Custom Clan Jutsu Submission

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Mudo

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Received permission to submit for the Hayabusa clan @Reborn

(Neidan: Tsuihō) Internal Alchemy: Banishment
Type:
Supplementary
Rank: S Rank
Range: Short to Long
Chakra Cost: 40 (- 10 per turn)
Damage: N/A
Description: Through one’s dragon chakra, the user employs all three dantian in conjunction with three hand seals, creating an omnidirectional burst of chakra that travels up to long-range. This chakra is inherently harmless, but proves useful through other means. The chakra, now anchored to the Hayabusa themselves as its epicenter, acts as a zone, existing all over in a 360 manner as it also spans into the skies above and below the surface of the ground. This zone was specifically designed as a means of absolute control over a domain. It was created with the mindset that only the Hayabusa is allowed to remain in control of this zone. When the opposition wishes to utilize techniques that are sustained, and last for a given period of time, Tsuihō targets both the external and internal foreign chakra, erasing it over a period of time (this does not negatively affect the person physically, but simply removes the chakra which causes the resulting enhancement(s)). The closer the opponent is to the epicenter, the more is erased. At short-range, the zone automatically erases 20 chakra per turn, reducing the affected technique(s) by three turns and decreases by an increment of 5 chakra the further away they are (mid-range only reducing the mode by 2 and at long range only by one). An example of this being used is when the target creates the aura of lightning produced via the Raikage Lightning Armor technique. Upon activating, the zone would immediately respond to this, erasing the chakra of the armor in order to reduce its duration or outright ending it (depending on the distance from the user and target). Anyone within this zone is shrouded by the dragon chakra, effectively allowing the Hayabusa to be aware of their existence via Taijin, within the user's tracking capabilities.

Note: This technique is initially learned at Jounin Rank, lasting three turns. While in use, the user cannot utilize any Neidan Technique above A-Rank, nor can they use them in the same turn this technique ends. Can only be used twice per battle.

Approved. Slight edit made.

(Neidan: Wu Wei Dao) Internal Alchemy: Way of Effortless Action
Type: Supplementary, Defensive
Rank: S-Rank
Range: Self
Chakra Cost: 40 (- 20 per turn)
Damage: N/A
Description: Considered one of the most sought after techniques within the Hayabusa Clan, Wu Wei Dao is its name. This technique takes the aspect of Wujin and Tajin in order to create a perpetual loop of how a Hayabusa is observed by the world around them. Through Tajin, the Hayabusa is infinitely aware of them while with Wujin they are able to actively manipulate how the outside world perceives them. Thus through the use of three hand seals, the user activates this technique. They constantly manipulate their state of existence, being both present and absent at the same time and thus creating state known as “Void Born”. Once a person has entered Void Born, they are able to fully control how the world perceives them and how they perceive themselves. To sum it up, should for example the opponent attempt to inject poison into the Hayabusa, upon being inflicted – the Hayabusa can manipulate their state of existence perceived by the opponent and of themselves where the target perceives them poisoning the Hayabusa but in reality the Hayabusa can choose to be poisoned or not. This creates a sort of “absolute” defense, allowing them to any sort of damage to themselves, remove techniques placed upon them or even status conditions (such as being poisoned). While this provides an immense defensive power, it does come with some downsides as while in this constant state of manipulation, the user is incapable of doing this constantly, only able to affect one technique S rank and below per turn (at the cost of move, though doesn't count as one on the initial turn of activation). While active, this technique constantly drains chakra per turn to sustain, preventing the user from being able to utilize any technique of any rank that requires to be sustained. Activating such technique will cause Wu Wui to automatically end.

Note: This technique is initially learned at Dragon Ninja or Head Ninja Rank. The user would be rendered incapable of using Nedian above B rank the same turn its activated, next turn and the turn this technique ends. This technique can only be use twice per battle, with a cool down between each use reflecting how much turns the user managed to sustain it (i.e sustaining it for three turns makes a three turn cool down) plus one additional turn though can only last a maximum of three turns.

Approved. Edits made.
Updating (old thread link):
(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Type: Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence drawn into the user’s being increases their physical speed, strength, and awareness allowing them to heightened feats of taijutsu. The user is able to perform taijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu while using Huquan. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user becomes unable to use any lower dantian techniques for the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all three forms from this technique

All Aproved, slight edits here and there. Might make more in the morning when I'm rested and not sober

