Once you have an approved Custom Clan (which is submitted and checked in
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), you can make techniques for that clan and submit them here to be checked.
±± How to submit a Custom Technique? ±±
1. Step One: Pick the Name and Japanese Translation. Use this
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to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.
2. Step Two: Chose the type of your Custom Technique.
5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique
E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage
Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).
6. Step Six: Describe the Jutsu.
Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.
7. Step Seven: Resctritions.
Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water.
(Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C-A
Type: Attack
Range: Short - Mid
Chakra Cost: 20-30
Damage Points: 30-60 (+20 if used against an underwater opponent)
Description: Focusing chakra around the desired hand, the user performs a karate chop, splitting a water source in front of him through the form of a traveling shockwave. This wave is powerful enough to split an incoming water source and continue onwards to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance if used on a surface of water that the opponent is standing on. If used directly against a water source, a B ranked shockwave spreads through the water, causing a near instant disruption of the water that causes the unstable tides. If used directly against an enemy, it causes direct damage to an opponent. If an opponent in underwater, then the damage is increased by +20.
Note: The A ranked variant can only be used 3 times per battle, each with at least 2 turns in between usage, lowered ranked variants hold no restriction limit besides the 2 turn break in between usages.
(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B-S
Type: Attack
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, doujutsu and chakra sensors are capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust, however should mist or other objects be in front of the wave, the user will notice the ripple like effect of it spreading/dispersing. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact and can cause varying degrees of damage. The highest level can cause enough damage to forcefully launch a Boss summoning to mid range and an enemy target into long range with great injuries. The B rank variant delivers a shockwave strong enough to wind an enemy for a turn and great concussive force, the A ranked variant is able to create a shockwave strong enough to send the opponent into mid range. Should a user use the S ranked variant, the opponent will suffer severe damage and be launched into long range.
Note: Suijin rank can use up to A rank, Mazu and above can use the S ranked variants.
Note: B ranked version suffers no limitation in usage A ranks can only be used up to 3 times and the S ranked variant only once.
(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground with a large shock wave emanating from the point of contact outwards, creating a short range engulfing shock wave following the motion of the kick. The user can also use this against incoming attacks should he have higher positioning against B ranked and below jutsu, sending it back towards the caster, depending on elemental strengths and weaknesses.
(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: A
Type: Attack
Range: Short - Long
Chakra Cost: 30 (-10 per turn)
Damage Points: 60
Description: Using their clan's mastery of the water element, the user is able to channel their chakra into an existing water source and make it move at the user's will. Ranging from creating things such as waves and vortexes to more precise and minute creations such as Elemental Familiars like water shaped doplhins horses, or even more specific creations like statues, tables, etc, the user is able to create these creations by using hand movements after the user has created these items, his gestures mimicking the path and motion these creations move at. This water is capable at moving at the user's base speeds, greatly enhancing it's versatility. The user however is restricted somewhat in it's usages: Only able to manipulate a source within mid range of the user, the user cannot use the source to perform long ranged water jutsus unless they have a range of Short/Mid to Long. The user is also unable to use existing water infused with foreign chakra or other Jutsu while actively manipulating the water.
Note: Requires a water source
Note: Lasts 2 turns
Note: The user can only use water elemental jutsu while this is in play
(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Focusing water molecules around the hand, the user performs a strong palm block with enough force to deflect incoming taijutsu attacks or kenjutsu attacks of equal rank, creating an outwards spreading shock wave, releasing it just as his palm nears the attack, repelling it from him. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This wave is powerful enough to deflect jutsu that have A rank and below, as well as elements weak to this being more affected (S ranks and below) than normal elements.
¤ All Approved, made edits. Keep in mind these are all Water based Taijutsu and follow it's strengths and weaknesses ( strong against Fire and weak towards Earth ). ¤
(Tamamatsuri) Séance
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Per Technique and Upkeep)
Damage: N/A
Description: Tamamatsuri or Séance is the name of a specialized contract performed with a special species of Genki. These genki, in terms of their appearance are no different than the ones roaming between the Pure Land and Impure Land – thus can easily be misidentified. However, while generic in appearance these type of Genki carries the basic abilities of all generic genki – but execute them more potently. This means that while generic as the main genki, the Séance Genki are far more savage and difficult to control normally. Power wise, Séance Genki are able take more chakra from the Katsuryoku member but in return, clan techniques which use these spirits gain a rank in power or +20 DMG for S rank and above. These Genki can take over one rank higher than applied, thus i.e if an A rank object infusion is used it would normally be only able to take over one rank below but the Séance Genki are able to take over A rank’s and below instead (when applicable). In terms of body infusions with the Katsuryoku member, the possession takes more chakra to sustain though it lasts longer adding on an additional two turns per infusion, regardless if complete or partial. In terms of other Katsuryoku techniques with summons other special types of genki, this technique can also be applied in those as well – showing a type of hybrid Genki though the original techniques applications, drawbacks etc are still applied. This is a passive technique and doesn’t consume a move slot per turn however needs to be used in the user’s bio, in the beginning of a battle.
Declined. I'm murdering this one in its crib. Under no circumstances are infusions being extended like this. There needs to be drawbacks to this, considering you make them difficult to control and the blanket strengthening you are afforded by this. The passive boost will work on direct damage and defenses only, not techniques that debuff opponents.
(Kamikaze Genki) Divine Wind Spirit
Type: Offensive
Rank: B – S Rank
Range: Short – Long, Short (Explosion)
Chakra: 20 – 40
Damage: 40 - 80
Description: Through a hand gesture, the user releases a sacrificial amount of chakra. This causes them to summon a genki from the Pure Land or one that is already present nearby to consume it and fall under the control of the Katsuryoku member. By employing them, the genki moves towards the location of the user’s desires and once within range utilizes the ethereal energy within them to self-implode. The genki self detonates, releasing a vast amount of kinetic force enough to shatter physical based ninjutsu or dispel energy near them as it also releases vast amount of ethereal energy as well in a five meter diameter. Normally it would be impossible for outsiders or those who lack the ability to sense spiritual energy to sense the approaching spirit however the Genki must physically manifest into the Impure Land in order to interact with the object in question prior to its implosion. The user is also able to implode genki who are currently possessing an object in question, I,e a rock with will release the aforementioned results but also broken rock into the surroundings. The B rank version can only be used four times per battle, A rank thrice and S Rank Twice. A rank application has a cool down of two turns with the user being unable to use above S rank clan techniques in the same and next turn. S rank requires a three turn cool down and leaves the user unable to use clan techniques above A rank for the same and next turn. The genki after it implodes also reforms itself easily after each use.
https://animebase.me/threads/custom-clans-jutsu-submission.30106/page-8#post-20833898
(Shojun no Hel) Δ Hel's Alignment
Rank: C-S
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time. Note: S-Rank can only be used three times per battle and not in consecutive turns.
