations of the original spirits, having a spiritual anchor for their previous lives to hone in on and manifest themselves in the physical realm. This Seed acts as a beacon, a symbiotic relationship between the user and the spiritual warrior that they once were, and now watches over and guides them. Given the intimate bond and how closely the user and spirit are linked, they are capable of syncing their physical and spiritual energy, allowing the spirit to take over the users body enhancing their physical and spiritual form from decades of training, meditation and knowledge. As the user strengthens their connection to the spirit ranking up within the clan, they are capable of detecting spiritual energy. Members of the Wraith Clan have 3 styles of being Synced with their spirit. The Dormant default state, the Active state, and the Roaming state.

Dormant:
The default passive state for the Wraith clan, this is where the users Spirit Guardian is housed within their body, linked to their Wraith chakra. While in this state, the users chakra is converted to their unique Wraith chakra by the spirits form, with the spirit doing little more than being an extra presence within the users body. They are capable of manipulating the users chakra with their own energy, hence the conversion of the users chakra into Wraith Chakra, and once per turn at the cost of a move, the Spirt can break the user out of a Non-Doujutsu Genjutsu by manipulating the users spiritual energy. Passively the Spirit can switch between Dormant and Roaming, leaving the users body and also losing access to generate Wraith Chakra or break the user out of genjutsu. Additionally, while in this Dormant state, the spirit can mend and heal the users spiritual side by 10 points per turn, at the cost of 20 Wraith chakra per turn.
Notes:
-Breaking genjutsu is equal to the rank of the user within the clan
-Breaking Genjutsu can only be done once per turn

Active:
Co-operating both Spirit and Physical body, the user harmonizes the Spirit with in their own body effectively completing the symbiotic part of the relationship. The spirit fuses with the users body, mixing a small part of their own spiritual energy with the users, causing a huge power spike within the users own body gaining the benefits of being Dormant with a few extra perks. While in this active state, the user becomes strong, faster, as well as more durable while their body transforms and blends between their own and the Spirits body in a previous life. The user becomes capable at moving three times their speed, increasing their reactionary capabilities by the same amount, and reducing both spiritual and physical damage by 25. While in this state, the user can heal spiritual damage at double the dormant state at 20 damage per turn. The user can deactivate this mode freely back to the Dormant State, or Roaming, losing all benefits.
Notes:
-Costs 15 chakra per turn to maintain

Roaming:
The last form of the Wraith clan's ability to sync with their spirit is the Roaming state, where in by the users spirit leaves the body, and effectively can interact with the physical and spiritual world outside of the users body. While in this state the Spirit moves 2.5x the users base speed, having the same reactionary speeds, becoming a deadly warrior from their past life. They are capable of dealing 60 damage via a freeform taijutsu attack, however this cannot be through various taijutsu techniques (free form meaning they can perform a punch, kick, round house kick, uppercut etc, not multiple freeform attacks). In this state they are capable of performing Wraith Clan CCJ as well, however they must be within Mid Range of the User to perform. The last act that the Spirit and User can perform is an Active Sync at range, where the Spirit effectively pulls the user through the spirit world to their position and changes to the active sync mode.
Notes:
-Costs 10 chakra per turn to maintain
-Active Sync Pull can only be performed 3 times per battle
-Free form taijutsu damage can only be done once per turn, at the cost of a move.
-After an Active Sync Pull, the Spirit cannot go into Roaming for 2 turns after

Declined, replication of passive abilities in CC. Your CC already has the ability to exist in both worlds simultaneously as part of their passive abilities to travel the Ninja World. It is even noted that this does not require a CCJ to accomplish. Furthermore, the only notable differences between your CC's passive ability to shift into the Wraith World and this technique is you now have added auxiliary effects such as healing spiritual damage as well as releasing from Genjutsu. Because this is your CC's default ability as stated under passives, you cannot make this into an ability that adds more onto the ability than you already have. It'd be akin to making a CCJ for Nekura's passive ability to deal more damage on successful hits. Because it exists already detailed in the submission, a separate custom for it is not required as it would be both redundant and add previously unapproved abilities.
 
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El Alucard

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-Editing this unchecked jutsu.
-Proof that I'm in the clan is my Faye bio [X] I guess? I cannot find the old VM or training thread.

(Youkai Seki)ΔPhantom Gate
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra:40
Damage: N/A
Description: Phantom gate is an ability utilized by those of the Katsuryoku clan to avoid danger and move through the world undetected. The user will mentally command a generic genki to coat themselves or a technique and loosely implore a variation of partial infusion, essentially turning them into spirits, allowing them to enter the spirit realm, once in the spirit realm they can move about freely before emerging elsewhere. As a spirit, the user gains the same properties as a genki until they leave the spirit realm. When used on an incoming jutsu, it is transported into the spirit realm where chakra hungry spirits will consume it. This aside, the technique has an added ability of allowing the user to move between different realms as the spirit world is connected to all realms (Proof being there are spirits in all realms as Katsuryoku are able to use genki anywhere which leads me to think that the spirit realm is different in the way that it has a connection to all other realms), which allows the user to be able to escape being trapped within a different realm or move freely between different realms. The technique is instant as it simply requires the user to project their mental command to the nearest Genki. When used for an offensive the user is able to send their opponent into the spirit realm essentially leaving them there. Since the opponent is only temporarily coated by genki once the user leaves them there, they cannot move properly as they are not used to the spirit realm. Chakra hungry genki will sense the living presence and begin to drain them until there is nothing left (should the not be able to escape). Due to sheer amount of spirits on the other side the opponent has -30 drained every turn. However unlike transporting oneself, transporting another human does not come easy as the user need to be physically touching the opponent to transport them into the spirit realm.

Note: Can only be used 5 times
Note: Cooldown period of 3 turns
Note: Must be at least Katsuryoku pledged rank to use.
(Youkai Seki)ΔPhantom Gate
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra:40
Damage: N/A
Description: Phantom gate is a versatile ability utilized by those of the Katsuryoku clan in 3 forms; offensively, defensively and supplementary for instant transport via genki.

Spirit Walk
This is the defensive form of the technique which allows the user after sacrificing a portion of their chakra to mentally command any genki to coat themselves or incoming jutsu and loosely implore a variation of partial infusion (when used on self), essentially turning themselves or jutsu into spirits, allowing them to enter the spirit realm. Once in the spirit realm they can move about freely and undetected before emerging elsewhere. As a spirit, the user gains the same properties, strengths and weaknesses as a genki until they leave the spirit realm. When used on an incoming jutsu, since the user is unable to infuse a foreign jutsu with genki-like abilities, the opponent’s technique is transported into the spirit realm where chakra hungry spirits will consume it. The user when materializing within the real world while still coated with the genki will appear to be hazy smoke like figure (color of their choice.)

Spirit Exchange
The supplementary form of technique is mainly used for long distance travel but can also be used within short range. This form allows the user after sacrificing their chakra into the spirit realm to search out specific genki and instantly swap places with them. This form much like the first is instantaneous only needing the user to project their mental command through the spiritual realm to their desired Genki. In battle this can be used from short to long range taking into consideration spawning rules whilst in the NW the user can instantly traverse up to 3 landmarks.

Forced Spirit
The offensive form of the technique which allows the user to forcefully send their opponent into the spirit realm essentially leaving them there. Upon making contact with the opponent the user plants a genki onto their opponent which he can activate at any moment from the point of contact, the user can also coat a technique of theirs with this genki and upon contact with the opponent it will stick to the point of contact. The user will then sacrifice a portion of their chakra causing the spirit to manifest within the real world and envelop the opponent thus sending them into the spirit realm. As the opponent isn’t in fused with the genki like someone of House Katsuryoku would be, they are transported to the spirit realm where they will be unable to move correctly and nothing is physical, losing all sense of spatial awareness and direction as they phase through the physical realm. They will also be attacked by chakra hungry spirits who will sense the living presence within the spirit realm (should they not be able to escape). Due to the amount of spirits within the spirit realm the opponent will lose -30 chakra every turn as well as take -30 spiritual damage every turn until they themselves die and become a spirit. The genki can only be detected as it begins to form within the real world or by people who can detect spirits like Yin specialists and retains all S&W as described in the clan description.

Note: In BA each form can be used 4 times with a 5 turn cooldown period.
Note: User spends -10 chakra each turn they are in the spirit realm via Spirit walk.
Note: Spirit exchange in the NW, when used to traverse landmarks can be used consecutively however the user must wait 1 hour in between usages.
Note: Whilst in the spirit Realm the user cannot use regular jutsu. However they can either materialize within the real world or use techniques that are normally used by genki.
Note: No S-rank or above clan jutsu within the same turn as any of these forms however, the user may use for example spirit walk and then directly after spirit exchange within the same turn ( in this case each form will count as a move)
Note: Must be at least Katsuryoku pledged rank to use.
Note: Must be taught by El Alucard.
 
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Zatanna

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https://animebase.me/threads/custom-clan-submission.764487/post-22071376


( Tenshi: Beru o Koete) - Tenshi: Beyond the Veil
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: Beyond the veil is an ability granted thanks to the spirit the user has contained within the seed in their body. beyond the veil refers to a special, glowing, malleable energy reminiscent of Chakra Creation Tools that the user can manipulate from their body. Uniquely this energy can only be accessed by expending tenshi energy in place of the users normal chakra pool, because of this energy usage the technique behaves following the unique interaction mentioned in the clan submission. Due to the nature of this ability, it is neutral to other forms of chakra with the exception of spiritual techniques and entities, gaining the equivalent of an elemental superiority ( +1 rank increase/+20 damage) over techniques that are spiritual such as Yin techniques or Nara techniques along with being unable to place spiritual tethers on. Depending on the users allegiance within the clan, this technique will change in it's aesthetic nature with disciples of the solari producing a myriad of colours and hues, generally angled towards bright and vibrant colours like reds, oranges and golden hues. Opposite to them those in the lunari will produce more subdued colours such as blues, purples and silver hues.
Note: Aspirant rank and below members have a more simplistic use of the energy, being restricted to A rank and below and only being able to use colorations of white and black, for Solari and Lunari respectively.
Note: Tenshi energy exists in a highly energized state, most comparable to lightning release and as such it travels at the speed of said element, when infused into other techniques through the Avatar state it augments their speed to match this.
Note: S ranked usages incur a two turn cooldown after usage, while A rank has a one turn cooldown. S ranks can only be used 5 times.
Note: As outlined in the clan submission, the damage inflicted by Tenshi energy is purely spiritual in nature.

Approved, made edits.

( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: Spiritual unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
  • Turn 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Ninjutsu and Taijutsu by +20. This level also causes all of the users jutsu to be infused with tenshi energy passively, allowing them to behave neutrally against other jutsu. The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques.
  • Turn 2: Turn two is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Ninjutsu and Taijutsu by +30. This level also causes all of the users jutsu to be infused with tenshi energy passively, allowing them to behave neutrally against other jutsu. The user gains a four times speed boost as well as a durability capable of reducing 30 damage from techniques. Additionally the spirit being stabilized allows a unique debuff to be placed on opponents that are struck with any source of tenshi energy, this debuff is called echo.
Note: Once the avatar state has stabilized, the user can no longer generate any tenshi energy for the duration, instead every single turn the mode drains 40 chakra directly from the users tenshi energy reserves, once the energy reserves are spent the transformation will end.
Note: Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: Members Aspirant rank and below are incapable of using this ability. Those above Aspirant can use it twice per battle though the drawbacks for using the ability a second time are considerably worse than the first. Additionally while using the avatar state the user is incapable of focusing on complex elemental usages, preventing them from using things that combine multiple elements such as CE.
Note: The debuff called echo places what could be considered a detonator on those struck by tenshi energy, at the end of the victims next turn the detonator will explode causing an echo of the previous technique that hit them at 50% effectiveness. (ex being struck by a 60 damage jutsu will place a detonator that inflicts 30 damage when it explodes.) These detonators can be purged with surges of chakra following the same rules as a genjutsu.
Note: After the first usage ends, the user will be exhausted being unable to perform jutsu above S rank for two turns, while all jutsu they use during those two turns will have a 10 damage reduction. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for each of those four turns, this damage is spiritual and can not be mitigated by any means.

Declined, a few issues. For one, the CC description directly states: “The Tenshi Chakra itself can only be used specifically for clan techniques.” So it cannot be added to your normal Ninjutsu to enhance them. If you are attempting a x4 boost, you need to consequently have a x4 debuff applied at the same time or be hindered in some way to offset the higher boost. The drawbacks after use has ended don’t count towards this. Second, the echo ability is too much given how variable of an effect it is which can make it completely broken. Third, I’m not sure about the duration of this. I’m getting a second opinion on that part.

(Tenshi: Menzen) – Tenshi: Presence
Type: Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: Presence refers to the spiritual energy that the wraith clan utilize and how it affects the world around them, being an entirely passive ability this is always in use and needs only to be posted for reference. Depending on the alignment of the user this presence manifests itself in different ways, for those of the Solari they will seem a beacon of light to those around them, having an almost unnatural charisma and ability to calm the minds of those around them. Meanwhile the Lunari have the opposite effect to an extent, exuding an almost unnatural aura of intimidation and causing those around them to feel more easily panicked or fearful of them.

Solari: The effects manifested by the Solari spirits act as a useful boon to the host and those around them, any allies be they people, clones, creations or even familiars elemental or otherwise, will gain an immunity to killing intent or similar techniques that rely on fear. Additionally when in the avatar state all aforementioned will gain a small healing effect while remaining in mid range of the user, recovering 15 hp per turn and shaving 10 damage from any incoming damage, as the friendly spirits beyond the veil protect them.

Lunari: The effects manifested by the Lunari spirits act as a spiteful curse to those who would challenge their host, any enemies be they people, clones, creations or even familiars elemental or otherwise, will be inflicted with an intimidating aura that seems to weigh them down somewhat like killing intent, though unlike that which can paralyse people through inaction this will simply slow them, causing handseals to take twice as long and reducing their base speed by 2 levels. Additionally when in the avatar state all aforementioned will be further debuffed, having the base speed reduction increased to 4 levels, along with losing focus preventing them from performing techniques that work in the same timeframe such as infusions or tethers.

Note: This ability is always active and must be mentioned in the users bio and counts as two of their available body seal slots.
Note: This technique is exuded by the spirit within, as such when Avatar state is used and ends this ability is disabled for the next four turns.

Declined, several issues here; for starters, if this is meant to be the Spiritual Sensory ability, this is overloaded. According to your passive section, you have the ability to sense spiritual entities at varying ranks. This ability to calm minds, immunity to Killing Intent and similar techniques, healing effects, debuffs, etc are not within your clan’s abilities/passive skills. On top of that, even if allowed this would 100% not be passive given the effects that happen and are amplified when in Avatar State. This can’t be approved, too much going on.

(Tenshi: Seishin no Fukattsu) – Tenshi: Spirit Resurgence
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 70 (Solari) | 20 per spirit (Lunari)
Damage: N/A
Description: Spirit resurgence is the blanket term for what could be considered the ultimate ability of the wraith clan, representative of the unshakeable bond between the spirit and the host, the ability itself varies immensely depending on the allegiance of the clan member, however what they have in common is an incredibly high cost and drawback. Outlined below are the abilities.

Solari: The effects manifested by the Solari spirits are less commonly seen than the Lunari's, that is partly because the ability is more reactionary, similar to the doctrines of the Solari themselves. Upon reaching 0 health in any encounter, the spirit of the Solari will completely inhabit the hosts body, similar to a bijuu taking over for an unconscious host, when this occurs the hosts body will convert the full amount of chakra available, turning it in to Tenshi energy up to the current limit they can hold along with entering a fully stabilized avatar state immediately. This last ditch attempt to preserve the safety of the host body is short lived, as the avatar state burns the Tenshi energy at an accelerated rate costing twice it's usual cost. Should the Tenshi energy be expended the host and spirit will fall unconscious, however with this ability the host may be able to snatch a victory from the jaws of defeat, or at least escape capture.

Lunari: The effects manifested by the Lunari spirits revolve around control of other spirits, rather than the fortification of the lead spirit. Through their sheer force of will the Lunari spirit is capable of drawing forth others from beyond the veil and forcing them to manifest themselves in reality. These spirits are generally simplistic, being forced in to the real world severs much of their thought processes with them tending to embody singular emotions primarily negative, such as rage, envy or pride. Similar to the forbidden shadow clone technique, up to eight of these can be animated at any one time, however their limited powers only allow them to have control over one elemental nature of the users choice provided the user has access to said element, this element is infused with tenshi energy whilst the Lunari spirit is in the avatar state however, sharing the buffs with the spirits they tore from the afterlife. Unlike techniques such as Edo Tensei, these spirits are very much vulnerable to physical damage. Being easily destroyed by physical damage of A rank and above, however their simplistic natures and the nature of their spiritual existence makes them completely immune to spiritual damage. These spirits have the same speed and tracking as the users base.

Note: This ability can only be used once per battle.
Note: Should the Solari ability time out, the host and spirit become completely immobilized and must recover following the standard rulings for recovery time.
Note: The Solari's spirit resurgence doesn't clash with the drawbacks of the standard avatar state, meaning they can use the avatar state in battle and still have access to Spirit Resurgence.
Note: Spirits raised by the Lunari can be created all at once, or one at a time, regardless of which is chosen the limit is eight per battle.
Note: Lunari's raised spirits place a drain on the user's Tenshi energy, with each one costing ten per turn to sustain, should the user run out of Tenshi energy the spirits will flee back across the veil to the afterlife.

Declined, clarify this bold part. I’m sure it means only the max Tenshi cap can be converted, but it should be clearer as I can see a reach being made to say it converts all normal chakra into Tenshi chakra. 8 Spirits is also too much; these essentially function like a Familiar or a Clone technique and 8 of these are definitely a no. Furthermore, they’d naturally have their health divided between the two of them (i.e. 1 S rank creating 2 entities = 2 A rank powered entities, etc ) so 8 would be extremely weakened. There needs to be more of a drawback in the case of the Lunari use as well because it doesnt exist at all. Also it needs to be clear that you can’t heal during the Solari usage.
 
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Zatanna

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https://animebase.me/threads/custom-clan-submission.764487/post-22071376

(Tenshi: Shinsei Hai) – Tenshi: Ashen Hallow

Type: Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra: 70 (-15)
Damage: N/A
Description:
With the ability to control their spirit as well as enter the spirit world, the Tenshi user can forcefully tear the spirit of the target(s) from their physical body and pull them into the spiritual world. What this does is effectively create a fight on 2 fronts where the user and target(s) have both a body and presence in the physical world and spiritual world. This separation limits access to their abilities, depending on the body in the world. While in the spiritual world, the user and target(s) can only use Spiritual techniques, eg Genjutsu, Yamanaka, Yin release, Utu, Specific custom clan abilities (Katsuryoku spirits etc). While in the physical world they can only use physical abilities such as non-elemental/elemental ninjutsu, Taijutsu, Yang, Suen etc. This ripping lasts for 5 turns until they run out of Tenshi Chakra to sustain the technique. During this time, both the user and target(s) physical and spiritual bodies have a shared health pool, meaning that if one gets hit with damage and suffers 20% health draw backs, so too does the other. Additionally both the user and target are still affected by all drawbacks of recoil and restrictions of techniques, meaning should they use an elemental technique that doesnt allow them to use S ranks in the next turn, then this also affects their spiritual body fighting too, as this is due to the tether binding the two entities fighting.
Notes:
-This technique costs 70 chakra per target to cast, and 15 per turn per target after to sustain. This technique can only be used thrice per battle.
-This technique can be used on any number of targets within one use as long as the user has the chakra for it.

Declined, your CC revolves around manipulation of your own spiritual energy and presence, existing in a spiritual and normal plane. You cannot manipulate enemy spirits to this level as nothing indicates any kind of ability over them.
 
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(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.

✦ Both Approved ✦
(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.

Approved. Made edits.
 
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(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

Approved. Made edits.
(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Apparitions/Shades and Guardians/Wraiths can sustain a summoned Noble Phantasm for a maximum duration of four turns. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal and mist to release currents of electricity in every direction to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. The cloak and mask will leak a concentrated amount of Prana into the user's body, rendering them immune to all forms of heightened chakra perception, such as sensory (except YY sensory) or Dōjutsu, as well as masking their scent and any noise they create. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

Declined. The first note is fine but the second is too much like Hayabusa.
 
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https://animebase.me/threads/custom-clan-submission.764487/post-22071376
( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: Spiritual unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
  • Turn 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Ninjutsu and Taijutsu by +20. This level also causes all of the users jutsu to be infused with tenshi energy passively, allowing them to behave neutrally against other jutsu. The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques.
  • Turn 2: Turn two is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Ninjutsu and Taijutsu by +30. This level also causes all of the users jutsu to be infused with tenshi energy passively, allowing them to behave neutrally against other jutsu. The user gains a four times speed boost as well as a durability capable of reducing 30 damage from techniques. Additionally the spirit being stabilized allows a unique debuff to be placed on opponents that are struck with any source of tenshi energy, this debuff is called echo.
Note: Once the avatar state has stabilized, the user can no longer generate any tenshi energy for the duration, instead every single turn the mode drains 40 chakra directly from the users tenshi energy reserves, once the energy reserves are spent the transformation will end.
Note: Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: Members Aspirant rank and below are incapable of using this ability. Those above Aspirant can use it twice per battle though the drawbacks for using the ability a second time are considerably worse than the first. Additionally while using the avatar state the user is incapable of focusing on complex elemental usages, preventing them from using things that combine multiple elements such as CE.
Note: The debuff called echo places what could be considered a detonator on those struck by tenshi energy, at the end of the victims next turn the detonator will explode causing an echo of the previous technique that hit them at 50% effectiveness. (ex being struck by a 60 damage jutsu will place a detonator that inflicts 30 damage when it explodes.) These detonators can be purged with surges of chakra following the same rules as a genjutsu.
Note: After the first usage ends, the user will be exhausted being unable to perform jutsu above S rank for two turns, while all jutsu they use during those two turns will have a 10 damage reduction. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for each of those four turns, this damage is spiritual and can not be mitigated by any means.