(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence reinforces the user’s being increasing their physical speed, strength, and awareness allowing them to heightened feats of physical combat. This essence is visualized as barely visible distortions in the air surrounding the user and their weapons. The user is able to perform taijutsu, kenjutsu, bukijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu and weapon based techniques (swords, staffs, axes, etc) while using Huquan. The essence that surrounds the user and their weapons capable of erasing physical matter (Earth, Steel, etc) at the point of contact allowing the user's physical attacks to cut through anything destructible. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Shequan (Snake Fist)
She Quan is the second form of Hayabusa Kobudo and is characterized as being the most deceptive of the fighting forms. This form makes use of the Hayabusa's passive ability to control their own existence while they are engaging in physical combat with opponents. As the user attacks, they may passively expend 30 chakra to erase themselves from the opponent's five basic senses by manipulating all three dantian. What this means is that the opponent will not be able to perceive the attacks until the last possible moment when the user strikes, resulting in every physical attack while under the influence of Shequan to result in a critical hit. The user can use Shequan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Shequan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Shequan is that, the user can only use lower, upper and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Shequan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Longquan (Dragon Fist)
Longquan is the third form of Hayabusa Kubodo. It is classified as the most ranged of the fighting forms and utilizes the Hayabusa's ability to erase objects from existence. This form starts with the user passively embedding their Dragon chakra from the lower and middle dantian into their ranged attacks such as kunai or shuriken. As the user throws the objects the Dragon Chakra activates when they are at least in a 2m range of foreign chakra sources. Instantaneously, the Dragon chakra activates and creates a short-range 2m wide distortion similar to Kamui. These distortions are capable of erasing objects up to A-rank and may be passively activated by the user if necessary to spawn the distortion at their discretion. Objects erased by this method are capable of being returned by utilizing Taji Dao using the respective dantian. The user can use Longquan fighting in successive turns depending on their rank which reflects their overall physical condition; attaching Wuji to their ranged attacks to erase other objects can be executed once per turn that the user is able to keep the form active. Genin and Chunin can only use Longquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Longquan is that, the user can only use lower and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Longquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Wuquan ( No Fist)
Wu Quan is the fourth and final form of the Hayabusa Kobodo, and is the most defensive of the style. This form is characterized by its use of the Hayabusa's dantain to combat opponent's on a spiritual/mental battlefield as well as the physical one. This form starts with the user's surging Dragon chakra to every point in their body utilizing all three dantian. This greatly bolsters the user's physical and spirtual defense as the user is now capable of reducing 20 damage from physical and spiritual attacks while in this form. Defensive techniques preformed during this time are also empowered by one rank(does not apply to techniques that can also used offensively). The user can use Wuquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Wuquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Wuquan is that, the user can only use lower, middle or upper dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Wuquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized. User cannot use a Form while experiencing the cooldown of another.
Note:
Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all initial forms derived from this technique.

Approved. Edits made.
 
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Scorps

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Resubmitting:

No Kyōsei | The Way of the Force
Type: Supplementary/Offensive/Defensive
Rank: E-Rank to Forbidden Rank
Range: Short
Chakra: 5 to 70
Damage: 10 to 90 (-30)
Description:
The Way of the Force is a combat style that makes use of all the core abilities of a Binkan and merges them together into a Saber Combat Style using Chakra Sabers. Force Sense, Force Alter and Force Control are all used and employed in the combat style and estabilishes itself as one of the core 8 techniques each Binkan has access. Without mass, and increadibly lethal to use, Chakra Sabers require a great deal of concentration and focus to use when compared with a normal physical weapon. The chakra blade itself will cut through most solid matter as if it was hot, yet it doesn’t possess any heat manifestation; it will collide with objects as if it was solid, yet is weightless. These unique characteristics are the reason why a new way of fighting needed to be created in order to use the weapons effectively. The combat style divides itself into 9 forms, each of them consisting of a different focus on speed, acrobatics, strength, range, defense, attack, surpression, etc. The power of each move, both offensive and defensive, varies according to how much the user needs for that particular instant. With the force guiding him, the user is able to guide his chakra instantly into the correct strength displacement he needs, varying the power of his attacks and defenses from E-Rank to Forbidden Rank. This means he can do the same attack, parry, etc with variable strength according to his own need. As the strength scales up, so does the power and resistance of the chakra blade of the chakra saber, all in proportion. When he scales up his power, he consumes more chakra, employs more focus, makes his moves faster and behind them carries more strength. Using the Way of the Force, users can also defend themselves, with their chakra sabers, from incoming elemental techniques or others, as long as its feasible within narutoverse to do so (basically, as long as its a technique that would allow on to "cut" through it, deflect it or reflect it with a chakra saber).

