[CC] Best Shirou in the house

Vayne

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A very nice title.

We glow and blow stuff up.

Based on Fate and drawing inspiration from it, Surgebinders is a clan founded upon the the completion of the quest for the holy grail. Galahad touched the grail, gained access to the throne, and essentially learned what Prana is and how to manipulate it. He formed an order of knights and began to share his knowledge with others by sending them to the meat grinder throne via his reality marble. His knights would be known as Radiants and would essentially be the good guys. Common world Ls take place, the order broke up, new factions of SB's were founded, namely Divergents and Fallen.

Prana is the clan's unique ethereal energy which exists in the throne, a place to which members have a bond/act as doorways to. Prana itself is greatly versatile as it allows for a wide array of things and grants cool side effects. It can be manifested in the field at any points (following restrictions) and brings forth weapons, manipulate the terrain, absorb things, enhance, and a vast collection of supplementary abilities. In general, Prana works based on chakra and is dangerous to absorb, grants the user a defense against foreign chakra infusions (gaining boons from that but losing access to some modes), and is divided into three main subsections.

Evocation deals with the absorption aspect and general effects of Prana, acting as sort of the general utility Surge with it dealing with the raw unrefined version of Prana.

Armament deals with Noble Phantasms and general weapons stored within the throne, be it Pranai infused or not. These NPs can carry with them a wide array of abilities that are unique to each. In regards to NPs, they can also be 'released' to gain unique properties depending on the user and NP itself.

Augmentation deals with Prana and living beings, granting boons in a variety of ways depending on the desired result.

Transcendence, I feel like isn't a main category, but still it's own thing. It deals with Reality Marbles which are essentially dominions the user controls with specific rules.
 

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This is the first technique. It deals with all of the basic uses of Evocation type prana. Describe each variant in a few sentences and answer the following questions

1) What happens if an A-rank use of prana clashes with a 20 chakra technique?

2) What happens if a fireball-sized blast of S-rank prana clashes with the Great Stone Golem?

3) What happens if a prana technique containing 30 chakra clashes with an opposing one containing 40 chakra?

(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: N/A
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
 

Vayne

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Gates: Allows the creation of constructs, waves, streams, etc of Prana that can be made to levitate at the user's will and can be controlled mentally. It can be in an energy form or solid form if the user wishes.

Armory: More specific usage, where armour's can be made and function similar to the S rank earth armour, so it can produce some weapons on it. Additionally, extra functioning limbs can be made, such as wings or let's say arms for taijutsu, but not to the extent of weaving handseals. The second is the flowing aura which is similar to DBZ Aura's basically, but have a touch of flare when being used initially. I'm guessing we can chose how big we want the aura to be after the initial column, within fair play of course.

Garden: Simply creates Prana familiars based on the users needs, they can remain in an energy state or simply be given physical/solid form.

Aight, generally it's pretty clear limitation wise, so for Q1, the Prana would continue at full strength, while for Q3, the Prana would not affect the technique with higher chakra count. Q2, I believe it would fail to affect it, or potentially only a fireball sized part of the golem would be transported.

Something I saw before, but just want to confirm, Prana does follow basic math in terms of splitting. So an S rank split into two constructs would have them each contain 20 chakra/40 damage, correct?
 
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Negative Knight

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Gates: Allows the creation of constructs, waves, streams, etc of Prana that can be made to levitate at the user's will and can be controlled mentally. It can be in an energy form or solid form if the user wishes.

Armory: More specific usage, where armour's can be made and function similar to the S rank earth armour, so it can produce some weapons on it. Additionally, extra functioning limbs can be made, such as wings or let's say arms for taijutsu, but not to the extent of weaving handseals. The second is the flowing aura which is similar to DBZ Aura's basically, but have a touch of flare when being used initially. I'm guessing we can chose how big we want the aura to be after the initial column, within fair play of course.

Garden: Simply creates Prana familiars based on the users needs, they can remain in an energy state or simply be given physical/solid form.

Aight, generally it's pretty clear limitation wise, so for Q1, the Prana would continue at full strength, while for Q3, the Prana would not affect the technique with higher chakra count. Q2, I believe it would fail to affect it, or potentially only a fireball sized part of the golem would be transported.