Declined, a few issues. For one, the CC description directly states: “The Tenshi Chakra itself can only be used specifically for clan techniques.” So it cannot be added to your normal Ninjutsu to enhance them. If you are attempting a x4 boost, you need to consequently have a x4 debuff applied at the same time or be hindered in some way to offset the higher boost. The drawbacks after use has ended don’t count towards this. Second, the echo ability is too much given how variable of an effect it is which can make it completely broken. Third, I’m not sure about the duration of this. I’m getting a second opinion on that part.
-removed ninjutsu enhancement
-added debuff while in use
-reworded echo not to be confused with an actual debuff and its ability.

( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: Spiritual unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
  • Turn 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +20. The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques.
  • Turn 2: Turn two is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +30. The user gains a four times speed boost as well as a durability capable of reducing 30 damage from techniques. Additionally the spirit being stabilized allows a unique ability to be placed on opponents that are struck with any source of tenshi energy, this ability is called echo.
Note: Once the avatar state has stabilized, the user can no longer generate any tenshi energy for the duration, instead every single turn the mode drains 40 chakra directly from the users tenshi energy reserves, once the energy reserves are spent the transformation will end. After turn 2, the user can only use 2 moves per turn, count as one of three moves per turn to keep active.
Note:
Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: Members Aspirant rank and below are incapable of using this ability. Those above Aspirant can use it twice per battle though the drawbacks for using the ability a second time are considerably worse than the first.
Note: The ability called echo places what could be considered a detonator on those struck by tenshi energy, upon being struck by another tenshi technique the detonator will explode causing an echo of the previous technique that hit them at the cost of the original technique used. (ex being struck by a 30 damage jutsu will place a detonator that inflicts 30 damage when it explodes even if the next technique had only 20 chakra or 100 chakra.) These detonators can be purged with surges of chakra following the same rules as a genjutsu.
Note: After the first usage ends, the user will be exhausted being unable to perform jutsu above S rank for two turns, while all jutsu they use during those two turns will have a 10 damage reduction. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for each of those four turns, this damage is spiritual and can not be mitigated by any means.

Declined, the issue that existed in the first technique wasn’t addressed; the echo ability is too much given how variable it can be. You write that it deals the same damage of the original technique which itself is entirely too powerful as it varies and does not have a predetermined and set damage. I’m not going to let this technique deal damage. The justification is also random as it‘s seemingly “The opponent is hit with a Tenshi attack and they are then hit with an explosion of same damage following this.” The 2 jutsu drawback is iffy to me as it doesnt do much. The last note is also weird because the first line is useless. Unable to perform jutsu above S rank is only Forbiddens, which come with their own restrictions that typically only allow one every 2-3 turns so its a cosmetic restriction. The restrictions after the second usages sound more accurate.
 
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Submitting the first of my allotted PCCJ

Surgebinders: [x]

(Noa no Hakabune: Subete no Akashi ni Taeru Mono) – Noah's Ark: He Who Withstands All Testaments
Type: Offensive, Defensive, Supplementary
Rank: S
Range: N/A (Short – Long)
Chakra: 40
Damage: N/A
Description: The Ark, otherwise known as Noah's Ark, is a great ship belonging to Rider, emblematic of his greatest achievement and classified as a Surge of Armament Noble Phantasm. Measuring 40 meters in length from stern to bow, 15 meters from port to starboard, and 10 meters from base to its highest point, the Ark is remarkably large. Among Noble Phantasms, Noah's Ark is fairly unique, as it encompasses two facets of utilising a 'mount'; summoning both a vessel and golems in the shape of animals to do the bidding of Rider. True to his legend, the Ark is a great sea-faring vessel that houses a pair of each animal for the purpose of repopulating the world in the wake of the Great Flood. As such, this Noble Phantasm has two potential applications, though using one does not exclude or forbid the use of the other.

Vessel of Salvation

This application encompasses Rider's ability to summon the Ark itself to the field. The Ark can be called passively from the Throne, wholly or partially, and has airborne capability, able to fly through the air and can be used to evade attacks and techniques in this way, not costing a move to do so. The ship is capable of travelling at up to twice the user's base speed and will always travel at this speed unless otherwise stated. By passively streaming Prana to points of contact between his body and the Ark (5 points per turn), Rider can remain attached to the ship even during movement where he would normally be thrown from it. The Ark itself is comprised of an indestructible emerald metal resembling a gemstone, infused with copious amounts of Prana. While in contact with the Ark or any manifested part of the ship, Rider can use the inherent Prana to perform a full-body surge equivalent to 40 chakra points. The Ark itself is remarkably durable, able to reduce incoming physical damage by 40 points and sustain damage up to a single S-Rank in total. If damaged beyond this threshold the Ark will disperse, after which it cannot be resummoned for two turns, but if left alone it will passively regenerate all damage sustained by the end of that turn. The only exceptions to this are attacks which are based on water, or are liquid in nature, being conceptually immune to them due to the enchantment of Prana. Techniques of Water Release, Advanced and/or Custom Elements, and Kekkei Genkai which involve or are comprised of liquid will fail to damage or interfere with the Ark in any way. The Ark cannot be summoned within short-range of an opponent unless Rider is also within short-range, and though it can be kept manifested indefinitely, Rider can only use one other Surge of Armament Noble Phantasm while it is on the field. Should any part of the Ark be used as a method of attack, such as by ramming it directly into an opponent, it will deal 80 damage.​

The Chosen Remnants

This application encompasses Rider's ability to call upon the animals housed within the Ark. The Ark's interior, which was originally built to house a pair of every living animal and a meager fraction of humanity, is a self-contained Reality Marble containing a multitude of golems made from Prana-reinforced porcelain, of which their shapes and sizes reflect existing animals. These golems can be freely summoned by Rider to the field, wholly or partially, and can take on any shape in line with existing animal species and those belonging to Custom Summoning Contracts of any kind. This means that any golems summoned cannot differ significantly in shape, size, or specific features from other extant species of animals. Notably, these golems cannot use any abilities unique to said animals, passive or active (e.g. Toad golems cannot produce oil or perform their oil-based Fire techniques), instead being limited to the use of a single element, Basic or Custom, and Taijutsu the user knows within reason, as well as any natural abilities based on their basic anatomy (e.g. golems with wings can fly). The level of a golem's usable techniques is dictated by their rank, which defaults to the rank of this technique unless otherwise stated. At any given time, Rider can summon and sustain up to two golems at any given time. These golems are defensively sound, able to reduce incoming physical damage by 20 points and sustain damage up to a single S-Rank in total. If damaged beyond this threshold, the golem will disperse. While there are golems on the field due to Chosen Remnants, Rider cannot summon any more golems through this ability until they have been dispelled, forcibly or otherwise, nor can any be called forth through Chariot of the Rider. Golems cannot be summoned within short-range of an opponent unless Rider is also within short-range, and though they can be kept manifested indefinitely, Rider can only use one other Surge of Armament Noble Phantasm while they are on the field.​

Declined. This will not be indestructible. Is there no duration on the technique?

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Custom Clan Approval: Here.

Approved Surgebinder bio: Here.

Heroic Spirit Rank for access to the Surge of Transcendence: Here.




(Chōetsu: Mugen no Kensei) Surge of Transcendence: Unlimited Blade Works
Type:
Offensive/ Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 - 70
Damage:
Description:
A crystallization of Shirō Emiya's ideals in the form of a Reality Marble via the Surge of Transcendence, Unlimited Blade Works is a pocket dimension located within the Throne. As the name implies although it is a "pocket" within the Throne Unlimited Blade Works' scope is infinite, yet only as deep as a puddle. The vast landscape stretches on for eternity, yet there is nothing more to be found beyond the horizon, only the endless sea of weapons found therein. Unlimited Blade Works is not initiated by handseals like conventional Surgebinder techniques, but instead requires Emiya to perform an incantation, using his voice as a medium to carry his Prana to affect his targets. In Emiya's case this takes the form of a five to seven-count aria wherein he clearly states his ideals. The Chant varies for each of his Alter Egos, but has no tangible bearing on the Reality Marble's effects, only it's aesthetics. As stated there are a minimum of five, and a max of seven individual incantations that need to be performed to execute Unlimited Blade Works. Emiya can perform two incantations passively per turn while taking no slot in the timeframe, with each additional incantation costing a move. The more incantations he performs before executing the Surge, the stronger the wave of Prana used to transport targets to the Throne will be. For each incantation the initial wave of Prana carries 10 Chakra, which is consumed transporting Emiya and any eligible targets to the Reality Marble itself. The transportation is achieved via a wave of Prana that soaks the surrounding area, up to a 20m radius, travelling at 3x Emiya's base speed and transports targets on contact, regardless of the target's size provided the Prana makes contact.

Upon being transported into Unlimited Blade Works Emiya has the ability to determine the position of anything targeted by the Surge, with the only absolute rule being that nothing aside from the terrain of Unlimited Blade Works itself can be within 5m of their opponent(s) upon transportation, in accordance with spawning rules. This includes Emiya and his allies, as well as techniques and other miscellaneous targets previously transported to the Throne via the Surge of Evocation. Unlimited Blade Works is an expansive field with countless weapons found throughout every corner of the dimension. Despite existing within the Throne, these weapons are not "true" Noble Phantasms in the traditional sense from the Surge of Armament but rather hollow imitations of weapons Emiya has seen. Regardless of the "original" design, these weapons do not possess any abilities, however they each carry the offensive and defensive strength of an A-Rank technique, and can be utilized by anyone within Unlimited Blade Works. As per the rules of the Custom Clan, Emiya has total mental command over all of these weapons. Others can wield them and perform an A-Rank attack with them at the cost of a move, while Emiya can gather a large number of them to perform an S-Rank attack once every two turns, at the cost of a move.

As Unlimited Blade Works is ultimately the crystallization of the ideals held by Emiya, it naturally carries attributes and effects that would be beneficial to him and those who share similar ideals, the tapestry of reality woven to suit their will and reason over all others.