Forms
Forms in The Way of The Force determine the phylosophy and focus behind each movement done with the Chakra Saber. More than different ways to fight, they determine different ways to approach combat all together. Each form has a given stance which potentiates a given posture towards the fight itself. While the movements themselves are more or less the same (in terms of attacks and parries), the way the move is done as well as certain unique traits are defined by the form. Freeform usage of The Way of The Force will still obey the type of movements and perks related to the form the user has mastered. Each form will then have benefits or penalties on attack (which is basically how much more or less damage each attacking move within the form will do in relation to how much chakra is spent in the attacking move), defense (which is basically how much more or less damage can be defended from within each form in relation to how much chakra is spent in a defensive move) and speed (how many more movements can be done in one single time frame, how fast or slow each form in relation to others and regular kenjutsu, how fast the user can move when using acrobatics bound to the form and finally how many simultaneous attacks/enemies can the user defend from or face when using said form). This is defined in steps of +20 or -20. For example, +20 to defense to a B-rank defensive movement allows that movement to defend the equivalent of A-rank damage.

  • Form I (Shii-Cho) - This combat form was the one that bridged the usage of regular, metal blades and Chakra Sabers. Shii-Cho was intended to cater to these new weapons, establishing the basic motions and target zones utilized with a chakra saber. Because chakra sabers don't possess weight or carry the same momentum, while being lethal to the touch, it meant that unlike physical swords, one doesn't need as much power behind his moves but requires much more control and focus. This style introduces this basic control. In combat, Form I chakra saber combat is wild and raw, relying on deliberate tactics and being primarily aimed towards disarming rather than injuring foes, in keeping with Jedi philosophy. Its the most neutral form, with zero penalties but also zero benefits. It uses a double handed grip with single bladed sabers.
  • Form II (Makashi) - Makashi is the most dueling-centric of the seven forms and its primary purpose was to serve as a counter to the first form; Shii-Cho. Makashi relies on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I. Form II emphasizes fluid motion and anticipation of a weapon being swung at its target, and so requires very fluid movements of both the blade and the body. Timing, accuracy, and skill, rather than strength, are relied-upon to defeat one's opponent. Due to Form II's emphasis on blade manipulation, and its many fluid one-handed moves, Makashi practitioners were often more static, relying on lighter, short burst movements. While the offensive abilities of Makashi don't experience any sort of additional damage, the form allows a stronger defense against Kenjutsu, Taijutsu and other hand wielded single weapons (like Spears, Hammers, etc), manifested in a +40 defensive ability against those. The form is, however, unable to defend against multiple projectile type weapons (shurikens, arrows, senbons, etc) and will suffer a -40 penalty against Ninjutsu. The final trait is the ability to be able to defend from 2 Kenjutsu or Taijutsu users at the same time or against 2 individual Kenjutsu or Taijutsu attacks done in the same timeframe. The unique movement of this form is called Khiron. It’s a flurry of various expansive “from inside to outside” slashes, designed to direct the enemies weapon movements outwards and exposing his core (chest, abdomen and arms), allowing an offensive counter attack.
  • Form III (Soresu) - The original purpose of the Soresu form was to counter shuriken wielding opponents, as the previous combat styles focused on chakra saber dueling. Becoming the most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Soresu utilized motions that occurred very close to the body, in an attempt to achieve near-total protection and expend as little energy as possible while executing moves. Form III stressed quick reflexes and fast positional transition, in order to overcome the speed with which a shuriken (and other projectile weapons like senbons) could be fired. However, Form III merely facilitated survival rather than victory. Form III initiates were more than capable of defending themselves from attack, but they needed a large amount of experience to learn how to effectively counter-attack and entrap opponents. Soresu is based around a variation of grips, allowing open and simpler stances to be one handed, allowing Taijutsu and Ninjutsu synergy and also being able to transition to a two handed grip for more offensive power. As a result, Soresu is highly focused on defense, gaining +20 in bonus defense to all attacks. But, all this defensive focus reduces the damage potencial and all offensive moves receive a -20 penalty in damage output as well as resulting in a style focused heavily in employing large defensive power to a single moment. This makes this style is very bad to deal with multiple enemies. Its unique movement is a solely defensive movement called Shirot. It’s a simple empowered downwards, upwards, horizontal or diagnonal slash, capable of fending off frontal incoming techniques by essentially cutting them in half and using the force to direct the debris outwards and around the user. Due to the Force’s influence, this unique expression of a defensive movement can cut even otherwise “uncuttable” attacks, defying logic.
