Custom Clan Jutsu Submission

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Gutsy

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Permission granted by Pervy to update: https://animebase.me/members/gutsy.100403/#profile-post-7526047

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Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40 (-10 per turn)
Damage: 60/80
Description: This jutsu goes back to the founding of the clan where the amber from the Tree of Light was sealed into the clan giving them their powers. The amber flows through them, making them the light itself in a sense allowing them to control their KG. This jutsu lets them become the Silmarilis, The Light, The Holy Fire, if you will.

The user will surge their chakra through their body (or part of their body) and through this their body becomes the holy fire. This can be done in part like just the arm (A rank), or in a surge of chakra turning their entire body in to the Holy Fire itself. In doing the full body surge, the user will purge themselves of all they feel to be negative. This can be done in part with the A rank variant. In turning to the Holy Fire, they become the light itself, and blind all who look at them for two turns (apart from the Noldor), radiating heat from the Holy Fire.

In this form, the user becomes the Holy Fire breaking down all that comings into contact with the Holy Fire based on the strengths and weaknesses. This form enhances the user's close combat skills, burning and purging those who seek to do the Noldor harm. On contact with this form, those the user sees as enemies will be burned on contact with damage equal to the rank used.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled.
Note: The S rank version turns the entire body to Holy Fire, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used, the A rank can't be used for two turns also.
Note: Blinding lasts while this is active. Once this ends the targets remain blind for two more turns.

Updating:

Obliteration | Heisoku
Type: Supplementary/Defense
Rank: A/S
Range: Short-long (blast short range)
Chakra: 30/40
Damage: 60/80
Description: This is one of the unique jutsu of the Elves created for a quick retreat or a counter in dangerous situations. The user will release a surge of Holy Fire around their body turning their skin to what looks like a solid layer of holy fire, almost like glass made of fire. This would be extremely bright like all other holy fire jutsu and so would blind any that look at this for two turns. At any point the user can release this shell, which would burst outwards like shattering glass, where the Holy Fire would be one of the tiny fragments of glass.

This burst would be A/S rank damage (depending on the variant used) hitting short range around the user and releasing a more intense burst of light for those who weren't initially blinded. Any who see this (apart from the Noldor) would be blinded for two turns afterwards. The main part of this jutsu isn't the blast, the blast is a distraction, where as the user turns them self into one of the shards of Holy Fire that is shot off in a chosen direction. In doing this the Elves were able to blind their targets, distracting them and escape in the process. The user can only remain in the holy fire form shard for one turn then they reform in a puff of light, a small light, but enough to give away their location to any who weren't blinded. In this form, they would be weak to the natural weaknesses of Holy Fire.

Note: The user can turn into the Holy Fire and release the blast to escape in the same time frame.
Note: Usable 4 times per battle. A rank can be used once per turn. S rank can be used once every 2 turns. No Holy Fire jutsu S rank and above in the same turn.
 
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Ester

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(Kiyomeru) - Cleanse
Type: Supplementary
Rank: N/A
Range: Short
Chakra: Varies (lvl 1: +20 chakra per turn / lvl 2: +40 chakra per turn)
Damage: N/A
Description: Members of the Noldor clan all have fragments of the amber from the Tree of Life flowing through their body. Through this their body is enhanced and naturally draws in natural energy, causing the Holy Fire to flow through their body, purifying it. Any in the clan are able to use this technique, where the the Natural energy infused Holy Fire in their veins will heal minor injuries such as cuts, gashes or small bruises.

Level 1, Cleanse: This is done passively and allows the user to heal moderate injuries such as minor broken bones (fingers or toes) or bruising and cuts. This passively heals up to 15 health per turn, slowly healing the physical wounds.