Origin - Sword: As the laws of the universe within the Reality Marble are governed by Emiya himself, woven into the Reality Marble itself is a universal law that grants weapons, and more specifically "swords" a conceptual superiority over everything else. This manifests in the form of a passive boost to all parties within Unlimited Blade Works, not just Emiya, and increases all Kenjutsu by +50 and Bukijutsu by +30, increasing both field's base damage before any interactions or calculations. As a result of the universe itself granting them through Prana, a reality warping paracausal energy, these boosts don't count towards the two boosts/ debuffs per interaction, and naturally don't stack.​
Eternal Arms Mastery: Within the Reality Marble Emiya and anyone he classifies as an ally are considered Apex Weapon Specialists. Similar to Apex Kenjutsu this allows all eligible parties to wield two Custom Weapons of any nature simultaneously, while also removing the overall limit of weapons they can utilize in combat provided they don't exceed two Custom Weapons at any given time. In other words, while users under this effect are still limited in the number they can wield at a given time, they are not limited to any two specific Custom Weapons, and can swap them out at their discretion. This is achieved through the Surge of Augmentation, utilizing ambient Prana within the Reality Marble, making it easily applicable to non-Surgebinders. Emiya can manifest this effect outside of the Throne within his own body for himself outside of Unlimited Blade Works, but requires a cost of -20 Chakra per turn. If deactivated, whether willingly or through interruption, Emiya cannot employ this application for 3 turns. Finally, exclusively for Emiya and only within Unlimited Blade Works, he can wield any Custom Weapon (Imperfect) knows or is present within the Reality Marble, regardless of ownership status, usage limitations, etc.​
Projection: Finally as a pocket dimension that encompasses the very concept of weaponry in their totality, and swords especially among them, Unlimited Blade Works can conversely completely encompass the arsenal of it's user. Acting as an extension of the Surges of Evocation and Armament, Projection is the ability to "project" weapons and/ or objects contained within Unlimited Blade Works into reality and vice versa. This allows Unlimited Blade Works to act as a form of universal storage for Emiya, allowing him to instantly and passively store anything within Unlimited Blade works, and conjure them back at will. Once drawn, weapons can be withdrawn back into the Reality Marble regardless of distance and other similar applicable factors. As an extension of the Reality Marble's "Origin - Sword", the user's weapons or the techniques performed through them receive a one-time +1 Rank or 10 Chakra & 20 damage boost. This counts as one of the user's two allowed buffs/ debuffs per interaction, is only applicable outside of Unlimited Blade Works, and can only be applied once per weapon every 4 turns.​

Note: Can only be used by Shirō Emiya.
Note: Can be used twice per battle, with a 5 turn cooldown between uses.
Note: Lasts for 5 - 7 turns, determined by the number of incantations used to perform the Surge of Transcendence.

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Declined. Whole concept needs reworked from scratch. The buffs are too massive even if they are applied to your opponent. No you cannot replicate specialties or things that are close to specialties. I've struggled with this custom but it's really just cracked out of its mind and needs to go to rehab for cocaine addiction.




(Kanki: Sōken no Hahen) Surge of Evocation: Shards of Adonalsium
Type:
Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 (-5 or -10 per turn)
Damage: N/A
Description: As Surgebinders send themselves to the Throne time and time again, they create an imprint of their consciousness upon the Throne itself that lingers even after they leave, kept in a state of stasis. In rare circumstances after an unknown but extensive period of time, or if the user's consciousness and more importantly concepts they believe in are strong enough these imprints can form their own sense of self. This results in the creation of a "Spren", small familiar-like accumulations of Prana that can take various forms based on the concepts that helped contribute to their creation. For a Radiant they typically create Lawspren or Honorspren, which embody, uphold and are attracted to the concepts of Law and Honor, and thus they are inevitably drawn to people who uphold these concepts. By comparison Fallen Surgebinders typically create Freedomspren or Powerspren, who covet strength and the freedom to pursue their desires over all else. Spren fall somewhere between the Surges of Evocation and Augmentation as a manifestation of the former, and an inversion of the latter, as they are raw Prana which has been augmented by a Surgebinder rather than Prana that augments a Surgebinder. This results in a Surge unique to Spren, internally and unofficially referred to as (Sōken) The Surge of Creation. Physically they appear as beings of pure energy, though their exact appearance varies wildly. Their physical form can appear like wisps of Prana, formless and shapeless, or, with strong enough concepts or ideals, they can resemble something animalistic or even humanoid. In these latter cases, they tend to take an appearance similar to that of the Surgebinder responsible for their creation. Like the Prana that constitutes them, their colors can vary wildly just as it does for a Surgebinder. Unlike Surgebinders however, they can only embody one "thing", thus they can only ever possess a single hue. A Radiant Spren can be gold, blue, etc, while Fallen Spren tend to be black, red, etc. In cases where Spren completely idealize their concept they can possess a silver hue like Galahad. Unlike the same phenomenon for Surgebinders, as they can easily fully give themselves to a single cognitive concept this is extremely easy for Spren to achieve.

As they are creations of Prana Spren cannot exist outside of the Throne without the help of a Surgebinder, requiring them to act as doors to the physical world, where all those concepts they love so much exist. For Surgebinders up to Guardian or Wraith Rank they can maintain a bond with a single Spren for 5 turns at the cost of 10 Chakra per turn. For Servant Rank Surgebinders they can maintain a single Spren indefinitely at 5 Chakra per turn. Heroic Spirits and above can maintain one Spren indefinitely at no cost, or two Spren indefinitely at a cost of 10 Chakra per turn. Upon manifestation they appear within Short Range of the user, however after this can exist up to Long Range, at any distance within the same Landmark. In return for granting them access to the physical world, Spren accompany their Surgebinder in combat. As manifestations of Prana, they have access to the same techniques Surgebinders have under the Surges of Evocation and Armament. Their capacity with Evocation allows them to perform techniques under this Surge at the same level as their bonded Surgebinder. With the Surge of Armament, the Spren physically calls forth the chosen Noble Phantasm using their body, effectively becoming one with the armament. Regardless of the user's Rank or capabilities within the Clan, this doesn't count towards the user's own Noble Phantasm limit, and can be maintained indefinitely. If the user has two Spren, only one can perform the Surge of Armament. While housing a Noble Phantasm the Spren can act in a similar manner to their normal state, allowing for flight, communication, etc, and can perform any actions the chosen Noble Phantasm can, however during this time they cannot perform the Surge of Evocation.

Note: Can be performed three times per battle/ arc. Two if the user utilizes two Spren at the same time.
Note: The cost of techniques performed by a Spren are automatically and passively deducted from the Surgebinder's reserves, and their actions count towards their total technique limit per turn when applicable.
Note: Spren always possess Prana equivalent to an A-Rank technique. Being directly targeted by a technique whose Chakra exceeds this forces them to return to the Throne.

Declined. You spent 369 words in the first paragraph describing something that could be done in like half of that. Can you please shorten this up? Do you really need to explain all of that? Can't the reference to different types of Spren be just explained in your biography? You (and the rest of the Surgebinders clan) need to remember that opponents have to read your techniques and the longer they get the more they will probably opt for suicide rather than having a good fight.

The main issue here is that these can't become borderline creations. So no to maintaining one indefinitely. And especially no to having indefinite Noble Phantasms that don't count toward your overall limit. I was going to approve this up until I read those last few lines.


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(Busō: Avalon) Surge of Armament: The Everdistant Utopia
Type:
Supplementary/ Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: Avalon, The Everdistant Utopia is the hallowed scabbard of Excalibur, and the ephemeral embodiment of the utopia King Arthur sought. It is a luxurious piece of equipment made of gold and decorated with blue enamel that seems more like a treasure to show dignity and nobility like a crown or staff than a weapon. No one knows what kind of material it is made from, but it was said to be created by fairies along with Excalibur, as evident by an inscription engraved on its center in an indecipherable script to show that it is not the work of man. Despite having a physical form, it is not a Noble Phantasm the user physically carries around within them, rather it is a "conceptual" weapon that exists in a state of raw Prana within the user's body. As a result of it's unique state, it imparts a number of beneficial aspects to the user, which are as follows.

The primary ability of Avalon derived from it's existence as a raw Prana construct, known as Protection from World's End, floods the entirety of the user's body with Prana, sending them almost completely to the Throne. They appear to remain in the physical world, but they exist almost entirely within the Throne for up to 2 turns, causing all manner of attacks except those that carry Prana to pass through them. This carries all of the benefits and drawbacks that existing within the Throne provides, such as freezing active timers and cooldowns on techniques, halting the spread of harmful effects such as poisons, etc. Conversely, as the user is not physically present, they cannot attack with any techniques except the Surge of Evocation, using their barely present bodies as an anchoring point for their Prana to flow into the world. Costs a move, can be performed 2 times per battle and cannot be performed consecutively.​
The second ability of Avalon, Blessing of the Fae, grants the user a healing ability via Prana altering the reality of the extent of a wound inflicted upon the user. In essence it alters the causality of an attack or injury, causing the end result of said instance of damage to be less than it logically should. For example a slash that would cause a large open wound on the body could have it's scale reduced to something far less lethal, reverting the effects that such an injury would have on the body. This has the additional benefit of fighting the aging process via combating cell destruction, even when not actively used in combat, though pales in comparison to the effect of the Holy Grail. Due to it's reality bending nature, Avalon can heal both physical and spiritual damage. Blessing is activated either upon command, or automatically when the user is fatally wounded, and in either instance requires a move to perform but doesn't expend a slot in the user's timeframe. Blessing lasts for 4 turns, passively providing 15 healing per turn, can be performed 3 times per battle, requires a 2 turn cooldown between uses. Finally Avalon can be implanted into a non-Surgebinder, however as a result of the negative effects Prana has on a non-Surgebinder's body the healing carries a reduced potency, healing 10 per turn instead.​
The final ability is a passive effect which results from the Noble Phantasm existing within the user's body. Through it's presence alone it elevates the Clan Passive ability of a Surgebinder to resist foreign Chakra, allowing the Clan Passive to negate effects typically deemed too powerful for the passive to affect a single time. This includes Yin Release, MS level Genjutsu, etc. Doing so instantly returns Avalon to the Throne, prevents the use of S-Rank or above Prana for 2 turns, and temporarily disables the Surgebinder Clan Passive for the same duration.​

Note: Can be used a max of two times per battle/ arc. User must wait 3 turns, unless the third, passive ability was previously activated, in which case this Noble Phantasm cannot be summoned again.

Declined, DNR. You took Obito and made it defy reality. No, you cannot "upgrade" the clan's passive ability to ignore MS Genjutsu and Yin Release. Why would you ever submit this? Consider this your nomination to the Custom Ban Watchlist. Unironically - this is a warning. To be clear: you can still submit Avalon as a Noble Phantasm; but the rest of it, the abilities you laid out, they're staying in the grave.

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El Alucard

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-Editing this unchecked jutsu.
-Proof that I'm in the clan is my Faye bio [X] I guess? I cannot find the old VM or training thread.



(Youkai Seki)ΔPhantom Gate
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra:40
Damage: N/A
Description: Phantom gate is a versatile ability utilized by those of the Katsuryoku clan in 3 forms; offensively, defensively and supplementary for instant transport via genki.

Spirit Walk
This is the defensive form of the technique which allows the user after sacrificing a portion of their chakra to mentally command any genki to coat themselves or incoming jutsu and loosely implore a variation of partial infusion (when used on self), essentially turning themselves or jutsu into spirits, allowing them to enter the spirit realm. Once in the spirit realm they can move about freely and undetected before emerging elsewhere. As a spirit, the user gains the same properties, strengths and weaknesses as a genki until they leave the spirit realm. When used on an incoming jutsu, since the user is unable to infuse a foreign jutsu with genki-like abilities, the opponent’s technique is transported into the spirit realm where chakra hungry spirits will consume it. The user when materializing within the real world while still coated with the genki will appear to be hazy smoke like figure (color of their choice.)