(Shojun no Hel) Δ Hel's Alignment
Rank: C-S Type: Supplementary |Offensive | Defensive
Range: Short-Long Chakra Cost: 15-40 Damage Points: 30-80 Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the conviction of the user, and a sacrificial portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field after forming 3 handseals. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materializing in the desired area of the user's choice. On top of that, the constructs are either flame-like or solid in the appearance, thus adding for versatility. The constructs in question are vast in its variety – with solids being weaponry, spikes etc simply using the user’s own imagination to the fullest while the ethereal flame like forms can appear like wisps of fire, bolts of energy and much more. Once the sacrifice has been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do burning damage (if the spirit decides to be in ethereal form), or physical damage based on the construct (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.
RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle. 2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly. 3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined. 4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason. 5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. 6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
(Tamamatsuri) Séance
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Per Technique and Upkeep)
Damage: N/A
Description: Tamamatsuri or Séance is the name of a specialized contract performed with a special species of Genki. These genki, in terms of their appearance are no different than the ones roaming between the Pure Land and Impure Land – thus can easily be misidentified. However, while generic in appearance these type of Genki carries the basic abilities of all generic genki – but execute them more potently. This means that while generic as the main genki, the Séance Genki are far more savage and difficult to control normally. Power wise, Séance Genki are able take more chakra from the Katsuryoku member but in return, clan techniques which use these spirits gain a rank in power or +20 DMG for S rank and above. These Genki can take over one rank higher than applied, thus i.e if an A rank object infusion is used it would normally be only able to take over one rank below but the Séance Genki are able to take over A rank’s and below instead (when applicable). In terms of body infusions with the Katsuryoku member, the possession takes more chakra to sustain though it lasts longer adding on an additional two turns per infusion, regardless if complete or partial. In terms of other Katsuryoku techniques with summons other special types of genki, this technique can also be applied in those as well – showing a type of hybrid Genki though the original techniques applications, drawbacks etc are still applied. This is a passive technique and doesn’t consume a move slot per turn however needs to be used in the user’s bio, in the beginning of a battle.
Declined. I'm murdering this one in its crib. Under no circumstances are infusions being extended like this. There needs to be drawbacks to this, considering you make them difficult to control and the blanket strengthening you are afforded by this. The passive boost will work on direct damage and defenses only, not techniques that debuff opponents.
(Kamikaze Genki) Divine Wind Spirit
Type: Offensive
Rank: B – S Rank
Range: Short – Long, Short (Explosion)
Chakra: 20 – 40
Damage: 40 - 80
Description: Through a hand gesture, the user releases a sacrificial amount of chakra. This causes them to summon a genki from the Pure Land or one that is already present nearby to consume it and fall under the control of the Katsuryoku member. By employing them, the genki moves towards the location of the user’s desires and once within range utilizes the ethereal energy within them to self-implode. The genki self detonates, releasing a vast amount of kinetic force enough to shatter physical based ninjutsu or dispel energy near them as it also releases vast amount of ethereal energy as well in a five meter diameter. Normally it would be impossible for outsiders or those who lack the ability to sense spiritual energy to sense the approaching spirit however the Genki must physically manifest into the Impure Land in order to interact with the object in question prior to its implosion. The user is also able to implode genki who are currently possessing an object in question, I,e a rock with will release the aforementioned results but also broken rock into the surroundings. The B rank version can only be used four times per battle, A rank thrice and S Rank Twice. A rank application has a cool down of two turns with the user being unable to use above S rank clan techniques in the same and next turn. S rank requires a three turn cool down and leaves the user unable to use clan techniques above A rank for the same and next turn. The genki after it implodes also reforms itself easily after each use.
(Tamamatsuri) Séance
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Per Technique and Upkeep)
Damage: N/A
Description: Tamamatsuri or Séance is the name of a specialized contract performed with a special species of Genki. These genki, in terms of their appearance are no different than the ones roaming between the Pure Land and Impure Land – thus can easily be misidentified. However, while generic in appearance these type of Genki carries the basic abilities of all generic genki – but execute them more potently. This means that while generic as the main genki, the Séance Genki are far more savage and difficult to control normally. Power wise, Séance Genki are able take more chakra from the Katsuryoku member but in return, clan techniques which use these spirits gain a rank in power or +20 DMG for S rank and above only to direct offensive or defensive techniques. These Genki can take over one rank higher than applied, thus i.e if an A rank object infusion is used it would normally be only able to take over one rank below but the Séance Genki are able to take over A rank’s and below instead (when applicable). In terms of other Katsuryoku techniques with summons other special types of genki, this technique can also be applied in those as well – showing a type of hybrid Genki though the original techniques applications, drawbacks etc are still applied though the user cannot continuously use these spirits, needing a cool down of two turns after control of the Genki is released, while also making it the user unable to use Katsuryoku technique’s above A rank for the duration of this control.. This is a passive technique and doesn’t consume a move slot per turn however needs to be used in the user’s bio, in the beginning of a battle. Genki controlled by this technique can only be controlled for up to two turns at a time. For example, when infused into an object and placed under control of the Genki, that object can only be controlled for two turns before the Genki is released and this technique is placed on cooldown.
Hantākirā - Hunter/Killer
Type: Supplementary Rank: S Range: N/A Chakra: N/A (-10 per ability per turn) Damage: N/A Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and any healing that applies to the user's body also applies to it. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. The suit helmet is capable of closing in such a way that it blocks out all sound and irritants, allowing the user to use his other senses to navigate. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects chakra similar to the "Hiding with Camoflauge Technique" affecting the user equivalent in use and effectiveness to Muu's usage of (Meisaigakure no Jutsu) - Hiding with Camouflage Technique (sharing the same strengths and weaknesses), due to the finest technology being used to increase the effectiveness of the chakra used to the highest efficiency. This effect lasts 3 turns .
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be completely removed from the user's actions including all sounds involving wielding and operating weapons and ninja tools The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot
AutoDoc: This suit creates the best health environment possible for Jason at all times. He is highly receptive to growth, regeneration, and the resistance effect that different aids can give them. Medical pills, chakra and effects of the users are now 25% more effective, healing effects heal an additional +25 HP, and the resistance of Sage Mode raises +25 Damage Points. This ability is passive
Note: Must post Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
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Declined. I'll start with the colored basics. Healing through the suit will apply to you, but not the suit itself. You can't heal technology. Second colored portion; you're not passively blocking Sound Ninjutsu, specifically Hindering and Illusory Sound. AutoDoc is an AutoNo.