Something I saw before, but just want to confirm, Prana does follow basic math in terms of splitting. So an S rank split into two constructs would have them each contain 20 chakra/40 damage, correct?
Yes, it would split into two constructs of 20 chakra each, so it's never worth splitting prana techniques. Your answers are correct, but with Q2, it would fail to affect it, it wouldn't even transport a fireball sized portion. You've learned Era of Gods.
 

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Next up is Dynasty of Kings. Post the technique (you'll find the updated version on Page 2 of my CJ Thread).

Describe both variants in detail and ask any questions that you have. I'll clarify anything that you fail to cover
 

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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 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.
Conquest: Deals with returning previously absorbed 'things' back onto the field, with the user having the choice of where and when it is returned, to the direction of their choosing. Techniques would maintain the strength they had beforehand and they have all their previous qualities and restrictions, such as turn limit and whatnot. It would be weak to stuff that the opponent can control once again, though those are rare cases. Other cases would be of sentient stuff, but I naturally won't use this on those. Also, the rank would need to match the rank of the technique itself. Pretty straigtforward, no questions atm.

Domination: Instead of returning the technique itself, it would return the chakra that was previously contained in them, replenishing the user's reserves. It would be best used at later points in the battle when multiple absorptions have been made. One weakness is that it costs 40 chakra, so you would only be restoring 60. I like that it doesn't take a slot in the tf. Maybe a suggestion on an update for this aspect would be having the chakra used to activate it come from stuff already in the throne instead, allowing you to fully make use of the none slot in the timeframe.

One question in general, in regard to sentient familiars, how would one go about absorbing them if they were empowered by Yang for instance, giving them 300 chakra. Would we not be able to send them to the throne? (unless through 300 chakra prana tech) Or would it be based on it's initial rank? Assuming we had a familiar that had 40 chakra sent to the throne, can we siphon portions/all of it's chakra with Domination of Vlad?
 

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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 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.
Conquest: Deals with returning previously absorbed 'things' back onto the field, with the user having the choice of where and when it is returned, to the direction of their choosing. Techniques would maintain the strength they had beforehand and they have all their previous qualities and restrictions, such as turn limit and whatnot. It would be weak to stuff that the opponent can control once again, though those are rare cases. Other cases would be of sentient stuff, but I naturally won't use this on those. Also, the rank would need to match the rank of the technique itself. Pretty straigtforward, no questions atm.

Domination: Instead of returning the technique itself, it would return the chakra that was previously contained in them, replenishing the user's reserves. It would be best used at later points in the battle when multiple absorptions have been made. One weakness is that it costs 40 chakra, so you would only be restoring 60. I like that it doesn't take a slot in the tf. Maybe a suggestion on an update for this aspect would be having the chakra used to activate it come from stuff already in the throne instead, allowing you to fully make use of the none slot in the timeframe.

One question in general, in regard to sentient familiars, how would one go about absorbing them if they were empowered by Yang for instance, giving them 300 chakra. Would we not be able to send them to the throne? (unless through 300 chakra prana tech) Or would it be based on it's initial rank? Assuming we had a familiar that had 40 chakra sent to the throne, can we siphon portions/all of it's chakra with Domination of Vlad?
Your assessment of Conquest is correct. The only thing to keep in mind when using it is to ignore the note about "although it must be outside of five meters of the opponent unless the user is within short-range". It should always be summoned at least 5 meters away from the opponent to respect spawning rules.

Your question about Domination is really insightful. I think in all likelihood the ruling would be that sentient creations do require chakra equivalent to their reserves to be absorbed. Otherwise techniques like those would become fairly underpowered. I plan to update Domination after submitting the 3 new CCJ.

You've learned Dynasty of Kings
 
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Here's the next technique. Explain the restrictions and go through each subpart of the technique individually.

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.
 
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Each augmentation can be used twice, lasting 4 turns, and suffering a cooldown equal to the amount of turns it was active.

Crown allows you to increase the range of creation of your techniques, allowing them to be created from a range more, allowing for more unique and annoying combos. Restriction wise, it would of course still have the no spawning inside short range rule applied, and it would not increase the range of long range stuff. Cooldown wise, it would decrease the range of technique creation.

Helm allows you to boost the damage/effectivity of techniques by 20 DMG. It can be pre-specified or universal, with the cooldown being that the boosted techniques would be weaker by 20 DMG.