  • Form IV (Ataru) - Ataru is an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru are always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they can overcome their physical limitations (including old age) and perform amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade the attacks and strikes of their opponents. The standard components of Form IV focused on application of and smooth transition between the three axes of rotation in a three-dimensional space; the su ma. Specifically, the jung su ma (spinning), ton su ma (somersaults), and en su ma (cartwheels). Those that use Form IV can move at high speeds and can rain strong blows, jumping and attacking through the air at the same time. Powerful and quick spinning attacks can be utilized from all angles, either from ground or air. Its used with a double handed grip, not making it prone to combine well with taijutsu or ninjutsu. The weakness of the form is that its speed allows evasion but not direct defense. Attack movements from Ataru are much faster, allowing the user to produce extremely complex and lenghtly movements in a single timeframe, but lack brute force and momentum, thus not receiving any offensive boost. This speed is also manifested in the acrobatics one can perform in tandem with the various offensive and evasive movements of the form and in how fast one can perform them and move from movement to movement, using even sequences that defy physics. Within the short range area around his center, the user is capable of moving his body up to 3 times his base speed in an endless succession and combination of acrobatics, offensive and evasive movements. But this comes at a cost. This style receives a generalized -20 direct defensive penalty. Its unique movement is called Zetsa. This unique movement is a freeform set of flips, rolls, jumps, dashes, steps and short runs, designed to set up offensive movements but also to evade attacks, using the circular movement typical of the form to surround a target and deliver various blows from various angles.
  • Form V (Shien / Djem So) - Form V was created by Form III masters who desired a more offensive style, since the defensive nature of Form III often prolonged the fights, draining too much stamina and chakra. It evolved into an accepted style by combining the defensive maneuvers of Form III with the more aggressive philosophy and tactics of Form II. Form V also required a higher level of physical strength than the other chakra saber forms, due to its focus on complete domination of opponents. Form V had two distinct variations: Shien and Djem So. Classic Form V, Shien was known as the "Perseverance Form" and was designed to protect against enemy ranged weapons and ninjutsu without compromising one's ability to launch powerful counterattacks. With its focus against ranged attacks, Shien kept in mind that Binkan were often outnumbered by their opponents and needed to defend themselves while retaining offensive capability. However, it lacked effectiveness against single opponents. Shien practitioners were known to favor, or at least regularly utilize, reversed grips and was the first form to allow this usage. Whereas Shien specialized in ranged weapon deflection, the more advanced Djem So focused on sword/chakra saber dueling. Utilizing a combination of blocks and parries, a Djem So user maintained a proper foundation in terms of defense against both ranged and melee attacks, but rather than counter only when necessary as per Soresu training regimens, Djem So actively pressed the offense. Djem So placed a heavy focus on brute strength, utilizing wide, powerful strikes and parries. Power attacks from a Djem So user could even knock an opponent back just through sheer kinetic force, throwing them off balance and leaving them vulnerable to further brute force strikes and power blows that sought not just to penetrate an opponent's defense, but drive them back and leave them unable to counter. Common to both variations of the form is their low speed which made both variations lose to styles such as Ataru, as because each movement has much more power and momentum behind it, its also longer and slower. Movements are simpler and easier to predict and follow. Both styles allow reversed one handed grips and great synergy with Taijutsu and Ninjutsu, following the logic of counterattacking. Offensively, this style is characterised by a +20 damage boost output, but, more importantly, it possesses kinetic power; momentum. This means that it’s a style that will always win against “blocks” of the same power and is more prone to being directed/evaded, with or without a blade, than to be stopped directly. In a contest of strength, a Form V attack never loses. Defensively, both subforms differ. Shien is characterised by a very strong +20 defense bonus against ranged weapons, ninjutsu, etc but penalty of -20 against Taijutsu, Kenjutsu and Way of the Force. Djem So on the other hand has a -20 penalty against ranged attacks but a +20 defensive bonus against Taijutsu, Kenjutsu and Way of the Force. Both styles are slightly slower than average Kenjutsu or other forms, trying to make up for that with raw power. Shien’s unique movement is called Tyu. It’s a simple movement that uses one’s chakra saber to deflect small ranged attacks (the projectile (s) cannot be bigger than 1/3 the users size) back at the target with the same power and momentum; attacking by defending. Its done by a rapid, almost blinding flurry of saber movements in front and around the user, creating a circle of sorts within his middle ring, a near perfect defense. Djem So’s unique movement is called Enry. A powerful simple two handed (one handed if reverse griped) slash that carries a concussive effect upon impact and, more importantly, a shockwave like effect, designed to break enemy stands, shatter defenses or weapons and overwhelm grips.