Level 2, Purify: This takes one of the user's three moves per turn (though not occupying a time frame slot). The user is able to make use of the amber within their veins to draw in more natural energy, causing the Holy Fire to flood through their body at a more rapid, controlled rate. This enhances the healing, capable of healing shattered bones, stab wounds or ruptured organs, though not capable of replacing missing limbs. This active state seeks to reject anything negative within the user's body. This will burn poisons, bacteria and infections, pushing them out of the user's body. This can push out anything that contains up to 40 chakra in total, and heals 40 health per turn. This active state lasts 3 turns and can be used twice per battle with 2 turns between uses.

Note: Should the user be killed or knocked out, the active state will end.
Note: Level 2 can only be used within sage mode.

( Fukushū no Ikari ) - Avenging Wrath
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: Avenging wrath is a unique form of sage mode that can only be used by the Noldor. An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy and Holy Fire. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body mixed with the Holy Fire of the Noldor. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 15 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x4. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required.

When entering this state, the user's body will be engulfed by Holy Fire as vibrant, angel like wings form on the user's back made of Holy Fire. This layer of Holy Fire will not harm any on contact, but will blind all those who witness this form for 2 turns unless they are a Noldor. The wings allow the user to fly at twice their base speed.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
Note: When this state ends, the user cannot use Holy Fire in the following turn.
 
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Alyx

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Approved CC: https://animebase.me/threads/custom-clans-submission.27962/post-20622307
CCW:
Kagune ♎ Shining Child (Reference)
Type: Weapon
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (-40 per activation, -10 per turn)
Description: Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made. Being an organ, the Kagune can be commanded as easily as any other limb. Kurochi also covers and infuses the Kagune in various ways depending on the form taken. The Kagune and Kurochi each have A-ranked power, allowing the weapon in its entirety S-ranked durability. It seamlessly and passively regenerates from attacks A-Rank and below. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than S-Rank will shatter the Kagune but it can regenerate once from a Forbidden ranked attack and twice from an S ranked attack.

As previously stated, Kagune has 4 main forms, each one corresponding to the location it is projecting out of the Claymore's body, with their own unique usages, advantages and disadvantages. The location where the Kagune will project itself out of will be necessary to give it the shape needed. Its form can be changed but doing so forces the organ back inside the body, where it will relocate after one turn, and re-emerge (doing so cannot bypass any existing cool downs and counts as a re-activation). The color of each Kagune may vary per Claymore as well as unique variations (to be submitted as PCCJ). The Kagune can be activated passively once per fight/conflict, four times overall, with a four turn cool down each time it is deactivated. Lasts as long as the Claymore keeps paying health.

(Ukaku || 羽赫) Shining Feather

The first type of the Kagune which grows in the cervical vertebrae. When activated, the organ bursts from the Claymore's back as a pair of wings. Each wing has a bony support structure running its edges while Kurochi forms a thin membrane in between. This allows the Claymore a limited form of flight and gliding, which can be used to travel up to Mid-range at their base speed. The Claymore also gains he user gains a projectile offensive mechanism, where the Kagune is able to release kunai sized shards of Kurochi to 10 meters (Mid-range). These shards are A-Rank in power and cannot be done while in flight. This ability has a two turn cool down.
(Kōkaku || 甲赫) Shining Shell

The second type is activated upon having the organ grow or move to the thoracic vertebrae. In this form the Kagune forms an outer shell over the Claymore's arm that behaves like a sword or cleaver. Kurochi flares around the Kagune in this form and can allow it pierce or slice through techniques up to S-rank. The Kōkaku form can only reach up to 3 meters of the Claymore but can be operated in close range at the speed of the average Samurai due to its small form and lightweight material. The Kurochi enhancement can only be done once every two turns.