I can't approve Predator as it is now either. You're not a Muu bio, and so you can't have Muu-levels of Non-Person. You're not a Hayabusa either. So that won't fly. Once this is rebalanced, it needs to be restricted further as well.
RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle. 2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly. 3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined. 4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason. 5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. 6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.
White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches, be it tools, weapons, clothes/attire, solid matter, etc. Elaborately; the user would be absorbing an impact through something that is making contact with his paw and not absorb the impact into the paw itself. This means the impact would be temporary stored in the object used to store the impact until used. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a paw barrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly, to be able to absorb and store said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the object now carries the power of the absorbed force. For example, a kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(Bartholomew Legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns. Absorbing impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.
Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying an object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(bartholomew legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after. Adding impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.
Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto short-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 2x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Fortifying a technique counts as a move.
NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
† Each variants have their restrictions elaborated in their respective descriptions
Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:
First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.
Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like
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. There are two ways through which this works. Either the user is repelling himself in a linear direction at 3x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. Since "repel" is basically an ST type movement, this makes 2nd pilgrim ST. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. This can simply be termed as teleportation since very high speed has been seen to break space time continuum though this is just a feat only this jutsu could reach. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 3x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle(3x for the clan Leader) with a 2 turn rest inbetween usage.
Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.
NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.
White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches, be it tools, weapons, clothes/attire, solid matter, etc. Elaborately; the user would be absorbing an impact through something that is making contact with his paw and not absorb the impact into the paw itself. This means the impact would be temporary stored in the object used to store the impact until used. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a paw barrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly, to be able to absorb and store said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the object now carries the power of the absorbed force. For example, a kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(Bartholomew Legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns. Absorbing impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.
?Declined. For one thing, this needs to be more concisely worded on how it works. Your CCJ are all far too long, all of this upon resubmission, and further submissions, will need to be trimmed down into more concise wording. With this, explain more clearly(doesn't mean make it longer) how you impart the force you absorb onto an object(I'm guessing you absorb it with your paw and then touch the object instead of keeping it in your paw; as Reborn said that will need two move slots. Secondly, I'm not okay with you being able to add potentially A, S, and F-rank's worth of damage to techniques and objects you infuse into this, as that would mean adding +60, +80, and +90 and beyond onto your Taijutsu or Ninjutsu. You can add that level of damage to things that don't normally have damage, like kunai or shuriken or freeform, but you'll need a scale of sorts for adding force to actual jutsu or anything with a damage value. For example, if you absorb E-C ranks, you can add +10; absorb B-A ranks you can add +20; absorb S-F ranks and you can add +30. Those are the numbers I'll approve. Also, I'm not going to approve varying cooldowns for clan ranks. You can set a limit on what level each rank can use in terms of rank, but cooldowns will remain the same across the board.?
Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying an object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(bartholomew legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after. Adding impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.
? Same issue above with the varying cooldowns between rank. It also needs to be stated that this can't be stacked with other versions of this technique.?
Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto short-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 2x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Fortifying a technique counts as a move.
? Same deal as above with varying cooldowns between ranks. Another thing is that adding force equivalent to half of the damage of the rank used is a no-go. Not allowing you to add +30 with an A-rank and +40 with an S-rank to jutsu. Also, your note about the jutsu needing to originate within short-range to be passive and such doesn't make sense. How will this work on techniques that originate mid-range from you when you need to repel them by touching them with your paws??
NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
† Each variants have their restrictions elaborated in their respective descriptions
Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:
First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.
? Declined. This jutsu doesn't make sense. If you remove the air around you in a certain area, that effect is going to exist for everything that's within that area. It doesn't make sense that only Bartholomew's can move at 2x speed when the air being removed is something that's gonna be experienced by everyone within that field.?
Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like
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. There are two ways through which this works. Either the user is repelling himself in a linear direction at 3x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. Since "repel" is basically similar but not an ST type movement, this makes 2nd pilgrim however, not ST but the speed of movement is so great that one is able to break through barriers without having to interact with it physically just like how guy did against Madara. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 3x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle(3x for the clan Leader) with a 2 turn rest inbetween usage.
? Declined. The part about breaking through barriers without touching it makes no sense. This isn't space-time, you're just moving, so you're still occupying space. When you move into a space that something else is occupying, you're going to clash physically. This needs a set rank when it comes to what barriers you can break through. Secondly, I'm not sure what you mean by "pushing away from the field." You mean...leaving the battle/terrain? Rest looks fine.
In the underlined, you leave in Reborn's check btw?
Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long dxistance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.
? Specify the speed that this happens in. In the event that you're using this in the NW, you're gonna have to specify how many landmarks you can transverse(gonna cap this at 3). Also, there doesn't really seem to be much difference between this and the Second Pilgrim. You can kinda accomplish this with the one right above by editing in that this is a possible usage of the Second Pilgrim.?
NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.
Kūkan Mahō: Kami no honshitsu| Spatial magic: Divine Essence
Type: Supplementary/Attack/Defense
Rank: C-S
Range:Short-mid
Chakra:15-40
Damage:30-80
Description:
Through spatial manipulation the Noah collapses space around a focal point to create a construct of immense spatial density. The enormous concentration of density deposits a physical “essence” that evokes physical effects despite no physical entities being present. Fundamentally the space becomes filled with space and thus prevents other entities from passing through like they normally would with respect to rank. Being composed entirely of space, the effects of this spatial condensation are visually imperceptible naturally unless by spatial sensory or chakra sensory. The technique can be applied in two ways. First, the spatial manipulation can be anchored to an object. In this case it can be used to shroud an entity partially or completely thus acting like an aura and moving with the object. This supplements the objects physical qualities adding strength equal to the rank used. The second application involves using the condensed space on its own. Here as space is condensed shape manipulation is applied to give the condensed product a preferred shape. This can range from a simple wall to giant spikes. Whatever the case the final product is anchored to the location it was created in and remains for up to three turns before diffusing away.
-C rank usage requires no handseals. B-rank requires 1. +1 for each increase in rank thereafter.
-A-rank and above can be used 3 times only. B-rank usage requires a 2 turn cooldown in-between uses except for Generals and higher who require only a single turn cooldown.
-S-ranked spatial creations must always originate from the Noah’s immediate vicinity (short range) but can extend to mid-range.