Spirit Exchange
The supplementary form of technique is mainly used for long distance travel but can also be used within short range. This form allows the user after sacrificing their chakra into the spirit realm to search out specific genki and instantly swap places with them. This form much like the first is instantaneous only needing the user to project their mental command through the spiritual realm to their desired Genki. In battle this can be used from short to long range taking into consideration spawning rules whilst in the NW the user can instantly traverse up to 3 landmarks.

Forced Spirit
The offensive form of the technique which allows the user to forcefully send their opponent into the spirit realm essentially leaving them there. Upon making contact with the opponent the user plants a genki onto their opponent which he can activate at any moment from the point of contact, the user can also coat a technique of theirs with this genki and upon contact with the opponent it will stick to the point of contact. The user will then sacrifice a portion of their chakra causing the spirit to manifest within the real world and envelop the opponent thus sending them into the spirit realm. As the opponent isn’t in fused with the genki like someone of House Katsuryoku would be, they are transported to the spirit realm where they will be unable to move correctly and nothing is physical, losing all sense of spatial awareness and direction as they phase through the physical realm. They will also be attacked by chakra hungry spirits who will sense the living presence within the spirit realm (should they not be able to escape). Due to the amount of spirits within the spirit realm the opponent will lose -30 chakra every turn as well as take -30 spiritual damage every turn until they themselves die and become a spirit. The genki can only be detected as it begins to form within the real world or by people who can detect spirits like Yin specialists and retains all S&W as described in the clan description.

Note: In BA each form can be used 4 times with a 5 turn cooldown period.
Note: User spends -10 chakra each turn they are in the spirit realm via Spirit walk.
Note: Spirit exchange in the NW, when used to traverse landmarks can be used consecutively however the user must wait 1 hour in between usages.
Note: Whilst in the spirit Realm the user cannot use regular jutsu. However they can either materialize within the real world or use techniques that are normally used by genki.
Note: No S-rank or above clan jutsu within the same turn as any of these forms however, the user may use for example spirit walk and then directly after spirit exchange within the same turn ( in this case each form will count as a move)
Note: Must be at least Katsuryoku pledged rank to use.
Note: Must be taught by El Alucard.
- Once more editing this unchecked jutsu. Basically just making it clearer how I want to achieve the effects that are mentioned and cleaned up overall.
- Spirit exchange as its own jutsu now
- Approved Katsu bio [FAYE]

(Youkai Seki)ΔPhantom Gate
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Phantom gate takes is uses the genki’s ability to fuse with objects and organisms alike and takes it a step further to create a highly versatile ability usable only by high ranked Katsuryoku members. The ability comes in two forms, namely offensive aspect named Forced spirit and a more defensive aspect named spirit walk. Correct infusion allowes for free traversal of the spirit realm whilst incorrect usage will trap physical entities within the spirit realm where they will slowly die and turn to genki themselves.
Spirit Walk
This form of the technique allows the user after sacrificing a portion of their chakra to coat themselves, or incoming jutsu with a nearby genki. By loosely applyinging a variation of partial infusion the coated subject takes on genki like properties essentially turning the coated subject into a spirit thus allowing it to roam the spirit realm as normal genki do. Normally genki would share traits with the user like defense or offensive boosts however this variation allows the user to essentially become a genki.
As a genki the user gains the same properties, strengths and weaknesses as a genki and can use all forms of genki manipulation/jutsu using their own body as a medium (passively adding +20 damage to genki related justu as they are now their own source of fuel, it becomes more efficient, as such amplified). They also do not loose their ability to manipulate other genki.
When used on an incoming jutsu, since the user is unable to properly infuse a foreign jutsu with the genki due to differences in chakra of them and their opponent, the opposition jutsu after being coated, takes spirit form for a short period before the infusion fails thus leaving it in spirit realm where chakra hungry Genki will consume it.
The user can enter the spirit real and leave as they please sacrificing 40 chakra to enter and -10 chakra to stay each turn. As a genki the user can move about freely and can only be detected and interacted with by people who can perceive/interact with spirits.
Forced Spirit
This form of the technique uses the same principle whereby the user coats themselves or their own jutsu with a genki which sticks to the opponent, allowing the user to forcefully send their opponent into the spirit realm essentially leaving them there. Upon making contact with the opponent the user plants an undetected genki (by normal means) onto their opponent which he can activate at any moment from the point of contact. The user will then sacrifice a portion of their chakra causing the genki to manifest and begin infuse with the opponent. However due to chakra differences and opponent’s being unable to fuse with genki like members of House Katsuryoku can the infusion will fail thus trapping them in the spirit realm where they will be unable to move correctly as nothing is physical, losing all sense of spatial awareness and direction as they phase through the physical realm. They will also be attacked by chakra hungry genki who will sense the “living” presence within the spirit realm (should they not be able to escape). Due to the amount of genki within the spirit realm the opponent will lose -40 chakra every turn as well as take -40 spiritual damage every turn until they themselves die and become a spirit.
Note: Both forms can only be used 3 times in battle (5 turn cooldown period).
Note: User spends -10 chakra each turn they are in the spirit realm via Spirit walk.
Note: No S-rank or above clan jutsu next turn.
Note: Using both forms in the same turn will each cost a move slot.
Note: Must be at least Katsuryoku pledged rank to use.
Note: Must be taught by El Alucard.

Declined, a few things to note; because you are spending chakra to have a Genki take over the body, you cannot fully exist as a genki without the chakra and can’t be 100% unsenseable. This extends to it’s immunity to gravity as you are using a form empowered by chakra to sustain it and if hit, would be forced out of said form and damaged. Spirit Walk’s jutsu forms seems randomly added on as the emphasis is on the user mostly, hence the walk part. Forced Spirit, I’m still unsure about conceptually ( attempting to leave one in the pure world ) but at the least, it should be it’s own technique as the attempted effect here is powerful enough to warrant it. I want to say this should be a Custom Kinjutsu as it explore those boundaries.

(Seirei Koukan)ΔSpirit Exchange
Type:
Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This jutsu is mainly used for instantaneous travel. The user after sacrificing their chakra into the spirit realm will search out any one genki to instantaneously transport them places. How this happens is very simple. Normally the user can make a genki spawn from any distance whether it’s close of far just by “calling out to it” or sacrificing chakra with instructions. In this case the user calls the genki allowing it to fully take over via infusion, with instructions to spawn elsewhere before defusing. This technique is instantaneous although not quite as fast as teleportation like ftg due to the split micro second where the genki has to first infuse with the user and then teleport. In battle this can be used from short to long range taking into consideration spawning rules whilst in the NW the user can instantly traverse up to 3 adjacent landmarks.
Note: When used to traverse landmarks in the NW, user must wait 2 hours before they can use it again.
Note: Can only be used 3 times in battle (5 turn cooldown period).
Note: Must be taught by El Alucard.

Declined, can’t be approved; the CC description states that the Pure World and real world are parallel and unless they form a Blood Oath with a genki, they call upon random ones nearby to do their bidding. Nothing suggests they can teleport around the Pure World to appear instantly to allow you to instantly teleport under the same mechanics. If anything, it just places you within the parallel Pure World and still have to travel the same distance.
 
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Goetia

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Submitting the 8th and final CCJ

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Eon of Paragons can only be used twice per arc.

Approved, made small edit.
(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Should a non-Surgebinder be given a Noble Phantasm that infuses Prana into their body, it will behave as described in the technique rather than freeze them internally. Eon of Paragons can only be used thrice per arc.

Approved. Made edits.
 
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Negative Knight

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(Chōetsu: Fujimi no Densetsu Tendou) - Surge of Transcendence: Valhalla, Legendary Hall of the Undying
Type: Supplementary/Offensive
Rank: S
Range: Short - Mid (Reality Marble is Long ranged)
Chakra: 70
Damage: N/A
Description: The user will surge their chakra throughout every chakra point in the body. The user's body, and everything on their person, will disappear instantly in a flash of light reflecting the colour of their Prana and reappear in their Reality Marble. Just before disappearing, an omnidirectional pulse of prana will be released outwards from the user's position at 3x their speed. The pulse will travel up to a distance of 15 meters but this distance can be shorter if the user desires. Anyone struck by the pulse will be transported to a Reality Marble modelled on the legendary Valhalla. While the user can control anything in their Reality Marble through mental commands as everything is infused with prana, they cannot use this to manipulate anything within short-range of the opponent. If the user wishes, the world inside the Reality Marble can resemble the real world exactly, allowing them to perform jutsu which require rain clouds or other atmospheric conditions. The default weather in Valhalla is overcast with dark clouds with a thunderstorm raging above. Everything on the battlefield will appear to be charged with static. Water Release will automatically be charged with lightning upon first creation. Lightning Release and elements formed from Raiton such as Storm and Dark will gain +20 damage boost that doesn't count towards the two allotted boosts. This damage boost will benefit everyone in the Reality Marble. Within Valhalla, the user will be capable of materializing Noble Phantasms from the air passively and without costing a move. The user will also be capable of fusing two Noble Phantasms together to create a composite weapon with the abilities and properties of both. Valhalla will contain numerous floating platforms as well as multiple floating projections, similar to the Tyrants Calling Technique, which display the battlefield/landmark everyone was teleported from. This allows everyone to keep track of their allies and the progress of their respective battles, watching how each of the battles unfold. The user can choose to leave behind one of these floating projections in the real world at the cost of 5 additional chakra, occupying the space above their former position, but this is entirely optional. This projection displays what is happening in the Reality Marble, allowing bystanders to watch how the battle unfolds. The very essence of Valhalla can be condensed into two characteristics: 'Worthiness' and 'Battle-lust'. Upon first entering Valhalla, the user can choose one of two 'levels', Einherjar or Ragnarok, which reflect one of these attributes.

Einherjar, the Mortal Realm
The keynote of the first level is 'Worthiness' and the laws of this first domain are aimed at providing equal conditions for all parties. The concept of Einherjar is about testing a warrior's true mettle. The first level of Valhalla discourages reliance on advanced abilities and instead encourages combatants to showcase their skill with the basics or mastery of their specialities. Towards that end, the user will select a restriction everyone in the Reality Marble must abide by. The user can choose one of the following restrictions to apply to everyone in the Reality Marble: (1) Can only use the basic 5 elements, (2) Can only use your specialities, (3) Can only use a single field from the basic nine selected by the user (4) Everyone in the Reality Marble is restricted to jutsu of a certain rank and below specified by the user. The user can also select whether one, both or neither of the following laws apply: (1) Everyone in the Reality Marble will be drained of 50 chakra per turn. (2) Techniques used in the Reality Marble will require double the chakra normally required but will not increase effective chakra (as it is lost through inefficiency and will not empower jutsu in any way). These laws are intended as a supplement to the chosen restriction and are designed to further discourage the reliance on high-ranked techniques. All of these laws are inviolable and cannot be circumvented, avoided or bypassed in any way, by either the user or the opponent. On the turn Einherjar ends, the user will be unable to use S-Rank or above Prana as well as the turn after. Einherjar will last for eight turns before returning everyone to the real world.