(Rinkaku || 鱗赫) Shining Scales

The third type is created with the growing or moving of the organ in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine, up to 4 in number or just one (four B-ranks or one A-rank). Kurochi infuses the Kagune in this form, allowing it to devour anything it touches. For techniques lower in power than the Rinkaku, can be devoured whilst attacking to supply the Claymore (through Primeval Gluttony CCJ). The ability to devour and return chakra can only be activated once every two turns after which the Rinkaku will still function as an offensive weapon. The Rinkaku is also the second Kagune form that can reach up to 10 meters when attacking (Mid ranged).
(Bikaku || 尾赫) Shining Tail

The last kind, which is created from having the organ move to the sacrum, will project itself out from the skin in form of a flexible tail. Being made of almost entirely muscle, the Bikaku swings with enough strength to break bones and send tremors through the ground. With the added Kurochi outer layer, it is an S-ranked weapon, capable of dealing serious damage. It can also be used to cover the Claymore's leg instead, for added Taijutsu damage (+20 to leg based Tai). Once activated the ability lasts two turns, with a two turn cool down. The Bikaku can only reach up to four meters of the Claymore's body.

Note: Must be at least Ghoul rank to possess.
Note: Choosing to have a Kagune prevents the Claymore from utilizing any other CW's and must be mentioned in the biography.

PCCJ (1/4)

(Kagune: Horyo Hato) Shining Child: Captive Heart
Type: Defensive, Offensive
Rank: S - Rank
Range: Short
Chakra: 70
Damage: N/A
Description: Captive Heart is a unique technique developed by Velvet Kureimoa, which utilizes Yin Release innate ability to empower the insatiable Hunger of her Kurochi. Through an active infusion into her Kagune, Velvet will coat the cancerous limb with a mixture of the aforementioned energies. This causes the Kagune to display a mixture of hues, as spiritual energy radiates from it as a result. In terms of its actual function, the Kagune is immediately flicked into the direction of an opposing elemental technique containing chakra; which it inherently drains the existing chakra and metabolizes it within the Kagune. This however causes a unfamiliar reaction, which the Kurochi within it is altered, robbing the unique composition of the technique it consumed. The technique's composition will then be materialized, allowing the Kagune in question to gain the unique properties associated with element - such as poisonous effects etc. An example of this would be with Fire Release - causing the Kagune to burn the target is direct contact is made with it etc. The Kagune continues to retain it's innate abilities as well, which in turn can then employ these other unique properties into other subsequent uses of the Kagune. This is all achieved due to the influence of Yin Release, allowing it siphon the chakra, replicate it's properties all the while cleansing the foreign chakra and allowing the safe usage by converting it into Velvet's own chakra. This gifts an innate boon of +20 to Velvet's Kagune related techniques, though this infusion isn't permanent. This only lasts three turns, which after the infusion ends and causes the Kagune to return to normal. Captive Heart can only be used twice per battle, with a cooldown of two turns which no Yin Release Techniques above A Rank can be used as well. This can only effect techniques of elemental nature, be it Basic, Adv Element or Custom Element. It does not allow her to gain the element in question, simply replicating it's unique effects/properties towards her Kagune
 

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(Saitei-sha no Hikari) - Light of the Arbiter
Type: Attack
Rank: A/S Rank
Range: Short-Long
Chakra Cost: 30/40
Damage: 60/80
Description: Light of the Arbiter is sub style of the Legacy of Tolkien technique where in the user focuses on the sword rather than the bow. Through infusing their bladed weapon (Sword, dagger, spear etc), the user can release a series of devastating strikes to make the optimum close combat style.

Wake of Ashes (A-S): Wake of Ashes is the basic release of the style where in the user will swing their blade releasing Holy Fire through it, using the blade as the medium instead of using hand seals. This can be a precision strike releasing a thin slash of Holy Fire, or a large wave to engulf a wide area. These waves are released in a linear manor reaching up to long range. This can be done up to 4 times per battle. S rank requires two turns between uses with no holy fire above A rank in the following turn).

Divine storm (A): Divine Storm is a technique there the user will release a surge of chakra through their weapon creating a vortex around the blade or themselves of Holy Fire that pushes out to mid-range in all directions. This will not harm the user. This can be done up to 3 times per battle and one turn between uses.