Aegis allows you to empower the chakra of your techniques by ten and giving them a boon based on that. When it ends, the techniques of the selected fields or all, would use 10 less chakra, lasting as long as Aegis was active. Can it be used to empower Prana techniques? I think most of us would get chakra fortification anyways, but just out of curiosity.

Also, I'm assuming we can use multiple augmentations together, but can we use multiple augmentations on one technique in a single time frame? If yes, I guess it would be taking up the uses of Generation of Miracles itself. SoI boosted a Stone Golem with Crown and Helm, that would be two uses gone.
 

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Each augmentation can be used twice, lasting 4 turns, and suffering a cooldown equal to the amount of turns it was active.

Crown allows you to increase the range of creation of your techniques, allowing them to be created from a range more, allowing for more unique and annoying combos. Restriction wise, it would of course still have the no spawning inside short range rule applied, and it would not increase the range of long range stuff. Cooldown wise, it would decrease the range of technique creation.

Helm allows you to boost the damage/effectivity of techniques by 20 DMG. It can be pre-specified or universal, with the cooldown being that the boosted techniques would be weaker by 20 DMG.

Aegis allows you to empower the chakra of your techniques by ten and giving them a boon based on that. When it ends, the techniques of the selected fields or all, would use 10 less chakra, lasting as long as Aegis was active. Can it be used to empower Prana techniques? I think most of us would get chakra fortification anyways, but just out of curiosity.

Also, I'm assuming we can use multiple augmentations together, but can we use multiple augmentations on one technique in a single time frame? If yes, I guess it would be taking up the uses of Generation of Miracles itself. SoI boosted a Stone Golem with Crown and Helm, that would be two uses gone.
While each individual augmentation can be used up to twice, the overall technique can only be used thrice per battle. Possible combinations would be: 1x of each or Helm, Aegis, Helm or 2x Aegis + 1 Crown. Just to give a few examples.

Yes, Aegis can be used on Prana. It's the main reason I created it.

Yes, you could activate two of these augmentations back to back, costing two of your moves per turn. It may be instant to activate (like many infusions) but it still costs a move slot to use.

You've learned Generation of Miracles.
 
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Ok, onto Age of Heroes. Analyse each par of this technique for me. Don't overlook the first paragraph which includes many of the restrictions/stipulations for the overall technique.

(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).
 
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Vayne

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"Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. " I hate yall lmao. Anyways, this technique entails 4 types of usage, with each having it's own 4 levels. Depending on your clan rank, you can activate different levels of the abilities. For instance, I can do up to level 3 atm. Each augmentation can last for 4 turns, usable twice, with level 4 augmentations only usable once per battle. The technique overall is usable 4x, so one would need to curate it nicely. And you can mix and match between different augmentations as long as it doesn't exceed level 4.

In regards to this "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." It is for after the usage of Age of Heroes ends, correct?

Heracles increases your strength, with the values being quite clear cut. I like the additional flare after of none digit quantification. Not sure if you guys were taking the piss out of Yume with that 40 meter leap, but it's in my head canon now lmao.

Atalanta increases your speed, whole body speed, which is great since it allows your strikes to move at the same speed. The values are also clear cut!

Achilles increases your durability, allowing you to reduce physical damage you receive. I like this one, though I wonder if it can be updated to include things such as poisons and other inhibiting factors. Additionally, it mentions this "their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion.", so I assume it would be impossible to break illusions via pain method? Perhaps an update to allow you to 'turn it off momentarily'. I know this is probably from before Yin infusions into gen was a commonplace, so we didn't really have to deal with that.

Perseus increases your tracking and allows you to momentarily move at quick bursts. My question comes from it mentioning moving as fast as you track. Is that in regards to the tracking value multiplier you have? So 2, 2.5 etc? Or is it your total tracking which would be higher by quite a larger margin, especially if we factor in specialties and whatnot.

Downside of all of them is that your capabilities would be lowered by the same amount it was increased and for the same duration. This excludes level 1 for all of them. This applies to when it ends naturally, the user ends it early, and when ended by the opponent, correct?
 

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1) Yes, it's after Age of Heroes ends.
2) Only scrubs use the Pain method to break Genjutsu. Just don't get caught in one
3) Total
4) Yes, applies in all of those cases.

You've learned Age of Heroes.

Go ahead and post Dynasty of Kings for me.
 
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Lmao bet bet

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 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.
 