  • Form VI (Niman) – The first form to be designed to use with 2 chakra blades, Niman was based on dual sword kenjutsu. Form VI attempted to balance all elements of chakra saber combat, combining the techniques from Forms that came before into a less intensely demanding combat style. In practice, Form VI was a combination of older forms (Forms I, III, IV, and V), and all of them in moderation but applied through the use of 2 chakra blades. In the blending, much of the individuality was lost, but the strengths were spread evenly, and there was little weakness in it. Due to its "jack-of-all-trades" nature, the success of this form was largely dependent on the practitioner's intuition, improvisation, and creativity in combat rather than the roote responses derived from other forms. It cannot be used with reverse grips. Normally, with Form VI, each saber has a purpose, either attacking or defending, with linear forward focus. Because its based on single saber forms, there is no focus on double saber movements but rather into combinining a defensive movement with 1 saber and an offensive movement with another. This dividing nature produced a style that was well suited for saber-to-saber combat, sword-to-saber combat and taijutsu-to-saber combat. Additionally, because the basis of the form was one handed forms, the user could still fight with near equal prowess when using only one saber if needed. As such, Niman had no real focus on either attacking, defending or speed. It was its ability to divide power between attack and defense in the same movement that made its more impressive impact. Using the same amount of chakra, the user of Niman can choose to perform a defensive movement and and offensive movement, dividing the total power equally between each. For example, employing S-Rank power, the user of Niman can produce with one saber an A-rank defense and an A-rank attack with the other saber in the same movement. It also means that, as a disadvantage, max power output both offensive and defensively can only come at the cost of this trait. The benefict of Niman is only really felt up to A-rank, at which point, the dividing nature of the style between both sabers becomes detrimental, inefficient and the practicioner needs to start focusing solely on one of the sabers to be able to employ max power, becoming then a simple style, similar to Form I. The unique movement of this form is the Chai’che. A movement in which the user, upon receiving an attack from a meleed weapon, will defend with one saber, diverting the weapon outwards before performing a slash with the other saber at the same time.
  • Form VII (Juyo/Vaapad) - Juyo was described as the most vicious form of saber combat, and was said to be filled with both fury and "malignant grace." The form came to be known as the most difficult and demanding in all of saber combat forms. The form was said to necessitate greater energy than Form V, due to a broader wielding of a user's focus and a deeper emotional link. Vaapad was described as more than a fighting style; it was a state of mind that led through the penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of winning but not fall or let himself be controlled by that desire. Vaapad required a constant and sizable stream of Force focus from the user, becoming very taxing to sustain for long periods. The form's attacks appeared to be unconnected, its motions seemingly unpolished to an untrained observer. While Juyo has a two handed grip, Vapaad has a single handed grip that can change to two handed when needed. Essentially, this style combined some of the acrobatics aspects of Ataru with some of the aggressive aspects of Shien and Djem So. This comes at the cost of Force Sense awareness by reducing ones focus to the opponent; nothing else matters but the enemy. Both subforms of this form are fast, but not as fast as Ataru and not as acrobatic. The user will focus heavily on closing dashes of speed, simple linear jumps and bursts rather than elaborate acrobatics. Within roughly the limits of short-range, 5 m around the user, the user is capable of dashes/jumps at 2x his normal speed. But here is where both styles differ. Juyo focuses on sheer power and impact, neglecting defense; Vapaad focuses on counter attack and speed. Juyo gains a bonus of +20 offensive damage but receives a -40 defensive output across the board. Vapaad receives a +20 offensive bonus, but receives no penalty to its defensive ability against Kenjutsu, Taijutsu, Way of the Force or other Weapons, ranged or not, being unable to defend against elemental ninjutsu. The unique movement to both subforms is called Partai. The user will dash forwards into the opponent to deliver a piercing hit into his or her abdomen, slashing outwards afterwards and thus slashing the opponents abdomen open, essentially, eviscerating him or her.
  • Form VIII (Jar'Kai) - The Jar'Kai form is the second form of dual saber wielding combat of the Binkan clan. It, like Niman, was born from the usage of 2 sabers in combat but differs in its purpose and power output and consumption. Jar’kai fighters, were able to maintain a strong offense, as the combination of the two blades allowed them to overwhelm most opponents. A typical Niman maneuver was to continually attack with one blade while relying on the other for defensive coverage, ensuring that the duelist could keep up his guard even as he attacked. However, Jar’kai used both blades for the same purpose, keeping up a continuous wave-front assault or defense. This allowed a more overwhelming power to be produced for both attack and defense but it came at a big cost in terms of chakra and focus on the Force. A Jar’kai user will do double damage or have its defensive power doubled but will also consume chakra of the same magnitude. For example, when using an S-Rank offensive movement, both swords will do the movement and attack each with S-rank power but will also consume each S-rank chakra. This consumption of chakra leaves the user at a disadvantage in longer fights as