Blade of justice (S): Blade of justice is a technique where the user will stab their weapon into the ground or surface they are stood upon, surging chakra though the ground to a location of their choice. The ground at that point will light up as a large replica of their blade formed of Holy Fire will shoot up, impaling the chosen target. This can be twice the size of the user’s weapon or large enough to impale a large summon. This can be done 3 times per battle with two turns between uses. No Holy Fire jutsu above A rank in the following turn.

Final verdict (S): Final Verdict requires the user to thrust their blade into the air, creating a pillar of Holy Fire that resembles a pillar of light. This Holy Fire will then come down on a targeted area, burning all enemies of the user within a mid-range radius. This can be done twice per battle with 2 turns between uses and no Holy Fire above A rank in the following turn.

Note: Only one ability of Light of the Arbiter can be used per turn.
Note: Anyone who is not a Noldor who witnesses any of the abilities will be blinded for two turns.
 

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Kisei Approval > Here

Arcanum Obscurum
Type: Defensive/Offensive/Supplementary/
Rank: S
Range: N/A
Chakra Cost: N/A ( +10 to Mahou & Katon Techniques )
Damage points: N/A ( +30 to Mahou & Katon Techniques )
Description: Arcanum Obscurum is a magical item that's been passed down through the ages within the Kisei Clan. Appearing as a cube, it was created from the wood of the Jubi's dormant form, similar to the wands of the clan, while also containing Rosewood and Phoenix Feather to enhance the user's usage of Transfiguration and Katon. The unique aspect of Arcanum Obscurum is the sealed spirit of a Dragon that resides within the cube, as well as the infusion of Yin to strengthen the bond between it and the user, resulting in the user's Mahou and Katon being enhanced passively by 30 damage and 10 chakra. Unlike most magical items, Arcanum Obscurum is sealed within the holder, utilizing their body as the medium to cast spells, though still requiring hand movements and incantations when necessary. In addition to the passives of Arcanum Obscurum, the item possesses two other abilities:

Velum, or Veil, is an ability of A.O. that creates an invisible barrier of Mahou in all directions ( the range can be determined by the user ), with the user at the center. Because the barrier and the space within are filled entirely with Mahou, it allows the user to cast spells directly from it, eliminating the need for the user to cast spells from themselves or their wand. This ability, while passive, costs 70 chakra ( 10 chakra per turn to sustain ) and lasts 4 turns, with a two turn cooldown between usages and can be used thrice per fight.

The final ability of A.O. is Transformatio, or Metamorphosis, and acts to enhance the user's Transfiguration capabilities through a combination with Yin Release. Once activated, a fiery Mahou/Yin-infused Dragon that's spiritual in nature will be conjured around the user, covering short range. The Dragon, which also possesses the properties of the Transformation spell, enables the user to transform incoming jutsu, though on a much grander scale than the original due to the addition of Yin. Instead of solely altering the physical properties of the incoming attack, the flames will harness aspects of both abilities, breaking down the jutsu and deforming it, while the parasitic nature of the Yin energy simultaneously corrupts the opposing chakra before assimilating it into the Dragon to restore it to full strength. This results in the Dragon obtaining the effects of the assimilated attack, enabling the user to draw on these properties by infusing their spells with a portion of chakra from the Dragon. Consequently, the user's spells would cause spiritual damage while also inducing numbness or burning upon contact, depending on the type of attack assimilated ( for example, a Fire attack would result in the user's spells causing burns, or lightning would cause paralysis/numbness ).​

Note: Veil still follows spawning rules, meaning spells can't be cast within five meters of an opponent unless the user is also within that range.
Note: Metamorphosis can be used thrice per fight, lasting four turns per use and costing 70 chakra ( 15 per turn to maintain ). If used as a source, 15 chakra is subtracted from the Dragon. Once it ends, Metamorphosis cannot be used for three turns.
 
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