¤ Auto Declined, missing CC approval link. Allowing this to potentially cloak items might be too much; the second use is fine, be be aware that should it become moving, it'll essentially be the same as an invisible wall, spike, etc and will interact with smoke and things all the same. C rank will require 1 for this jutsu, and +1 for each rank higher. ¤
Kūkan Mahō: Kami no honshitsu| Spatial magic: Divine Essence
Type: Supplementary/Attack/Defense Rank: C-S Range: Short-mid Chakra:15-40 Damage: 30-80 Description:
Through spatial manipulation the Noah collapses space around a focal point to create a construct of immense spatial density. The enormous concentration of density deposits a physical “essence” that evokes physical effects despite no physical entities being present. Fundamentally the space becomes filled with space and thus prevents other entities from passing through like they normally would with respect to rank. Being composed entirely of space, the effects of this spatial condensation are visually imperceptible naturally unless by spatial sensory or chakra sensory. The technique can be applied in two ways. First, the spatial manipulation can be anchored to an object. In this case it can be used to shroud an entity partially or completely thus acting like an aura and moving with the object. This supplements the objects physical qualities adding strength to Jutsu to make them stronger. The second application involves using the condensed space on its own. Here as space is condensed shape manipulation is applied to give the condensed product a preferred shape. This can range from a simple wall to giant spikes. Whatever the case the final product is anchored to the location it was created in and remains for up to three turns before diffusing away. - C rank usage requires one handseal and each rank gains +1 handseal as the rank increases
- A-rank and above can be used 3 times only. B-rank usage requires a 2 turn cooldown in-between uses except for Generals and higher who require only a single turn cooldown. - S-ranked spatial creations must always originate from the Noah’s immediate vicinity (short range) but can extend to mid-range. - Cloaking items can only be done via techniques. Meaning this cant be used on a freeform kunais but if a kunai is used in the form of a technique then this technique still applies simply by adding an additional handseal to said technique
Kūkan Mahō: Seichi | Spatial magic: Holy Domain
Type: Supplementary/Attack
Rank: A
Range:Short-long
Chakra:30
Damage:n/a
Description:
HD is a wide-acting technique that is triggered by making 3 handseals and clapping. This prompts a ripple to race throughout the field, inducing a carefully crafted spatial collapse as it goes. This spatial ripple has no real direct effects on opponents and cannot be directly discerned except by keen spatial/territorial awareness. The induced spatial collapse is only mild and exists not to harm but as a way to exert dominance over an area. It serves as an intimidatory claim to space imposed to augment the Noah’s command of the area. The mild spatial collapse makes space heavier than normal, making it as if empty space isn’t really empty. In humans this is felt as just a slight uneasiness that doesn’t deter actions in anyway. In animals/summons however, this isn’t so. HD creates an air of unnatural spatial and positional uncertainty which buffets animals and incites a mentally inhibitory anxiety. Basically it makes them feel as if they’re constantly being smothered by a presence which is physically absent. This causes a mental strain which inhibits the use of advanced techniques (above B-rank) by the creatures.
Lasts 4 turns
Usable twice with a two turn cooldown in-between
¤ Auto Declined, missing CC approval link. What exactly does "keen spatial/territorial awareness" mean? This is a reach as well, increasing density shouldn't reduce the ability to use high rank Ninjutsu. Especially not like this. And last, Spatial Collapse can't be used on enemies except for the close quarters based application, noted in the Clan submission. ¤
Kūkan Mahō: Seichi | Spatial magic: Holy Domain
Type: Supplementary Rank: A Range: Short-Mid
Chakra: 30 Damage: n/a Description:
Holy Domain is a wide-acting technique that is triggered by making 3 handseals and clapping. This prompts a ripple to race throughout the field, inducing a carefully crafted spatial collapse as it goes. This spatial ripple has no real direct effects on opponents and cannot be directly discerned except by keen spatial/territorial awareness meaning ordinary means of sensing wouldnt work on this unless the sensing is something such as nature sensing, or something that will allow the opponent to sense their physical surroundings. The induced spatial collapse is only mild and exists not to harm but as a way to exert dominance over an area. It serves as an intimidatory claim to space imposed to augment the Noah’s command of the area. The mild spatial collapse makes space heavier than normal, making it as if empty space isn’t really empty. Humans arent able or rather arent affected by this incredible domain but is able to be used on Jutsus/Surroundings/Items and on Animals/summons. In animals/summons Holy Domain creates an air of unnatural spatial and positional uncertainty which buffets animals and incites a mentally inhibitory anxiety. Basically it makes them feel as if they’re constantly being smothered by a presence which is physically absent. This causes a mental strain which Which reduces the time the summon is allowed to be on the field by one turn as long as they feel this effect.When it comes to jutsus/items the "Absence" of space will cause said surroundings around the user to collapse, completely destroying and annihilating anything with substance of the same rank or lower (Meaning this doesnt work on energy based techniques such as wind/fire/lightning but those such as earth or water)
- Lasts 3 turns - Usable twice with a two turn cooldown in-between
(I changed it to mid, allowing summons to have a sort of way to escape this)
Kūkan Mahō: Nain kara no shukufuku | Spatial Magic: Blessings from the Nine
Type: Supplamentary | Defensive | Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 if living entity passes through)
Description: This application of Spatial Magic focuses on the concept of a spatial infinity proposed by "Lost Infinity". The Noah creates a three dimensional spiral of infinitely folding space after performing three handseals. This spiral or distortion infinitely folds the space of those that enter it, reducing the amount of space it occupies infinitely practically reducing it to no damage. Much like it's parent technique, this technique is confined within its own area essentially trapping techniques within its boundaries. As with the nature of such Spatial Magic Techniques, it cannot be created within short range of the opponent, or other living entities . However, should a living entity enter Short Range of this distortion they can be affected by it, being trapped within the infinite distortion. If a living entity passes through this spiral distortion, they will experience an unbelievable amount of weight and pressure similar to the force of a black hole. While it won't infinitely reduce the area the opponent takes up, reducing them into nothing as it would techniques but the amount of force applied is enough to crush bones.
+ Generals and higher are capable of using this technique 3x per battle with a two turn cool down in between usages. Seconds can use this twice per battle and every one below can only use this technique once.
+ Can only be used on techniques of equivalent rank and lower.
+ Each distorted space lasts for three turns at max.
+ No Spatial Magic techniques above A rank can be used in the same turn as this technique or the turn after.