Ragnarok, The End of Gods and Men
The keynote of the second level is 'Battle-lust'. Its nature pays homage to the ascendancy of the gods and embraces the thrill of self-annihilation and perpetual rebirth. Upon first entering Ragnarok, the sound of an ivory hunting horn will resound. Within Ragnarok, every warrior's potential is brought to its pinnacle, finding their bodies empowered by the ambient Yang-infused prana in the air, and their body will radiate a glowing aura. The chakra of everyone in the Reality Marble will spontaneously increase by 100 points each turn up to their maximum capacity. The health of everyone in the Reality Marble will increase by 100 points each turn. If someone is at full health, the health increase for the turn will kick in as soon as they take any damage. Huge wounds and amputated limbs will regenerate instantly, before the owner's very eyes. To an outside observer, those within Ragnarok will look like impossibly fast streaks of light while they're moving. Finally, within Ragnarok, none of the ordinary drawbacks of health loss, chakra drain, sanity loss or Surge of Augmentation recoil effects will apply. The only restriction placed on combatants by Ragnarok is the inability to use Genjutsu, Yin Release or abilities which cast Genjutsu. Ragnarok will last for eight turns before returning everyone to the real world. Upon returning to real world, the user will be unable to use S-Rank and above Prana for 3 turns. The user will also be unable to use Yang Release above A-Rank for 3 turns.

Note: Can only be used twice per battle
Note: Cooldown of five turns after use

Declined upon request.

(Kanki: Sekaiju no Kyuusekai) - Surge of Evocation: Nine Worlds of Yggdrasil
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 40 - 70
Damage Points: N/A
Description: The user will focus their chakra into one or several points on the field to manifest prana one or more portals of prana. These portals are usually flat, disc-shaped constructs but they can be created in other shapes or forms. The prana which forms these portals behaves identically to the prana created in Surge of Evocation: Era of Gods. These portals will be linked together such that an object or technique entering one portal will be transported to the Throne and instantly exit from another portal on the field. The user can use this technique to create one or two portals or many smaller ones. The chakra for this technique will be split equally between created portals, but in the case of creating two portals, the user can create the 2nd portal by expending the full chakra cost of this technique again but both portals will be created simultaneously, count as a single move and count as a single use of this technique (e.g. two B-Rank portals will cost 80 chakra total, with 40 chakra expended for each portal). The user can also move these portals individually or collectively through mental commands. If the user chooses to create a single portal, the user can create and link a second portal to it at a later point, regardless of the distance or number of landmarks between them. In cases where the user creates many small portals, they have the option of manifesting them scattered across the battlefield or creating all of them arrayed around their body. The user can create these portals with their position fixed or to have them move in tandem with the user's body. The user's techniquesw can pass through portals of any chakra value provided they are of a similar size, but the opponent's techniques will only pass through portals consisting of greater chakra. Any techniques the user transports in this way will reappear from the destination portal unchanged. A portal can be destroyed by an opponent by striking it with a technique which exceeds its chakra threshold (i.e. a 40 chakra portal will be neutralized if it attempts to transport a technique containing foreign chakra 40 or above).

Through the infusion of Inton chakra, the characteristics of the portals are altered. In a similar manner to Yin Release: Change Into Heaven, the created portals are rendered invisible. While this invisibility is the default visual property of these portals, the user can instead create portals with the appearance of a black or dark purple void. The user can also choose to give the portals the appearance of a spiralling vortex, a tear in the fabric of space, the appearance of the cosmos, et cetera but this is largely cosmetic. The second alternation enabled by Yin allows the user to remove prana's characteristic of freezing non-Surgebinders. This essentially allows non-Surgebinders to pass through portals and immediately exit from the destination portal without being harmed. Naturally this can be used by allies as well as opponents. The user is also capable of using the portals in this way but they can pass through portals whether or not the freezing property has been erased without taking any damage. If a non-Surgebinder attempts to pass through a portal that has not been rendered safe for their use, they will take damage proportional to the concentration of prana in the portal (80 damage if 40 chakra portal, 100 damage for 50 chakra, 110 damage for 60 chakra and 120 damage for 70 chakra).

Note: A-Rank variant can only be used four times per battle. S-Rank variant, which creates 70 chakra portals, can only be used three times per battle.
Note: The user cannot use S-Rank or above Prana or Yin Release in their next turn when the A-Rank version is used
Note: The user cannot use S-Rank or above Prana or Yin Release in their next turn and the turn after that when the S-Rank version is used
Note: B-Rank variant can be performed without handseals, A-Rank variant requires 2 handseals and S-Rank variant requires 3 handseals.

(Kanki: Oukannaki, Yami ni Eikou) - Surge of Evocation: The Crownless King, Glory unto Oblivion
Type: Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: N/A
Description: Upon surging prana throughout their body, the user and everything on their person, will disappear instantly in a flash of light reflecting the colour of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. Upon reappearing, the user will disappear once again and appear at another location. This will happen several times, in quick succession or at delayed intervals, allowing the user to disorient an opponent as well as use techniques from different locations between each teleport. Each teleport itself occurs instantly, without taking a slot in the timeframe, and this is enabled by the fact that the ethereal energy already exists within their chakra systems. This technique is split into two variants of varying power and effects.

The first variant is a low-level application of this ability which allows the user to teleport a short-range distance for each teleport. However it should be noted this version cannot be used in battle and can only be used for roleplaying purposes. Given that this application is strictly for RP purposes, the user is capable of appearing within short-range of another person but they cannot initiate a battle against that person on that same turn. This is a C-Rank ability.

The second application will allow the user to appear at any distance or location on the battlefield, except within short-range of an opponent. This variant can last up to four turns per use and will cost 10 chakra per turn to maintain. Teleporting to avoid techniques will count as one of the user's moves but does not count as an additional use of this technique. If the user teleports several times to avoid a technique which follows, tracks or seeks them out, all of the teleports will collectively count as a single move. The user will be capable of using other techniques while this is active. This application is considered S-Rank and can only be used twice times per battle. After this application of the technique ends, the user cannot use Evocation above A-Rank for two turns. There will also be a cooldown on this technique for the same duration that it was used.

Declined. My primary concern here with techniques like this is that you have the original teleportation CCJ as well. It's not that I'm concerned with spacetime custom clan jutsu, it's that I'm concerned you're going to be able to have 3 or 4 of these types of techniques that let you move around freely, each with independent cooldowns. So you'll need a solution to that. My idea would be to just have a shared cooldown or something along those lines.

(Chōetsu: Kanzetsu no Ryouiki) - Surge of Transcendence: The Unsurpassed Realm
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will surge their chakra throughout every chakra point in the body. The user's body, and everything on their person, will disappear instantly in a flash of light the colour of their Prana and reappear in a Reality Marble. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within the user's chakra system. Unlike other Transcendence techniques, the purpose of the Unsurpassed Realm isn't to transport an opponent or another person besides the user, it is simply the user's personal sector in the Throne. The Unsurpassed Realm is a sprawling expanse, essentially a city unto itself, filled with a variety of different locations. With each use of this technique, the user can choose to appear in a different building or new surroundings within the Reality Marble. They can choose to transport themselves to an endless library, a verdant pasture, a gleaming cityscape or any other location within the Unsurpassed Realm. Time within the Unsurpassed Realm passes slower in some locations, faster in others and as normal in the rest (relative to the real world). Time can move up to 4x faster or 4x slower in the Reality Marble, and the chosen effect is to be specified by the user upon first entering the Reality Marble. If, for instance, the user slows the passage of time by 2x, techniques and their effects will last longer within this realm (i.e. by making the passage of two turns the equivalent of one). The opposite is true if the user appears in a location with a faster passage of time. The user can remain within this personal sector for as long as they wish. Upon cancelling this technique, the user will reappear somewhere in the same landmark. Returning from this Reality Marble will not count as another use of this technique.

Note: Can only be used four times per battle
Note: Cooldown of four turns between uses
Note: No S-Rank or above Prana in the user's next turn

Declined. It's all fine except for the phrasing of the timeframe part. I'm not really sure what the aim is here. In the RP we have passive techniques, which don't take spots in the timeframe or consume a move, techniques that are infusions that sometimes don't take slots in timeframe, and then regular moves. Rephrase that part to better fit one of these; but, spoiler alert, it won't fit in the first two. This needs to cost a move and occur in the timeframe. It's a whole spacetime technique.
 
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El Alucard

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- Once more editing this unchecked jutsu. Basically just making it clearer how I want to achieve the effects that are mentioned and cleaned up overall.
- Spirit exchange as its own jutsu now
- Approved Katsu bio [FAYE]

(Youkai Seki)ΔPhantom Gate
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Phantom gate takes is uses the genki’s ability to fuse with objects and organisms alike and takes it a step further to create a highly versatile ability usable only by high ranked Katsuryoku members. The ability comes in two forms, namely offensive aspect named Forced spirit and a more defensive aspect named spirit walk. Correct infusion allowes for free traversal of the spirit realm whilst incorrect usage will trap physical entities within the spirit realm where they will slowly die and turn to genki themselves.
Spirit Walk
This form of the technique allows the user after sacrificing a portion of their chakra to coat themselves, or incoming jutsu with a nearby genki. By loosely applyinging a variation of partial infusion the coated subject takes on genki like properties essentially turning the coated subject into a spirit thus allowing it to roam the spirit realm as normal genki do. Normally genki would share traits with the user like defense or offensive boosts however this variation allows the user to essentially become a genki.
As a genki the user gains the same properties, strengths and weaknesses as a genki and can use all forms of genki manipulation/jutsu using their own body as a medium (passively adding +20 damage to genki related justu as they are now their own source of fuel, it becomes more efficient, as such amplified). They also do not loose their ability to manipulate other genki.
When used on an incoming jutsu, since the user is unable to properly infuse a foreign jutsu with the genki due to differences in chakra of them and their opponent, the opposition jutsu after being coated, takes spirit form for a short period before the infusion fails thus leaving it in spirit realm where chakra hungry Genki will consume it.
The user can enter the spirit real and leave as they please sacrificing 40 chakra to enter and -10 chakra to stay each turn. As a genki the user can move about freely and can only be detected and interacted with by people who can perceive/interact with spirits.
Forced Spirit
This form of the technique uses the same principle whereby the user coats themselves or their own jutsu with a genki which sticks to the opponent, allowing the user to forcefully send their opponent into the spirit realm essentially leaving them there. Upon making contact with the opponent the user plants an undetected genki (by normal means) onto their opponent which he can activate at any moment from the point of contact. The user will then sacrifice a portion of their chakra causing the genki to manifest and begin infuse with the opponent. However due to chakra differences and opponent’s being unable to fuse with genki like members of House Katsuryoku can the infusion will fail thus trapping them in the spirit realm where they will be unable to move correctly as nothing is physical, losing all sense of spatial awareness and direction as they phase through the physical realm. They will also be attacked by chakra hungry genki who will sense the “living” presence within the spirit realm (should they not be able to escape). Due to the amount of genki within the spirit realm the opponent will lose -40 chakra every turn as well as take -40 spiritual damage every turn until they themselves die and become a spirit.
Note: Both forms can only be used 3 times in battle (5 turn cooldown period).
Note: User spends -10 chakra each turn they are in the spirit realm via Spirit walk.
Note: No S-rank or above clan jutsu next turn.
Note: Using both forms in the same turn will each cost a move slot.
Note: Must be at least Katsuryoku pledged rank to use.
Note: Must be taught by El Alucard.