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Alrighty, it deals with returning stored items back to the field. On Conquest, the user is allowed to return the items back to the field at any point of their desire, facing whichever direction and whatnot. Techniques returned will have all of their initial traits intact, as they would be in stasis while in the throne. It follows spawning rules, unless the user is within short range, and the chakra used would need to match the rank of the stored technique. (Something that can be updated perhaps, for cases where you use different higher techniques such as a NP for instance to send stuff to the throne).

As for Domination, it allows you to utilize the chakra from the stored techniques in order to replenish your own reserves. It is capped at 100 per turn, with techniques/object losing their functions when the chakra is siphoned away. In the case of solids items, they can still be returned to the field with Conquest, but only act as they would w/o chakra, so a sword for instance will only be a sword. It can't work on energy for the returning aspect. Maybe the value can be increased? Since it is only bringing back 60 chakra when you factor in the cost, or maybe the cost is siphoned from 'the throne end' for instance? That way you can overlap using other jutsu at the same time while your chakra gets replenished.

Only question I have is yet another gen related one. Suppose you're in a Yin level gen and the chakra is returned to your body, would it count as a outside infusion that will break you from it?
 

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*Checks thread beforehand*

Aightt


(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.

So, it allows you to summon NPs into the field, following spawning rules. Depending on your rank, you can have one or two indefinitely, but at the cost of not being able to summon other NPs.

Saber: Summons a sword that has a current/prana flames within it. The current/flames can be sent through conductive surfaces to send out currents of electricity that would take the shape of the sword. It deals 60 damage regardless of the number of blades produced, with the user being able to freely use other techniques. The lightning variation can be commanded via hand movements or mentally, akin to the lightning blade levitation technique. As for the fire ones, the fire cannot be extinguished. Both variations can be used as a source for their respective elements and elements based on them, with each version rendering the user immune to the respective traits of the element infused in the blade.
Q: Can I summon one of each to benefit from both?

Lancer: Summons a long spear/stance/lance that are basically like Goku's pole thing. They can extend at twice the user's base speed into long range and be used to cause damage in it's original form(80?), and in a limited fashion equal to a basic kunai for the replica form. It's retraction happens instantly and it can be returned/replaced with an exact replica from the throne instantly.
Q: If I'm not mistaken, multiple duplicates can be created and be given out to allies?

Archer, summons a bow and quiver that will enhance the user's tracking and give them visual acuity that can't be hindered to fire off the arrows. The arrows are S rank in strength(?) and are immune to the effects of gravity/air resistance, allowing them to continue on in their path undisturbed. The arrows have a built in homing system which allows them to target the highest foreign chakra source. Additionally, the user can imbue the arrows with wind chakra to give the arrows strong slicing properties that allow it to slice through A rank solids. Unfortunately, it counts as a move and moves at double speed, similar to the arrows themselves.
Q: For the strength of the arrows, I'm guessing it's S rank, causing 80 damage, but would still interact based on chakra in terms of countering them?

Rider: Allows you to summon the vehicle of your choice, with said summoning being capable of flight and having a size restriction of twenty meters radius, and S rank durability per a single turn. The regeneration aspect is cool, and should an elemental summoning be used, it would allow the user to utilise the 'chariot' as a source for said element, with the benefit of the element becoming neutral.
Q: For the elemental variation, does the infusion of Prana make it so that they would interact based on chakra instead of damage?

Berserker: Allows you to summon an armour of your choosing that can have weapons extend from it to be used for practical combat. This extends to wings and even hands that can aid in utilizing hand seals. The armour is flexible and weightless, but is still durable enough to block A rank and below techniques constantly, or one single S rank. Beyond that, it renders the user immune to stuff like extreme heat, electrocution etc and reduces shock/fall damage, with the former being reflected back towards an attacker.

Caster: Allows you to summon a weather/condition resistant spellbook of S rank and below durability. Once the user makes contact with the book, it leaks prana into their body and allows the user to take flight. The main effect is to increase the damage/strength of techniques of a field the user selects. It can also be used to release geometrical defensive constructs around the user which can then have offensive constructs extended from them, with it being equivalent to S rank strength.
Q: It only applies to one element/field?

Assassin: Allows the user to summon a unique cloak and mask that can defend from freeform attacks. They come with unique daggers that are quite nifty and can be used in place of normal ninja tools, with them having clearly defined traits such as producing no sound, unaffected by air resistance etc.
 
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