¤ Auto Declined, missing CC approval link. Remove the references to infinite outside of the "Lost Infinity" title; it'll have a time limit for it to last. Reduce either time it lasts or amount of times you can use it. 3 times for 3 turns is too much. ¤
Kūkan Mahō: Nain kara no shukufuku | Spatial Magic: Blessings from the Nine
Type: Supplementary | Defensive | Offensive Rank: S Range: Short - Long Chakra: 40 Damage: N/A (80 if living entity passes through) Description: This application of Spatial Magic focuses on the concept of a spatial infinity proposed by "Lost Infinity". The Noah creates a three dimensional spiral of infinitely folding space after performing three handseals. This spiral or distortion infinitely folds the space of those that enter it, reducing the amount of space it occupies infinitely practically reducing it to no damage. Much like it's parent technique, this technique is confined within its own area essentially trapping techniques within its boundaries. As with the nature of such Spatial Magic Techniques, it cannot be created within short range of the opponent, or other living entities . However, should a living entity enter Short Range of this distortion they can be affected by it, being trapped within the infinite distortion. If a living entity passes through this spiral distortion, they will experience an unbelievable amount of weight and pressure similar to the force of a black hole. While it won't infinitely reduce the area the opponent takes up, reducing them into nothing as it would techniques but the amount of force applied is enough to crush bones. - Generals and higher are capable of using this technique 3x per battle with a two turn cool down in between usages. Seconds can use this twice per battle and every one below can only use this technique once.
Can only be used on techniques of equivalent rank and lower.
Each distorted space lasts for Two turns at max.
No Spatial Magic techniques above A rank can be used in the same turn as this technique or the turn after. - Spite the terminology "Infinite" it does have a time limit on the infinite proportions (Meaning the wording of infinite doesn't imply that its everlasting)
Hantākirā - Hunter/Killer
Type: Supplementary Rank: S Range: N/A Chakra: N/A (-10 per ability per turn) Damage: N/A Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and any healing that applies to the user's body also applies to it. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. The suit helmet is capable of closing in such a way that it blocks out all sound and irritants, allowing the user to use his other senses to navigate. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects chakra similar to the "Hiding with Camoflauge Technique" affecting the user equivalent in use and effectiveness to Muu's usage of (Meisaigakure no Jutsu) - Hiding with Camouflage Technique (sharing the same strengths and weaknesses), due to the finest technology being used to increase the effectiveness of the chakra used to the highest efficiency.
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be completely removed from the user's actions including all sounds involving wielding and operating weapons and ninja tools The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot
AutoDoc: This suit creates the best health environment possible for Jason at all times. He is highly receptive to growth, regeneration, and the resistance effect that different aids can give them. Medical pills, chakra and effects of the users are now 25% more effective, healing effects heal an additional +25 HP, and the resistance of Sage Mode raises +25 Damage Points. This ability is passive
Note: Must post Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
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Declined. I'll start with the colored basics. Healing through the suit will apply to you, but not the suit itself. You can't heal technology. Second colored portion; you're not passively blocking Sound Ninjutsu, specifically Hindering and Illusory Sound. AutoDoc is an AutoNo.
I can't approve Predator as it is now either. You're not a Muu bio, and so you can't have Muu-levels of Non-Person. You're not a Hayabusa either. So that won't fly. Once this is rebalanced, it needs to be restricted further as well.
Hantākirā - Hunter/Killer
Type: Supplementary Rank: S Range: N/A Chakra: N/A (-10 per ability per turn) Damage: N/A Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and only takes damage when the user does. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects Natural Energy in a makeup similar to the "Hiding with Camoflauge Technique" . The effect of this is that the user is cloaked in such a way that he appears to blend in with the Natural Energy that naturally circulates the area, only being able to be sensed by those capable of perceiving Natural Energy. This effect lasts 3 turns and may be used twice per battle with a cooldown of 3 turns in between uses.
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be removed from the user's physical actions including from use of weapons and ninja tools in short range of himself. The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique. This lasts for up to 4 turns each use.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot.
AutoDoc:AutoDoc provides the user with a system known only to him that utilizes its own version of the passive "Diagnosis" medical skill. Due to this, the user is provided with a constant update of his chakra levels, health, and body in general, all on the level of the actual skill. This ability is passive
Amplify:Hunter/Killer allows user to convert an additional +20% of their total chakra into Sage Chakra than the norm for their given method of gathering that they have used to enter Imperfect Sage Mode (eg, users can now convert a maximum of 60% at the same rate that they'd normally convert 40%)
Note: Must post Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
THIS IS NOT SHADY, THIS IS HOWEVER HIS FORMER ALT ACCOUNT! THIS IS JOJO! So if any of you mods got beef with him and wanna decline HIS customs, I AM NOT HIM SO PLEASE DONT TAKE IT OUT ON ME!
I have also acquired the Enochian clan from Vex! Meaning it is my clan so i dont need permission to submit the techniques below!
PLEASE FEEL FREE TO EDIT TO APPROVAL SINCE THESE ARE MY FIRST CJS! OR FEEL FREE TO MESSAGE ME AND WE CAN TALK THINGS OVER! I DONT WANNA SUFFER A DECLINE SO ????
Shinken | Divine Right
Type: Supplementary Rank: N/A Range: N/A Chakra: N/A Damage: N/A Description: After years of training, as well as mastering not only their bodies but Enochian techniques as well, Select few are capable of activating Supplementary sigils passively, similar to members of the Uchiha and Hyuga family passively activating thier Byakugans/Sharingans. This is the equivalent to those perks. Offensive and defensive sigils (Ones that attack and defend) are not including in this for obvious reasons.
Note: Can only be used by Archangels and the Morningstar.
Note: Archangels must have an approved Enochian bio for 3 months to even learn this. The morningstar does not have any such restriction.
Note: Can only passively activate 1 sigil at a time. (Sigil must be deactivated for another to be activated)
Note: Must be posted in bio, as well as the beginning of the fight.
Enochians are naturally stronger and faster than the average shinobi and even shinobi of similar/equivalent ability due to the natural empowerment that comes with Nature Energy. Their invigorated Physical Energy causes an Enochian to have a stronger life force and higher stamina than what is common to Shinobi. Enochians are all physically powerful, making them ideal for combat and to be warriors.
This move serves as a passive trait that an Enochian possess to show their strength and speed superiority over other shinobi, and grants 2 passive perks.
Speed: All Enochians that learn this trait are granted +1 level to their base speed as a sign they are naturally faster than the average shinobi of the same rank.
Strength: This trait represents the "strength" portion of this trait. All Enochian with this trait will gain +15 Chakra and damage to all Val/Ninjutsu/Taijutsu attacks. (Obviously chakra wont be added to chakraless tai or other chakraless moves.)
Note: MUST be placed in the bio, AS WELL as the beginning of a battle. Failure to do either of these, will result in the perks not being available. Remains passive.