Declined, a few things to note; because you are spending chakra to have a Genki take over the body, you cannot fully exist as a genki without the chakra and can’t be 100% unsenseable. This extends to it’s immunity to gravity as you are using a form empowered by chakra to sustain it and if hit, would be forced out of said form and damaged. Spirit Walk’s jutsu forms seems randomly added on as the emphasis is on the user mostly, hence the walk part. Forced Spirit, I’m still unsure about conceptually ( attempting to leave one in the pure world ) but at the least, it should be it’s own technique as the attempted effect here is powerful enough to warrant it. I want to say this should be a Custom Kinjutsu as it explore those boundaries.

(Seirei Koukan)ΔSpirit Exchange
Type:
Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This jutsu is mainly used for instantaneous travel. The user after sacrificing their chakra into the spirit realm will search out any one genki to instantaneously transport them places. How this happens is very simple. Normally the user can make a genki spawn from any distance whether it’s close of far just by “calling out to it” or sacrificing chakra with instructions. In this case the user calls the genki allowing it to fully take over via infusion, with instructions to spawn elsewhere before defusing. This technique is instantaneous although not quite as fast as teleportation like ftg due to the split micro second where the genki has to first infuse with the user and then teleport. In battle this can be used from short to long range taking into consideration spawning rules whilst in the NW the user can instantly traverse up to 3 adjacent landmarks.
Note: When used to traverse landmarks in the NW, user must wait 2 hours before they can use it again.
Note: Can only be used 3 times in battle (5 turn cooldown period).
Note: Must be taught by El Alucard.

Declined, can’t be approved; the CC description states that the Pure World and real world are parallel and unless they form a Blood Oath with a genki, they call upon random ones nearby to do their bidding. Nothing suggests they can teleport around the Pure World to appear instantly to allow you to instantly teleport under the same mechanics. If anything, it just places you within the parallel Pure World and still have to travel the same distance.
Changes bolded

(Youkai Seki)ΔPhantom Gate
Type: Supplementary
Rank: D-F
Range: Short-Long
Chakra: 10- 50
Damage: N/A
Description: Phantom gate takes its uses from the genki’s ability to fuse with objects and organisms alike and takes it a step further to create a highly versatile ability usable only by high ranked Katsuryoku members. As seen with the different clan techniques it is already possible for special genki (without requirement of blood pacts) to perform specific feats, and as with the clan technique “Reminiscence of Loki” there are special Genki that are capable of coating themselves around an object or technique of the user and sharing their spiritual properties with said object or technique transferring it into the to the Pure realm. Forced spirit uses the same mechanics albeit a tad different. Instead of the user’s own techniques these special genki are capable of transporting opponents and opponent techniques into the pure realm and leaving them there.

Forced Spirit
When used on an opponent’s technique the user can form this genki around an opponents technique to allow it to be transported to the pure realm. This genki can transport techniques of the same rank and below, with only one use against a forbidden rank technique once every battle. When used on an opponent the genki has to have been planted onto the opponent before this technique can be used. This can be done via different means whether it be physical contact or the user coating their own jutsu with this genki and if it makes contact or comes close enough (within short range) with the opponent will cause it to latch onto them, ready to be activated. These genki although not completely undetectable are quite hard to see, requiring an opponent to have some form of spiritual awareness before they have been activated. If the opponent has no such means they do have a brief window whereby the can sense and see the genki as it manifests into the impure realm and get rid of it before it transports them. This is due to the user imbuing it with chakra and giving it the instruction to transport an opponent or technique. During this brief manifestation window regular people will be able to see it and chakra sensors would be able to sense it even faster, and get rid of it before it transports them. Happens in a time window comparable to performing a jutsu with 2 handseals.
If successful, an opponent will be transported into the pure realm
where they will be unable to move correctly as nothing is physical, losing all sense of spatial and directional awareness as they phase through the physical realm. They will also be attacked by chakra hungry genki who will sense the “living” presence within the spirit realm (should they not be able to escape). Due to the amount of genki within the spirit realm the opponent will lose -40 chakra every turn as well as take -40 spiritual damage every turn until they themselves die and become a genki.

Note: Forbidden Rank can only be used once every battle.
Note: S-rank can only be used thrice with a 5 turn cooldown period.
Note: No Forbidden rank Clan jutsu 2 turns after using forbidden rank Forced spirit
Note: No S-rank Clan jutsu 1 turn after using S-rank Forced spirit.
Note: This genki like all others can be manipulated via normal clan techniques like Hel’s alignment. However the user must state when calling upon it, that this is a special type of genki otherwise they would just be using your ordinary everyday genki and be unable to perform Forced spirit.

Note: Must be at least Katsuryoku pledged rank to use.
Note: Must be taught by El Alucard.

Declined, referring to the Reminiscence of Loki, it doesn’t change what I stated prior; even looking over the last technique and the CC description, nothing suggests that the clan can inherently enter the Pure World — solely the Genki and inanimate objects they are possessing. I definitely believe that use on any living entity should require Kinjutsu. Outside of that, this does not need to be multi ranked as well. The CC description makes mention to the Genki being physically viewable when in use. In addition to this, you need proper restrictions and notes because this one only restricts F rank use.

Spirit Exchange
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This jutsu is mainly used for instantaneous travel within landmarks. The user will search out any one genki and when ready sacrifice chakra in order to swap places with them. It only appears to look like teleportation due to the fact that the genki remains in the pure realm where it is unseen, however people with spiritual awareness and chakra sensing capabilities are able to discern that the user has simply swapped places with a nearby genki. Now “how nearby is nearby” can be argued but as seen katsuryoku are capable of sensing all souls within a landmark and as seen in battle they are capable of manipulating and interacting with genki that are long range from themselves. So it is not far off to assume that they could use this method to swap places with genki within the same landmark. Although the technique itself seems instantaneous, shinobi spiritual awareness will be able to sense the genki whilst those with chakra sensing abilities will pick up on them once the chakra has been spent. This means those with spiritual awareness are able to guess where the user could possibly swap to and intervene whilst those with chakra sensing will only be able to tell where the user has already swapped to as the technique itself can happen as soon as the chakra is spent leaving them no time to act on where the user might swap to. This can be a good thing too as the user can fake a swap by simply sacrificing the chakra but not actually swapping places, or not swap at all leaving the genki in place causing they’re opponent’s attention to be split between the genki and the user. The user need only sacrifice charka once for every swap, should they not use the swap in that turn, they are free to use it in the next turn at no cost as they have already paid the chakra cost.

Note: Requires a cooldown period of 5 turns after every swap.
Note: The user may swap with any existing genki as long as they spend the minimum amount of chakra required.
Note: When used to traverse landmarks in the NW, user must spend +30 more chakra to expand and be able to swap with a genki in the next landmark. This can be done up to 2 adjacent landmarks and not over oceans, which means a maximum of 90 chakra can be spent to swap 2 adjacent landmarks from where the user is.
Note: When used to traverse the NW the user must wait an additional hour for each landmark they’ve swapped. Meaning they can only use this again in 2hrs 45min after using it to traverse the NW.

Note: Must be taught by El Alucard.

Declined, please retype this technique. Im not a fan of techniques that have weird wording and phrases like “Now, how nearby is nearby” and things. This is a jutsu, not a conversation piece. The way most of this reads sounds like a conversation or has too many run ups/grammar issues that its hard to get through this. It makes even getting to the problematic parts, like +30 chakra or the time duration changes, hard to actually handle.
 
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(Yoton/Kanki: Eien ) Yang Release/Surge of Evocation: Eternity
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Eternity is a technique designed after the original Holy Grail, many seeking to replicate it’s properties of immortality. Through various trail and error, a breakthrough was finally managed to be attained. Through the manipulation of Prana constantly flowing in and out of the user’s body, Yang energy was introduced into the mixture - constantly feeding and adjusting the ratio within the Prana. Over time, it eventually caused those who experimented to cause a change, as the Prana would now produce a unique effect of perpetually keeping the user’s physique in a constant stasis so to speak. In more literal terms, the user’s body is always constantly nourished with this Yang infused prana, which now keeps their body at a prime state with the Yang Energy flowing through it while also using the stasis like effect found within the Throne on their body directly. This allows the user to effortlessly remain at whatever age they applied the technique to their body, keeping them and gaining a form of longevity naturally. This also causes the user’s Prana to shift in coloration, regardless of which of the three factions they are a part of - becoming a constant wispy white coloration mixed with their current Prana color - signifying the permanent flow of Yang energy within it. This is largely an aesthetic technique with no real benefit aside from longevity, though the user is not immune to death by other means. This is a passive technique, simply needing to be mentioned in the user’s bio for reference and doesn’t take up a move slot.

Approved. This does not cause any healing whatsoever.
 
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Submitting 4th PCCJ

Link to Approval: Custom Clans Submission | Page 3 | Anime Forum (animebase.me)

(Kūkan Mahō: Kagami) - Spatial Magic: Mirror
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-20 per turn)
Damage: N/A
Description: Mirror or Kagami is a Spatial Magic technique that takes the principles found in Lost Infinity and push them to it's maximum capabilities. In Lost Infinity, the user manipulates and stretches space in on itself such that the spatial distortion caused is confined within its own area where directionality is lost. Within that confine of space, space-time follows its own logic where none within the confines of the infinite distortion can progress forward or backwards, nor upwards or downwards. Kagami aims to produce it's own infinite distortion where, in a confined area, space-time follows alternative rules. The user begins by performing seven handseals and exerting their will on space-time. By picking a focal point in space-time, the user begins to distort space around the focal point causing space to stretch and bend to the user's needs. Rapidly, the distortion begins to expand in size to the point where it is capable of encompassing Mid-Range. Kagami, essentially, allows the user to create a separate pocket of space that can be used to confine targets, techniques etc. Visually, the pocket of warped space appears on the outside as if space itself was shattered into millions of pieces of a mirror. Much like it's parent technique, those trapped within Kagami cannot escape it's confines unless through another space-time technique. The separate pocket of space-time functions as a "barrier" between two different sections of space in which targets within Kagami cannot pass the boundaries of warped space and conversely, entities outside of Kagami cannot enter the infinite distortion with both scenarios needing access to space-time (a stark distinction from Lost Infinity). As alluded to before, this can be used to confine multiple targets, techniques or as a further defensive measure themselves. Within Kagami, the rules of space and spatial distortions are under the command of the Noah. Specifically, the user can manipulate the folding and unfolding of space within the confines of Kagami in two ways.

世界 Sekai: Sekai or World, is the ability of Kagami that can be instilled into it upon its creation. Within Kagami, Sekai describes the flow of space within the sectioned off area of space. Much like it's name suggests, the flow of space within Kagami will be revolving, like the world. Constantly rotating within itself where objects locations can be easily switched with another's. Within Sekai, the effects of Concentration Gradient and Distance Gradient are applied simultaneously to every object within the confines of Kagami. As such on one side of the entity, space begins to rapidly unfold while on the opposite side the space begins to fold in on itself. This forces the entity to quickly progress towards the location of the second entity while the second entity is pushed away from the first. This technique essentially allows two entities to rotate into different spaces by unfolding and folding space simultaneously swapping positions relative to each other. This allows the user to freely swap the positions of any two targets within Kagami's grasp. However, swapping locations is not instant and only happens at 3x the user's base speed. Positions can be swapped between two objects within Kagami once every other turn, requiring a move that turn.