the constant output of focus and chakra will deplete his stamina much quicker than with Niman. Also, the form itself isn’t unbreakable. Relying on rotation around one’s central axis and mild acrobatic movements within ones core and consecutive or unison movements of both blades, the style becomes more taxing and harder to perform. Reverse grip can be used. The main trait of Jar’kai is that it can combine the movements and unique movements of each of the other forms with a dual bladed performance, though without either the beneficts or dowsides of each style. For example, a Jar’kai user can make use of Atarus acrobatic movements and movement style but will not receive his unique speed boost as he will essentially not be able to move as fast while using 2 blades. The unique movement of Jar’kai is the Then’ro. The user rotates, slashing with both sabers in a flurry that produces essentially a perfect attack and defense that, due to the speed of rotation and saber flurrys, seems to create a cylindrical barrier (same color as the sabers) around the user, in the limits of short range.
  • Form IX (Kas'im) - The primary purpose of the double-bladed chakra saber (also known as a chakra saber staff) was to allow for a faster rate of attack, unleashing a rapid assault with only a minimum of movement, "more slaughter per swing" as some put it. Saberstaffs were also excellent defensive weapons, as the doubled length of the weapon provided more surface area for deflecting and parrying, though were less adept at redirecting. In addition to the practical benefits of the weapon, it also possessed a great psychological impact. The dual-blades increased the visual impact of the weapon, and in combat, opponents would intuitively try to track the blades separately rather than as a single weapon, overwhelming them. However, despite all of the advantages offered by the weapon, its weaknesses were equally obvious. Special training was required to wield the weapon effectively, with those attempting to use it without such discipline likely to bisect or impale themselves. The techniques employable with a double-bladed chakra saber were extremely limited, as the second blade rendered many positions and movements impossible to execute, or required the wielder to twist himself awkwardly around the weapon to do so. Many techniques required the user to perform elaborate flourishes in order to move the staff around their body, leaving them open, and any sort of fighting method that focused on power or penetration was difficult to apply. Also, the enlarged hilt common to most double-bladed chakra sabers presented a large target, difficult to defend from enemy attack. Opponents would often attempt to employ the sun djem contact mark, with even experienced saberstaff wielders being vulnerable to this tactic which resulted in losing their weapon. This said, the usage of dual-blade chakra sabers can be beneficial in some situations, the main one being when surrounded by enemies. Usage of the weapon rapidly evolved into a rotation based style, where the user will focus on the force to rotate the weapon on his hands and around his body, while he himself rotates in a mixture of cartwheels and summersaults. This style focused a lot on Force Sense awareness to keep the user safe which didn’t allow much focus on speed and even less on brute power. The rotation style allowed a very strong defense against Taijutsu users and an adequate one against Kenjutsu users but not very against elemental techniques. The grip of the weapon would normally be one handed with most moves initiated by a rotation of the weapon on one of the palms and above the user’s head. This allowed and enforced great synergy with Ninjutsu and Taijutsu to reduce the openings generated by the style, allowing the usage of one handed ninjutsu that don’t require handseals at the same time with the form’s defensive and offensive movements. While it had some degree of usability against projectile weapons, it wasn’t very effective in this scenario. There is no bonus to attack, with a noticeable penalty to defense, being unable to defend against Elemental Ninjutsu and receiving a penalty of -40 against ranged weapons. The rotation style allowed the user to engage multiple enemies at the same time. The unique technique of this form is called Roth’ir. It revolves around using the Force to rotate the weapon with such speed around one’s palm that it almost creates a circular shield or a chakra circular saw that can be used offensively or defensively.
Restrictions:
-S-Rank strength can only be employed once every two turns; Forbidden Rank Strength can only be used once per battle, heavily stressing the body to the point that using The Way of the Force (or any other Taijutsu or Kenjutsu style) becomes impossible unless the user is healed (-30 damage to himself if Forbidden rank is used). The injuries are mostly focused on the muscles, with mild rabdomiolisis but severe bone and articular stress.
-Each user can only learn one of the 9 forms; each bio is restricted to having only one of the forms (if subforms exist, the user must pick one to use), the exception being the clan leader who is knowledgable and can use all forms, though only one per battle
-Needs to be posted only once per fight when the user activates his chakra sabers, afterwards he can use the style as long as he describes the strength of the movements, accounting for the necessary chakra costs and move costs
-The forms that describe to be synergetic with Ninjutsu or Taijutsu can be combined with Taijutsu moves that are logically possible as well as Ninjutsu techniques, allowing one to perform, for example, a defensive block with one hand and attacking the target with a Rasengan on the other hand
-In case the user loses grip of his sabers, he can, using the force, pull his Chakra Sabers to his hands by paying 5 chakra