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Seinaru kagayaki | Holy Radiance
Rank: S
Type: Supplementary
Range: short
Chakra Cost: 40
Damage Points:80
Description: The Noldor were formed by the amber from the tree of life being sealed within their bodies through lasting generations it remains there, this is what gives them their traits and powers. As it still lingers in their bodies, natural energy is constantly drawn in to their body, strengthening them, keeping them immune to illness and such. Their bodies are at one with the amber itself. This technique relies on that, what it does is, the amber in the users blood can feel the flow of chakra, being at one with it, adding natural energy, constantly into their system while creating a balance in it's own way, this is a constant effect in order to stop the elves turning to stone. The amber isn't sentient it's just part of the users body, much like how a white blood cell acts in a way that it is there and will fight infection, in the same sense, the amber is there and will force the users chakra flow to remain constant, in the same flow to create the balance. The way this works is the amber will react on it's own within the users body, in releasing a pulse throughout their entire body of pure natural energy. In doing this it will act as an outside insertion of chakra, much like a curse mark, as the amber will push a surge of Natural energy through the users body and out through their chakra points in a way to cleanse their chakra flow and their body at the same time, even forcing open their chakra points after being close by a hyuuga. Due to this surge of Natural energy it will heal the user for 40 points, in a sudden wave, much like how sage mode can heal. The downside from this is the Natural energy pushes out in a pulse around the the user in a short range burst, pushing everything away, including the natural energy itself. What this would mean is the Noldor member would lose their Elven traits in the following turn after using this, being unable to use holy fire and their added strength/enhanced vision. After 1 turn, the natural energy will begin following through their body once more through their body, the amber once again creating balance as their traits return to them.
Note: Usable twice with two turns between uses.
Note: Heals 40 health and minor injuries such as cuts, bruises, not enough to heal a broken bone fully etc.
Note: Once used, until the turn after next, the user cannot use Holy fire jutsu, enhanced vision, sage mode, enhanced strength.
Note: If used in sage mode it would end sage mode, but the effects would be increased by the amount of sage chakra in the users body, equating to an F rank jutsu, with damage = to which ever sage mode they are using being added on.
I was given permission by Jojo, our clan leader to post CCJ.
(Dākubaputesuma) - Her Dark Baptism
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 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 if 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.
This is similar to the appearance of the wood armor.
Yellow, transparent like Nature Energy floats around it.
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The armor itself only serves as protection and has the ability to do what Rebekah calls a "second chance". 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; 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). If destroyed, the NE shield can be recreated after five turns. However, "second chance" will be weakened by one rank(reduced to A-rank).
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. Ambrose is A-ranked.
This is similar to the weapons appearance.
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The main aspect of this weapon is that she can chose for it to phase through elemental structures and objects rather than collide directly into them. 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.
? Approved. Lots of edits made. Okay, for one thing, remember that our clan doesn't freely manipulate Nature Energy. Enochians can sense NE, and their bodies naturally draw the energy in. You can manipulate the NE inside of you to form Val and Sigils. To manipulate NE like you describe here, you'd have to do so as a Sigil that grants the property of enhancement to your ability to manipulate NE, which I edited into both this jutsu and the jutsu below. I removed the NE burning people when they do Taijutsu because NE doesn't have inherent burning properties. I also removed the part about why Ambrose can phase through things because that's not really needed, nor was it correct. I also removed the part about Ambrose releasing other NE/Val techniques; it's fine that it can become those to inflict damage itself and do the effects of the Val(burst or trap), but won't allow you to project other techniques through it.?
(Hotaru no bochi) - A Graveyard of Fireflies
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will weave three handseals, activating an enhancing Sigil that increases their control over Nature Energy. 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 and acting as 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 (made of 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. Requires a cooldown of one turn in between use once either triggered or naturally ending after the three turns.
Hantākirā - Hunter/Killer
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per ability per turn)
Damage: N/A
Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and only takes damage when the user does. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects Natural Energy in a makeup similar to the "Hiding with Camoflauge Technique" . The effect of this is that the user is cloaked in such a way that he appears to blend in with the Natural Energy that naturally circulates the area, only being able to be sensed by those capable of perceiving Natural Energy. This effect lasts 3 turns and may be used twice per battle with a cooldown of 3 turns in between uses.
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be removed from the user's physical actions including from use of weapons and ninja tools in short range of himself. The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique. This lasts for up to 4 turns each use.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot.
AutoDoc: AutoDoc provides the user with a system known only to him that utilizes its own version of the passive "Diagnosis" medical skill. Due to this, the user is provided with a constant update of his chakra levels, health, and body in general, all on the level of the actual skill. This ability is passive
Amplify: Hunter/Killer allows user to convert an additional +20% of their total chakra into Sage Chakra than the norm for their given method of gathering that they have used to enter Imperfect Sage Mode (eg, users can now convert a maximum of 60% at the same rate that they'd normally convert 40%)
Note: Must post Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.
This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.
Helmet
Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.
Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.
Body Armor
Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.
Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.
Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.
This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.
(Ōbāshīrudo) - Overshield
Type: Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.
Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.
Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.
Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.
Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities
(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.
(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.
Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.
Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.
Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over and while it is active.
(Noroi) - The Curse
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (listed in technique)
Damage: N/A
Description: The Curse works much like "The Gift" in that it is a chip inserted into the base of the Mandalore Armor Helmet that disrupts the chakra balance within the user and suit in order to rewrite and download new abilities. However, this particular chip contains many firmware upgrades for "Hunter/Killer" that utilize the advances in technology garnered to push Jason to the next level. The patch notes for the firmware update are listed below.
Full Heal : Autodoc is now programmed with a protocol to heal the user 60 Damage Points once his health points drop to atleast 10 once per battle However the users speed will drop by 5 levels and they will be unable to use F rank jutsu for the remainder of the battle. In addition their ninjutsu and taijutsu will drop by 10 damage for 3 turns. Autodoc also has a secondary function that is capable of injecting the user with a chakra similar in makeup to that found in the "Chakra Purge" "Poison Resistance/Sealing" and "Restore Balance", "Sealing Release" techniques, and continues running for 3 turns at the cost of a move to activate. This chakra contains a seal that draws all opponent caused infusions of chakra or negative status effects into before it is withdrawn back into the injection needle should they utilize less chakra than this technique. All poisons, paralysis, mental effects, negative status effects, and even seals effecting the user are ended and unable to be applied to the user for the next 3 turns as they are sealed into the needle. This may be used once per battle and costs 40 chakra to activate.