領域 Ryōiki: Ryōiki or Realm is an ability of Kagami that can be instilled into upon its creation. Within Kagami, Ryōiki describes the flow of space within the sectioned off area of space. Within Ryōiki, the flow of space within Kagami is condensed so that it takes less time for things to travel and reach their destination. As a result, the user is capable of freely condensing space around a target so that it's path is shortened and thus travels quicker. In this application, the user to, at will magnify the movements, of a targeted object. However, this does not allow for instantaneous movement or travel but does increase a target's speed by x2 for Seconds and 3x for Generals and higher. This can only be used on target's that physically travel through space and the effects lasts for that single usage. Requiring a move to freely contract space around an object.

Note: Kagami can only be used twice per battle with a four turn cool down in between usages. Each usage lasts four turns.
Note: Kagami can only have one affect applied to it on creation per use. If Kagami is created with Sekai effects applied, then Sekai cannot be applied in its subsequent usage, the same applies for Ryōiki
Note: Once Kagami ends, the user becomes unable to use Spatial Magic techniques for the following three turns.



Updating Both: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-21795869

Removing some discrepancies from the original

Kūkan Mahō: Nōdo kōbai| Spatial Magic: Concentration Gradient
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/a
Description: Concentration gradient is the first of the two most basic applications of spatial gradients. To perform it, the Noah makes 3 handseals while focusing on a space up to mid range away. Concentration gradient (CG), like the name suggests, is a spatial gradient applied to a focused region such that space is manipulated to become more or less concentrated. This intensification or reduction of spatial density directly affects the speed of objects traveling through it while conserving distances. The gradient manipulates a 5x5 meter space such that when an object enters it, the space becomes magnified either positively or negatively. With positive magnification, as an entity progresses through the concentrated space, every single movement has to overcome more space per area than normal. This results in a decrease in speed relative to the concentration created by the Noah. This results in a halving of the target's speed that passes through the positive magnification. The reverse is true for spaces with decreased concentration (Negative magnification). Reducing the concentration of space allows the user to make things that pass through this space seemingly faster by collapsing the space within the area. This allows targets that pass through the 5x5 negative magnification to have their speeds increased by x2. The user can use this for a single technique, causing the space around it and in front of it to become compressed or extended, causing the speed of it to become x2 faster. In such cases, the technique occupies the same timeframe as the jutsu it’s meant to supplement.
+Gradient works by targeting any 5x5 meter area up to long range away from the user. Should an object pass through this area, it experiences the effects listed above.
+Normally lasts a single turn but Noah Generals can sustain it for up to three turns however being only able to perform 2 additional moves in each turn.
+Movement in only one direction can be slowed/quickened at a time.
+Usable 4x with a one turn cool down required in between uses. Sustenance for extra turns allows only one additional use.

Updated so that it works based on technique size, made it multi-rank and made restrictions to reflect changes:

Kūkan Mahō: Kuuhaku Magarime | Spatial Magic: Space Bending
Type: Supplamentary | Defensive
Rank: C-S
Range: Short-Mid
Chakra: 10-40
Damage: N/a
Description: This is the most basic act of spatial displacement utilized by Noahs. The user displaces space such that incoming objects are diverted away from or around a particular entity eg him/herself. The technique uses spatial displacement to indirectly influence the direction of incoming objects/attacks. Visualizing the space an attack travels through as a revolving corridor, this technique is used to rotate the corridor in any manner, effectively imposing control on the object’s trajectory. Visually the moment of distortion may elicit irregular shape but no harm happens to objects which pass through such distortion. The amount of space the opponent can divert depends on the rank of the technique performed. C rank application of Space Bending can only bend space in a 3x3x3 meter dimension with each subsequent rank increasing the size of the bend by 3 meters in all dimensions. As a result, Space Bending can only effect techniques that can fit with the dimension of bent space or lower, if the technique size exceeds the size of space bent, the technique will be able to overcome by spatial displacement by sheer size alone.
Note: B rank variant can be used a maximum of 5 times per battle, A rank 4 times per battle with a turn cool down in between usages and S rank can be used three times per battle with a two turn cool down in between usages.

Note: No Spacial displacement techniques can be used in the same turn as this.
Note: Living targets cannot have this used on them.

Updating: Custom Clan Jutsu Submission | Anime Forum (animebase.me)

Also made this one work by technique size and dimensions of space they occupy:

Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space
Type: Supplamentary | Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user.
The displacement causes no lasting harm to objects used on. This technique can also interrupt the functions of inanimate objects and nonliving things by bending space in such a manner that forces that object to be locked into space, nullifying its movement. However, this advanced application is only possible using the stronger variants of this technique (A and S rank)
Note: Like other Spatial Magic Techniques, Occupied Space can only affect techniques of a certain dimension and lower. For B rank application it can affect a maximum 5x5x5 meter space with each rank increasing by 4 meters. This makes it so that if an inanimate object such as an opponent's technique exceeds the dimensions manipulated by the spatial displacement, the technique will be able to overcome the spatial distortion due to sheer size.
Note: A rank usage can be used three times per battle, S rank usage can be used twice per battle.
Note: Each increase in rank adds +1 handseal.
 
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Surgebinders Approval: [x]

Made head of Surgebinders here: [x]

Resubmitting:




(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). Upon deactivation of a usage of Age of Heroes which includes an individual Level 3 augmentation, the user will become incapable of activating other Surge of Augmentation techniques for the remainder of that turn, as well as Augmentation techniques above A-Rank in the next turn. Upon deactivation of a usage of Age of Heroes which includes an individual Level 4 augmentation, the user's ability to manipulate Prana is severely limited. For the remainder of the turn of deactivation, as well as the subsequent turn, no Augmentation techniques can be activated, and the user's other Prana-related techniques are restricted over a period of three turns. One turn after, the user's Prana is limited to B-Rank and below. Two turns after, the user's Prana is limited to A-Rank and below. On the third turn, the user's Prana is limited to S-Rank and below.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +10, Level 2 will increase it by +15, Level 3 will boost it by +20 and Level 4 will boost it by +25. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by and in the case of Level 4, they will become incapable of jumping or even lifting their arms, for the same duration that it was used.

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce the damage the user takes from techniques by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them deal 40 more damage and Level 4 will do so for 50 damage for the same duration that the Augmentation was used. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atlanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x1.5, Level 2 multiples it by two, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one motion, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, it will count as a move (except on initial activation) but the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used. They will also become incapable of intense physical exertion or fast movements, preventing them from running or using Taijutsu, for the same number of turns.

Approved. Made edits.
(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).

Approved
 
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Negative Knight

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(Chōetsu: Kanzetsu no Ryouiki) - Surge of Transcendence: The Unsurpassed Realm
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will surge their chakra throughout every chakra point in the body. The user's body, and everything on their person, will disappear instantly in a flash of light the colour of their Prana and reappear in a Reality Marble. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within the user's chakra system. Unlike other Transcendence techniques, the purpose of the Unsurpassed Realm isn't to transport an opponent or another person besides the user, it is simply the user's personal sector in the Throne. The Unsurpassed Realm is a sprawling expanse, essentially a city unto itself, filled with a variety of different locations. With each use of this technique, the user can choose to appear in a different building or new surroundings within the Reality Marble. They can choose to transport themselves to an endless library, a verdant pasture, a gleaming cityscape or any other location within the Unsurpassed Realm. Time within the Unsurpassed Realm passes slower in some locations, faster in others and as normal in the rest (relative to the real world). Time can move up to 4x faster or 4x slower in the Reality Marble, and the chosen effect is to be specified by the user upon first entering the Reality Marble. If, for instance, the user slows the passage of time by 2x, techniques and their effects will last longer within this realm (i.e. by making the passage of two turns the equivalent of one). The opposite is true if the user appears in a location with a faster passage of time. The user can remain within this personal sector for as long as they wish. Upon cancelling this technique, the user will reappear somewhere in the same landmark. Returning from this Reality Marble will not count as another use of this technique.

Note: Can only be used four times per battle
Note: Cooldown of four turns between uses
Note: No S-Rank or above Prana in the user's next turn

Declined. It's all fine except for the phrasing of the timeframe part. I'm not really sure what the aim is here. In the RP we have passive techniques, which don't take spots in the timeframe or consume a move, techniques that are infusions that sometimes don't take slots in timeframe, and then regular moves. Rephrase that part to better fit one of these; but, spoiler alert, it won't fit in the first two. This needs to cost a move and occur in the timeframe. It's a whole spacetime technique.
Removed the line about timeframe

(Chōetsu: Kanzetsu no Ryouiki) - Surge of Transcendence: The Unsurpassed Realm
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will surge their chakra throughout every chakra point in the body. The user's body, and everything on their person, will disappear instantly in a flash of light the colour of their Prana and reappear in a Reality Marble. Unlike other Transcendence techniques, the purpose of the Unsurpassed Realm isn't to transport an opponent or another person besides the user, it is simply the user's personal sector in the Throne. The Unsurpassed Realm is a sprawling expanse, essentially a city unto itself, filled with a variety of different locations. With each use of this technique, the user can choose to appear in a different building or new surroundings within the Reality Marble. They can choose to transport themselves to an endless library, a verdant pasture, a gleaming cityscape or any other location within the Unsurpassed Realm. Time within the Unsurpassed Realm passes slower in some locations, faster in others and as normal in the rest (relative to the real world). Time can move up to 4x faster or 4x slower in the Reality Marble, and the chosen effect is to be specified by the user upon first entering the Reality Marble. If, for instance, the user slows the passage of time by 2x, techniques and their effects will last longer within this realm (i.e. by making the passage of two turns the equivalent of one). The opposite is true if the user appears in a location with a faster passage of time. The user can remain within this personal sector for as long as they wish. Upon cancelling this technique, the user will reappear somewhere in the same landmark. Returning from this Reality Marble will not count as another use of this technique.

Note: Can only be used four times per battle
Note: Cooldown of four turns between uses
Note: No S-Rank or above Prana in the user's next turn

Declined, for starters, infinitely staying here is a no. As mentioned in the CC submission, each Reality Marble has a duration limit and this will not be an exception even if only you are sent there. In addition, 3x is the max I’m allowing without some actual, meaningful drawback and not “No S ranks and higher next turn”, which does little to actual be a drawback as the goal of this is to travel to the throne/escape issues by entering the Throne. I’m also fairly certain the Reality Thones created are meant to be one specific throne per member mentioned as an “arena”; creating a gigantic city as a Reality Marble feels like it goes beyond what’s an “arena”. While it doesn’t have to be the same size of a football field or similar, a city is DEFINITELY too large and variable for this to be a single Reality marble and instead is a loophole around it being different each time you need it to be.
 
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