Declined. Form 2: +40 damage, even with a -40 penalty against Ninjutsu, is too high. At most, I’d allow a +30 boost with a -30 penalty, but this would need higher usage restrictions than if you did +20/-20.

Form 3: A few things with this one. For the final portion, I’d like you to define more precisely what you mean by “uncuttable” techniques. I’m assuming you mean things like fire or even some liquid where attempting to physically cut it wouldn’t do much good, but I can see this being extrapolated to mean even immaterial techniques, so this’ll need a more concrete description/definition. Secondly, the boost applied will be an active boost not a passive one, for clarity’s sake/

Form 4: 3x speed is too high.

Form 5: This one is fine. Note, however, that any usages of the Forms once approved that attempt to attack and defend in the same maneuver will result in its offensive/defensive boosts being nullified for that maneuver.

Form 8: Double damage is a no.

Form 9: This goes for the Forms at large; utilizing the Force at the same time as other chakra-using Ninjutsu won’t be allowed.

Personal CCJ:

Kyōsei Maiagarimasu | Force Soar
Type: Supplementary
Rank: D
Range: N/A
Chakra: 10 (-5 per turn)
Damage: N/A
Description: A stronger application of Force Grip - Flight, Force Soar was developed by the original Grand Master himself based on his mastery over Force Alter. After decades of using the basic application of Force Grip-Flight, the Grand Master became so adept at using it that he eventually developed his own perfected application of it. Force Soar allows the user to essentially fly and fight (physically and with techniques) while airborne through the use of the force. By using the force, the user is capable of negating both the effects of normal gravity (but not gravity based techniques) and of external kinetic forces on himself (like the momentum of an impact from an attack) to the point of achieving both flight as well as being able to exert physical strength while flying as he would if he was on the ground. Essentially, the user becomes able to fly, regardless of his weight or what he is holding, able to fight while airborne, employing taijutsu and other physical attacks with the same momentum and impact and overall physics as he would if he was on the ground. In terms of speed, while the technique is active, the user is able to fly at slightly higher speeds than his fully running speed. However, once the technique is active, the user is able to, by spending 10 chakra and a move, generate a higher speed momentarily (1.5x his base speed) in a single direction, to, for example, dodge an incoming attack.
Note: While it consumes chakra and a move to activate, the technique doesn't consume time and can be done alongside other techniques, requiring only a residual chakra cost after that to sustain flight.

Declined, as the final CCJ was declined as well.
Resubmitting:

No Kyōsei | The Way of the Force
Type: Supplementary/Offensive/Defensive
Rank: E-Rank to Forbidden Rank
Range: Short
Chakra: 5 to 70
Damage: 10 to 90 (-30)
Description:
The Way of the Force is a combat style that makes use of all the core abilities of a Binkan and merges them together into a Saber Combat Style using Chakra Sabers. Force Sense, Force Alter and Force Control are all used and employed in the combat style and estabilishes itself as one of the core 8 techniques each Binkan has access. Without mass, and increadibly lethal to use, Chakra Sabers require a great deal of concentration and focus to use when compared with a normal physical weapon. The chakra blade itself will cut through most solid matter as if it was hot, yet it doesn’t possess any heat manifestation; it will collide with objects as if it was solid, yet is weightless. These unique characteristics are the reason why a new way of fighting needed to be created in order to use the weapons effectively. The combat style itself can have many different forms, depending on the user. These, however, pertaining only to the type of movement and the "flavour" and aesthetic of it. This combat style allows the usage of 3 different types of moves: Offensive (when the user initiates the attack) Defensive (when the user moves in response to an attack from the enemy) and Acrobatics (movement done, while wielding a chakra saber, within the radius of short range around the user, like rolls, dashes, jumps, summersaults, etc that supplement the combat). The power of each move, offensive, defensive and acrobatics, varies according to how much the user needs for that particular instant (and with it, the chakra cost). With the force guiding him, the user is able to guide his chakra instantly into the correct strength displacement he needs, varying the power of his attacks and defenses from E-Rank to Forbidden Rank. This means he can do the same attack or defense (essentially, the same movement) with variable strength according to his own need. As the strength scales up, so does the power and resistance of the chakra blade of the chakra saber, all in proportion. When he scales up his power, he consumes more chakra, employs more focus, makes his moves faster and behind them carries more strength and momentum. Like many Bukijutsu and Kenjutsu combat styles, users of Way of the Force can also defend themselves, with their chakra sabers, from incoming elemental techniques or others, as long as its feasible within narutoverse to do so (basically, as long as its a technique that would allow on to "cut" through it, deflect it or reflect it with a chakra saber; scale is the main limiting factor). Each user will is allowed to pick one focus that will strenghten his use of Way of The Force at the expense of diminishing another. This is related to the forms he will use and is set in steps of +20 or -20:
  • Neutral (Form I (Shii-Cho)): no benefit but also no penalty; simple one or two handed chakra saber usage.
  • Weapon Defense (Form II (Makashi)): +20 damage when used to defend from incoming projectile weapons (shuriken, senbon, kunais, arrows, etc) or weapon based combat styles; -20 for Ninjutsu Defense.
  • Ninjutsu Defense (Form III (Soresu)): +20 damage when used to defend from incoming Ninjutsu techniques (projectiles, streams, constructs, etc); -20 for Weapon Defense.
  • Speed and Acrobatics (Form IV (Ataru) & Form VII (Juyo/Vaapad)): when wielding a chakra saber, the user is able to move 2x within the short range area around him and perform intricate feets of acrobatics; -20 for both Weapon and Ninjutsu Defense.
  • Strength (Form V (Shien / Djem So)): +20 damage to offensive movements with Chakra Saber; -20 for Weapon Defense.
  • Dual Wielding (Form VIII (Jar'Kai) & Form VI (Niman)): user is able to wield two Chakra Sabers which can be used simultaenously or independently, in which case the user is able to attack and defend within the same time frame but at the cost of chakra and a move; -20 for Ninjutsu Defense.
  • Chakra Staff (Form IX (Kas'im)): user is able to wield a chakra staff (a variation of the Chakra Saber that has a hilt in the middle and two chakra blades on either end) with either one or two hands; -20 for Weapon Defense.
Restrictions:
-Forbidden Rank Strength can only be used once per battle, heavily stressing the body to the point that using The Way of the Force (or any other Taijutsu or Kenjutsu style) becomes impossible unless the user is healed (-30 damage to himself if Forbidden rank is used). The injuries are mostly focused on the muscles, with mild rabdomiolisis but severe bone and articular stress.
-Each bio can only choose one path to focus on for his usage of Way of the Force with the exception of Grand Masters, who can choose all focuses but can only use one per battle.
-Needs to be posted only once per fight when the user activates his chakra sabers, afterwards he can use the style as long as he describes the strength of the movements, accounting for the necessary chakra costs and move costs.
-The benefits of the Way of the Force only apply when the user is holding his chakra saber and thus fighting with it.
-All forms can have synergy with Ninjutsu, Taijutsu and other weapons (like Shurikens, Senbons, Kunais, etc) as long as its logically possible within the limits of Narutoverse (for example, while holding a Chakra Saber, using a Rasengan in the other hand).

