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Chihaya's Crystal Ball
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<p>[QUOTE="Chihaya, post: 21851816, member: 210752"]</p><p><u><strong><span style="font-size: 22px"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><img src="https://i.postimg.cc/zBxKgF5T/F.png" data-url="https://i.postimg.cc/zBxKgF5T/F.png" class="bbImage " style="" alt="" title="" /></span></span></span></span></strong></u></p><p></p><p><strong>Ten no Kaisō | Hierarchy of the Heavens</strong></p><p>[SPOILER]Type:Supplementary/Offensive</p><p>Rank: A</p><p>Range:Short</p><p>Chakra: 30</p><p>Damage:N/A</p><p>Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.</p><p></p><p>-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.</p><p></p><p>-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.</p><p></p><p>-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above [/SPOILER]</p><p><strong>Akuma no Wana | Devil's Trap</strong></p><p>[SPOILER]Type: Supplementary/Offensive</p><p>Rank: C-S</p><p>Range: Short-Long</p><p>Chakra: 15-40</p><p>Damage: 30-80</p><p>Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).</p><p>Note: S-rank version can only be used by Archangels and above</p><p>Note: No other S-rank Val techniques can be used within the same turn</p><p>Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse</p><p>Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle</p><p>Note: S-rank and above require the usage of two handseals[/SPOILER]</p><p><strong>Seresutiaruintento | Celestial Intent</strong></p><p>[SPOILER]Type: Offensive/Defensive</p><p>Rank:C-S</p><p>Range:Short-Long</p><p>Chakra:15-40</p><p>Damage:15-80</p><p>Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.</p><p>Note: S-rank version can only be used by Archangels and above</p><p>Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle</p><p>Note: No other S-rank Val techniques may be used in the same turn</p><p>Note: S-rank and above requires the usage of two handseals [/SPOILER]</p><p><strong>Kami no Kakuhenkan | Divine Transmutation</strong></p><p>[SPOILER]</p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30(-10)</p><p>Damage: N/A</p><p>Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.</p><p>Note: Can only be used by Enochians of the Archangel rank</p><p>Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn[/SPOILER]</p><p><strong>Ketsugō Shi | Binding Death</strong></p><p>[SPOILER]Type: Defensive</p><p>Rank: B-S</p><p>Range:Short</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.</p><p></p><p>-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.</p><p></p><p>-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.</p><p></p><p>Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.</p><p></p><p>-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point. [/SPOILER]</p><p><strong>Kami no Shiwaza | Handiwork of God</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: N/A(Depends on Sigil)</p><p>Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.</p><p></p><p>-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.</p><p></p><p>Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.</p><p></p><p>-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.</p><p></p><p>-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.</p><p></p><p>-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank). [/SPOILER]</p><p><strong>Daten-tai no Ame | Rain of Fallen Celestials</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short-Mid</p><p>Chakra: 50</p><p>Damage: 90</p><p>Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.</p><p>Note: Can only be used twice per battle</p><p>Note: Requires a four turn cooldown between usages</p><p>Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn [/SPOILER]</p><p><strong>Jigoku no Banken | Hellhound</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short</p><p>Chakra: 50(-10 to extend or launch a projectile)</p><p>Damage: N/A</p><p>Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.</p><p>Note: Can only be used once per battle</p><p>Note: Lasts for three turns total</p><p>Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank</p><p>Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns [/SPOILER]</p><p></p><p><span style="font-size: 22px"><span style="font-family: 'Arial'"><u><strong>My Weapon:</strong></u></span></span></p><p></p><p><strong>(Dākubaputesuma) - Her Dark Baptism</strong></p><p>[SPOILER]Type: Weapon</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40 to activate. (-5 every turn activated)</p><p>Damage Points: N/A</p><p>Description: This idea revolves around armor that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor.</p><p></p><p>The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range).</p><p></p><p>Armor | Ambrosia:</p><p></p><p>Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it.</p><p>[SPOILER]</p><p>This is similar to the appearance of the wood armor.</p><p>Yellow, transparent like Nature Energy floats around it.</p><p><img src="https://i.pinimg.com/originals/22/d2/6b/22d26b64ab82ccc4a7d31df33221e853.jpg" data-url="https://i.pinimg.com/originals/22/d2/6b/22d26b64ab82ccc4a7d31df33221e853.jpg" class="bbImage " style="width: 248px" alt="" title="" /></p><p>[/SPOILER]</p><p>The armor itself only serves as protection and has the ability to do what Rebekah calls a <strong>"second chance"</strong>. Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; <strong>when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after</strong>). <strong>If destroyed, the NE shield can be recreated after five turns.