Solo: The user is now able to form a chakra jetpack weapon enhancement onto Hunter/Killer he can activate at the cost of a moveslot (A rank 30 chakra). This may take him up to 20 meters in any direction he chooses at his current movement speed and may dislodge him or otherwise free him of hazards he's been trapped in such as Swamp of The Underworld up to A rank. He may also spend a move to "supercharge" this jetpack with another 20 chakra in order to blast in any direction with the power of the jetpack. This action can once per turn (every 2 turns, up to three times) can be used to increase the range of a non elemental tai or weapon based attack by 1 range and as such can be used in conjunction with them. The normal activation of the jetpack lasts 3 turns
Detective Vision: By expending a moveslot an upgraded version of the original armors chakra/thermal vision is activated at 10 chakra per turn. This version not only has a binocular function that allows it to zoom in and out up to 2 landmarks away, but also, due to Hunter/Killer's unique conection to and ability to utilize Senjutsu, is able to draw in Natural energy in order to connect itself with the NE naturally circulating. This allows him to see things in a "Detective Vision" allowing him to see the Nature energy that naturally circulates the area. The upgraded vision also provides 360 degrees of coverage on its screen, using its synchronicity with the user to allow it to move its screen along with Jason's eyes so that he doesn't need to turn his head.
¤ Approved, made edits. Given that your armor already has 4-5 abilities and the upgrade allows it an extra ability, I took out the Compatability updates as you upgraded several other parts in a way that wouldnt allow all of this to be approved, together. If you want the compatibility parts, other aspects would need to go such as natural energy sensing and Solo. As for the sensing itself, natural energy just being present wouldn't allow you to sense things such as YY entities as you're loosely implying, it needs to be molded into a technique to physically interact with them, not just looking through visors that detect natural energy. An example was Minato not being able to see Limbo in SM but Senjutsu based techs could touch them. That should explain enough ¤
Hantākirā - Hunter/Killer
Type: Supplementary Rank: S Range: N/A Chakra: N/A (-10 per ability per turn) Damage: N/A Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and only takes damage when the user does. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects Natural Energy in a makeup similar to the "Hiding with Camoflauge Technique" . The effect of this is that the user is cloaked in such a way that he appears to blend in with the Natural Energy that naturally circulates the area, only being able to be sensed by those capable of perceiving Natural Energy. This effect lasts 3 turns and may be used twice per battle with a cooldown of 3 turns in between uses.
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be removed from the user's physical actions including from use of weapons and ninja tools in short range of himself. The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique. This lasts for up to 4 turns each use.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot.
AutoDoc:AutoDoc provides the user with a system known only to him that utilizes its own version of the passive "Diagnosis" medical skill. Due to this, the user is provided with a constant update of his chakra levels, health, and body in general, all on the level of the actual skill. This ability is passive
Amplify:Hunter/Killer allows user to convert an additional +20% of their total chakra into Sage Chakra than the norm for their given method of gathering that they have used to enter Imperfect Sage Mode (eg, users can now convert a maximum of 60% at the same rate that they'd normally convert 40%)
Note: Must post Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Updating because I never use Imperfect Sage Mode so the last ability is sort of useless to me
Hantākirā - Hunter/Killer
Type: Supplementary Rank: S Range: N/A Chakra: N/A (-10 per ability per turn) Damage: N/A Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and only takes damage when the user does. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects Natural Energy in a makeup similar to the "Hiding with Camoflauge Technique" . The effect of this is that the user is cloaked in such a way that he appears to blend in with the Natural Energy that naturally circulates the area, only being able to be sensed by those capable of perceiving Natural Energy. This effect lasts 3 turns and may be used twice per battle with a cooldown of 3 turns in between uses.
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be removed from the user's physical actions including from use of weapons and ninja tools in short range of himself. The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique. This lasts for up to 4 turns each use.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot.
AutoDoc: AutoDoc provides the user with a system known only to him that utilizes its own version of the passive "Diagnosis" medical skill. Due to this, the user is provided with a constant update of his chakra levels, health, and body in general, all on the level of the actual skill. This ability is passive
Mystic Touch: Hunter/Killer seems to simply be painted black, it is actually simply covered in various kanji that are so merged that they appear as black paint. By paying a moveslot and the chakra cost for the seal, the user may call forth the kanji and combine them so that they match the sealing script that any contact based sealing tag/scroll/Kanji based seal has onto any point on his limbs. He may also cause the kanji to appear upon any weapon he is holding by having the Kanji move up to the weapon. . This ability makes it so that the user has a much easier method of applying sealing tags and scripts to his targets, making it so that he may form these tags simultaneously with any Tai/Ken Related technique or Weapon/Ninja Tool usage. These seals (or the by products they produce in cases such of seals which release a substance that contacts its target) must still make contact with its target as normal to achieve their effect and the user must post the seal that is being formed.
Note: Must post Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Kūkan Mahō:Shifuto | Spatial Magic: Shift
Type: Supplamentary | Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: This technique is designed to apply the Concentration Gradient and Distance Gradient simultaneously. The user focuses chakra into the space on either side of two entities in an arching fashion. On one side of the entity, space begins to rapidly unfold while on the opposite side the space begins to fold in on itself. This forces the entity to quickly progress towards the location of the second entity while the second entity is pushed away from the first. This technique essentially allows two entities to rotate into different spaces by unfolding and folding space simultaneously swapping positions relative to each other. The direction of these arcs are completely dependent on the user as they can choose to either put these arcs on the left and ride side of this entity, above and below the entity, diagonal to them, etc. This can be used to completely rotate the orientation of a room, or the orientation of two techniques. Due to these predetermined arcs, the movement is always in a semi circle for both entities but the summed of movement of space would be a circle (To visualize this movement, pick two end points of a circle directly opposite of each other and rotate the circle.) Despite being extremely fast, this technique is not instant as the revolution occurs at 2 times the users' speed for Generals and higher. Seconds can perform this technique at 1.5x their speed and lower members execute this technique at their base speed.
Note: The displacement causes no lasting harm to objects used on.
Note: Can be used up to 4 times per battle with a two turn cool down in between usages.
Note: No Spatial Magic above A rank can be used in the same turn
? Approved, minor edits.?