</strong> However, "second chance" <strong>will be weakened by one rank(reduced to A-rank).</strong></p><p></p><p>Weapon | Ambrose:</p><p></p><p>Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. <strong>Ambrose is A-ranked.</strong></p><p></p><p>[SPOILER]</p><p>This is similar to the weapons appearance.</p><p><img src="http://i.imgur.com/z3TsUYK.jpg" data-url="http://i.imgur.com/z3TsUYK.jpg" class="bbImage " style="width: 283px" alt="" title="" />[/SPOILER]</p><p></p><p>The main aspect of this weapon is that she can chose for it to <strong>phase through elemental structures and objects rather than collide directly into them</strong>. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move.</p><p></p><p>When using Malefic Val, the scythe glows purple.</p><p>When using Divine Val, the scythe glows a transparent-like yellow.</p><p></p><p>In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose.</p><p></p><p>Notes:</p><p>- Can only be used by Rebekah.</p><p>- Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance".</p><p>- If Ambrosia is destroyed or deactivated, so is Ambrose.</p><p>- Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced.</p><p></p><p><a href="https://animebase.me/threads/custom-clan-jutsu-submission.764500/post-21886340">Approved</a></p><p>[/SPOILER]</p><p></p><p><span style="font-size: 18px"><strong><u>My Custom Enochian Abilities:</u></strong></span></p><p></p><p><strong>(Hotaru no bochi) - A Graveyard of Fireflies</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: <strong>The user will weave three handseals, activating an enhancing Sigil that increases their control over Nature Energy. </strong>Manipulating the Nature Energy around the battlefield, the user will create tiny pulses/specs of Nature Energy all around. The tiny masses of Nature Energy are no larger than a firefly and glow the respective color of the users energy. The user can create as little as just one-two fireflies, making the technique hard to notice, or as many as a huge swarm. The fireflies can be controlled passively as the user does other actions. For defensive purposes, the fireflies can be controlled to swarm around the user, similar to that of <strong>and acting as</strong> armor in which doesn't touch the skin. With just one hand seal, the second part of this technique triggers. Wherever the fireflies may be, and however spread apart they are, when creating a hand seal, a sharp, thin yet heavy duty line or wire of sorts (<strong>made of</strong> NE) will connect to each firefly on the battlefield, similar to the idea of 'connecting the dots' or connecting constellations. The connection happens nearly instantly, piercing through, cutting or tripping anything in between the fireflies. When the fireflies are all connected through the Nature Energy wire, the user can choose for one to explode which will cause a chain reaction, making them all explode at once for a large A rank explosion spanning over the battlefield.</p><p>Notes:</p><p>- Can only be taught by Chihaya</p><p>- Must be an Enochian to use</p><p>- The Fireflies can remain and flutter around the battlefield for up to three turns, but as soon as they are triggered, they dissemble and disappear the next turn. <strong>Requires a cooldown of one turn in between use once either triggered or naturally ending after the three turns.</strong></p><p><a href="https://animebase.me/threads/custom-clan-jutsu-submission.764500/post-21886340">Approved</a></p><p>[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Chihaya, post: 21851816, member: 210752"] [U][B][SIZE=22px][FONT=Times New Roman][FONT=Times New Roman][FONT=Times New Roman][IMG]https://i.postimg.cc/zBxKgF5T/F.png[/IMG][/FONT][/FONT][/FONT][/SIZE][/B][/U] [B]Ten no Kaisō | Hierarchy of the Heavens[/B] [SPOILER]Type:Supplementary/Offensive Rank: A Range:Short Chakra: 30 Damage:N/A Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages. -Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again. -Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank. -The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above [/SPOILER] [B]Akuma no Wana | Devil's Trap[/B] [SPOILER]Type: Supplementary/Offensive Rank: C-S Range: Short-Long Chakra: 15-40 Damage: 30-80 Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive). Note: S-rank version can only be used by Archangels and above Note: No other S-rank Val techniques can be used within the same turn Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle Note: S-rank and above require the usage of two handseals[/SPOILER] [B]Seresutiaruintento | Celestial Intent[/B] [SPOILER]Type: Offensive/Defensive Rank:C-S Range:Short-Long Chakra:15-40 Damage:15-80 Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Note: S-rank version can only be used by Archangels and above Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle Note: No other S-rank Val techniques may be used in the same turn Note: S-rank and above requires the usage of two handseals [/SPOILER] [B]Kami no Kakuhenkan | Divine Transmutation[/B] [SPOILER] Type: Supplementary Rank: A Range: Short Chakra: 30(-10) Damage: N/A Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms. Note: Can only be used by Enochians of the Archangel rank Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn[/SPOILER] [B]Ketsugō Shi | Binding Death[/B] [SPOILER]Type: Defensive Rank: B-S Range:Short Chakra: 40 Damage: N/A Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces. -Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques. -Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques. Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques. -Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point. [/SPOILER] [B]Kami no Shiwaza | Handiwork of God[/B] [SPOILER]Type: Supplementary Rank: A Range: Short-Long Chakra: 30 Damage: N/A(Depends on Sigil) Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects. -Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again. Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person. -Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will. -Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied. -Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank). [/SPOILER] [B]Daten-tai no Ame | Rain of Fallen Celestials[/B] [SPOILER]Type: Offensive Rank: Forbidden Range: Short-Mid Chakra: 50 Damage: 90 Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside. Note: Can only be used twice per battle Note: Requires a four turn cooldown between usages Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn [/SPOILER] [B]Jigoku no Banken | Hellhound[/B] [SPOILER]Type: Offensive Rank: Forbidden Range: Short Chakra: 50(-10 to extend or launch a projectile) Damage: N/A Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power. Note: Can only be used once per battle Note: Lasts for three turns total Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns [/SPOILER] [SIZE=22px][FONT=Arial][U][B]My Weapon:[/B][/U][/FONT][/SIZE] [B](Dākubaputesuma) - Her Dark Baptism[/B] [SPOILER]Type: Weapon Rank: S Range: Short-Long Chakra Cost: 40 to activate. (-5 every turn activated) Damage Points: N/A Description: This idea revolves around armor[B] [/B]that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor. The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range). Armor | Ambrosia: Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it. [SPOILER] This is similar to the appearance of the wood armor. Yellow, transparent like Nature Energy floats around it. [IMG='width:248px;']https://i.pinimg.com/originals/22/d2/6b/22d26b64ab82ccc4a7d31df33221e853.jpg[/IMG] [/SPOILER] The armor itself only serves as protection and has the ability to do what Rebekah calls a [B]"second chance"[/B]. Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; [B]when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after[/B]). [B]If destroyed, the NE shield can be recreated after five turns.[/B] However, "second chance" [B]will be weakened by one rank(reduced to A-rank).[/B] Weapon | Ambrose: Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. [B]Ambrose is A-ranked.[/B] [SPOILER] This is similar to the weapons appearance. [IMG='width:283px;']http://i.imgur.com/z3TsUYK.jpg[/IMG][/SPOILER] The main aspect of this weapon is that she can chose for it to [B]phase through elemental structures and objects rather than collide directly into them[/B]. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move. When using Malefic Val, the scythe glows purple. When using Divine Val, the scythe glows a transparent-like yellow. In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose. Notes: - Can only be used by Rebekah. - Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance". - If Ambrosia is destroyed or deactivated, so is Ambrose. - Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced. [URL='https://animebase.me/threads/custom-clan-jutsu-submission.764500/post-21886340']Approved[/URL] [/SPOILER] [SIZE=18px][B][U]My Custom Enochian Abilities:[/U][/B][/SIZE] [B](Hotaru no bochi) - A Graveyard of Fireflies[/B] [SPOILER]Type: Supplementary Rank: A Range: Short-Mid Chakra Cost: 30 Damage Points: 60 Description: [B]The user will weave three handseals, activating an enhancing Sigil that increases their control over Nature Energy. [/B]Manipulating the Nature Energy around the battlefield, the user will create tiny pulses/specs of Nature Energy all around. The tiny masses of Nature Energy are no larger than a firefly and glow the respective color of the users energy. The user can create as little as just one-two fireflies, making the technique hard to notice, or as many as a huge swarm. The fireflies can be controlled passively as the user does other actions. For defensive purposes, the fireflies can be controlled to swarm around the user, similar to that of [B]and acting as[/B] armor in which doesn't touch the skin. With just one hand seal, the second part of this technique triggers. Wherever the fireflies may be, and however spread apart they are, when creating a hand seal, a sharp, thin yet heavy duty line or wire of sorts ([B]made of[/B] NE) will connect to each firefly on the battlefield, similar to the idea of 'connecting the dots' or connecting constellations. The connection happens nearly instantly, piercing through, cutting or tripping anything in between the fireflies. When the fireflies are all connected through the Nature Energy wire, the user can choose for one to explode which will cause a chain reaction, making them all explode at once for a large A rank explosion spanning over the battlefield. Notes: - Can only be taught by Chihaya - Must be an Enochian to use - The Fireflies can remain and flutter around the battlefield for up to three turns, but as soon as they are triggered, they dissemble and disappear the next turn. [B]Requires a cooldown of one turn in between use once either triggered or naturally ending after the three turns.[/B] [URL='https://animebase.me/threads/custom-clan-jutsu-submission.764500/post-21886340']Approved[/URL] [/SPOILER] [/QUOTE]
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