Kūkan Mahō: Sunpō kōbai | Spatial Magic: Dimension Gradient
Type: Supplamentary
Rank: A
Range: Short - Long
Chakra: 30 (+1 Rank)
Damage: N/A (+1 Rank)
Description: Dimension Gradient is a technique that empowers other Spatial Magic Techniques done by the Noah Clan. By performing four handseals and activating Dimension Gradient, the user is able to increase the amount of chakra spent on Spatial Magic Techniques by 10 for an extended period of time. Dimension Gradient can either collapse or expand space in conjunction with the effected Spatial Magic technique. This collapse or expand of space is depended on the Spatial Magic technique used, if the effected technique Collapses space, Dimension Gradient will reinforce the collapsing effect by additionally collapsing more space than normally allowed. This effect can also be applied to expanding space. When Spatial Magic is used, Pressure can be felt by the opponent (depending on the technique). This pressure is caused by the rapid expansion or reduction of space that can be used to achieve various affects. Dimension Gradient's effect would result in an increase in pressure felt by the opponent, due to Dimension Gradient adding more increased space (or collapsing more space) in conjunction with the affected jutsu. Dimension Gradient can also be used on techniques that focus on bending space, by increasing the amount of chakra put into a technique which directly increases how much space is bent and how strong the bent space is. As a result Dimension Gradient can increase the strength and effectiveness of Noah Techniques by one rank up to and including S rank techniques.
Note: Dimension Gradient can be activated three times per battle with a three turn cooldown in between usages, with each usage lasting 4 turns.
? Approved, minor edits.?
Kūkan Mahōu:Sai haichi to wariate | Spatial Magic: Relocation and Allocation
Type: Supplementary/Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: N/A
Description: Relocation and Allocation is a Spatial Magic technique that allows the user to allocate and relocate space itself by folding in and expanding space simultaneously in two separate locations. The user begins by focusing their chakra into two focal points in space. The first space begins to fold in on itself, infinitely, especially "removing" that space. The space at the second focal point expands rapidly in proportion to how much space was removed from the first focal point. In fact, the space that was removed from the first focal point is the exact same space being unfolded at the second focal point. This effectively allows the Noah to relocate that space to a different area. When an object occupies the first focal point, that object is also caught within the folding of space essentially being removed along with the removed space. Naturally, the removed object will then be unfolded at the location of the second focal point along with the removed space. However, the opponent cannot be directly affected/targeted by the folding and unfolding of space which prevents the user from relocating the opponent.The rank of Relocation and Allocation affects the size of space that can be relocated. C rank can relocate a 2m x 2m x2m space with each rank increasing the affected area by an extra 3 meters. B rank application of this technique requires a handseal with each rank adding an extra handseal.
+ The secondary focal point cannot be created within 5 meters of the opponent. + A rank variation of this technique can be used three times per battle and the S rank application only twice per battle.
+Generals can use S-rank version; lower ranks can use A-rank version and below
+ Generals and higher can relocate space up to 2 times their base speed. While all lower ranks can only do it at x1.5 speed.
Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space
Type: Supplamentary | Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user.
+The displacement causes no lasting harm to objects used on.This technique can also interrupt the functions of inanimate objects and nonliving things by bending space in such a manner that forces that object to be locked into space, nullifying its movement. However, this advanced application is only possible using the stronger variants of this technique (A and S rank)
+Cannot be used on objects of higher rank
+ A rank usage can be used three times per battle, S rank usage can be used twice per battle.
+ Each increase in rank adds +1 handseal.
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle. 2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly. 3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined. 4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason. 5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. 6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
(Kūkan Mahō: Mugen Hayashi) Spacial Magic: Infinite Forest
Type: Supplamentary Rank:S-rank
Range: Long Chakra:40 (-20 Per Turn) Damage: N/a Description: Infinite Forest is one of the four main techniques, used and created by Hakumen himself. This technique takes the application of spacial bending in its more purest and simple form, which is simply bending space. The user will do a set of five handseals, ending with the half tiger handseal. This will increase the "weight" of space all across the battle field to the users will. This will cause the space to be distorted, similar to when gai fought madara, but the distortion can be controlled by the user himself, and the distortion stays active, meaning the distortion is always taking place. This allows the user to nullify the effects of spacial bending in their immediate vicinity. Once per turn, at the cost of a move, the user can manipulate the spatial orientation of an opposing technique S-rank and below through the manipulation of this heavier space, allowing the user to alter its trajectory.
-Cant use any spacial techniques while technique is active
-Technique last for three turns
-Cant use any techniques above S rank while technique is active
-This technique does not physical harm to the opponent. -Can only be used twice per battle
? Approved, made edits.?
(Kūkan Mahō: Yakujou Rajikon) Spacial Magic: Contraction Planes
Type: Offensive | Supplamentary Rank:F
Range: Short - Mid Chakra:50(-20 per turn) Damage:90(-20 t0 user)
Description: Contracted Planes is a unique technique of the Noah clan, using the spacial bending in an offensive way, without directly being offensive. The user will do three handseals, focusing on the space around the opponent in a dome shape fashion 5 meters from the target's body. By doing this, the user cause the space around the opponent causing contractions, using the target's body as a focal point. This will cause the space around the opponent to shrink and shrink, causing incredible pains due to the constriction from the space around the opponent shrinking. If the opponent doesnt release from this technique after two turns, the physical strain will cause them to take damage. The target is capable of breaking through this technique should they produce enough damage to nullify the concentrated space around them.
Note: Cant use any spacial techniques will technique is in play
Note: No Spacial techniques above S rank in the same turn
Note: Cant only use a max of 2 times, 3 times for generals and above
Note: Last a max of three turns
Note: Technique happens gradually. First and second turns do no damage, with the opponent taking damage in the third turn.
( Nekura Ichizoku Hijutsu: Akuma no henkan ) - Nekura Clan Secret Technique: Demonic Conversion )
Type: Offensive/Defensive/Supplemental Rank: A Range: Self Chakra: 30 (-5 per turn) Damage: Depends on Clan Rank Description: Based upon Nekura Clan Secret Technique: Unholy Conversion, this upgraded version has the user generate 4 portals which fits snugly over their hands and feet. This does not effect anything in the users appendages such a swords or kunai's it just creates sustainable portals on the users hands/feet. From then onwards, whenever the user performs a technique that comes from their hands or feet, a little Keigoku goes from the portals and into the technique similar to Unholy Conversion "( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well )." This follows the same damage guidelines as Unholy Conversion, in that "Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses concentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on." However this can be intensified depending on the Clansmen's rank. This technique can also be applied to Taijutsu involving the hands and feet. While making direct contact, the opponent would be hit by the mental anguish associated with Keigoku however it would be more effective making them lose focus and not be able to form hand seals for 2 turns following contact. This lasts as long as the user desires to maintain the portals with a small chakra upkeep each turn. The turn this is created, no other Nekura techniques may be used after activation until the following turn. No Forbidden Ranked Nekura techniques can be used while this is active.
¤ Declined, the logic behind this doesnt makes sense; Unholy Conversion works by making portals that release Keigoku when Ninjutsu pass through/over them. This doesnt extend to Taijutsu and the way this is done doesnt allow it either. Furthermore, with this aspect removed, it's the same as Unholy Conversion. ¤