-In case the user loses grip of his sabers, he can, using the force, pull his Chakra Sabers to his hands by paying 5 chakra

Personal CCJ:

Kyōsei Maiagarimasu | Force Soar
Type: Supplementary
Rank: D
Range: N/A
Chakra: 10 (-5 per turn)
Damage: N/A
Description: A stronger application of Force Grip - Flight, Force Soar was developed by the original Grand Master himself based on his mastery over Force Alter. After decades of using the basic application of Force Grip-Flight, the Grand Master became so adept at using it that he eventually developed his own perfected application of it. Force Soar allows the user to essentially fly and fight (physically and with techniques) while airborne through the use of the force. By using the force, the user is capable of negating both the effects of normal gravity (but not gravity based techniques) and of external kinetic forces on himself (like the momentum of an impact from an attack) to the point of achieving both flight as well as being able to exert physical strength while flying as he would if he was on the ground. Essentially, the user becomes able to fly, regardless of his weight or what he is holding, able to fight while airborne, employing taijutsu and other physical attacks with the same momentum and impact and overall physics as he would if he was on the ground. In terms of speed, while the technique is active, the user is able to fly at slightly higher speeds than his fully running speed. However, once the technique is active, the user is able to, by spending 10 chakra and a move, generate a higher speed momentarily (1.5x his base speed) in a single direction, to, for example, dodge an incoming attack.
Note: While it consumes chakra and a move to activate, the technique doesn't consume time and can be done alongside other techniques, requiring only a residual chakra cost after that to sustain flight.

Both Approved.
 
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Negative Knight

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Updating Epoch

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space
The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away.

The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents, unless this teleportation is used non-offensively (e.g. delivering a weapon, pick-pocketing an item, essentially anything which does not deal damage). However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time
This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield on in the same landmark, then using this technique will not count toward escaping battle. If the user opts to re-appear in a different landmark then they will effectively forfeit the battle and the event. This only applies if the user uses Epoch while engaged in battle and not for travel purposes. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Declined. See colored portions. This is too broad, and I can already see it being used and treated to yoink items like how the old Akatsuki rings could be taken. Second colored portion can be removed entirely as the Ninja World Rules cover this issue (see thread for details).

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

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

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

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

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

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

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

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

Approved. Made edits.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds, from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. It’s defensive abilities are not reduced by techniques that are equal to or below this damage threshold, however this defence only applies to the Noble Phantasm itself. It does not render the user immune to jutsu of this level, but rather reduces the damage they take from attacks by 40. This damage reduction applies in a logical manner, if the user is only wearing a cloak, their face, hands and other uncovered parts of their body won’t receive any protection. In the case of being struck by a jutsu which exceeds 80 damage, the Noble Phantasm will reduce the damage and power of the jutsu by 40, before the user is harmed and the weapon returns to the Throne. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

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Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.
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(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B-Forbidden
Range: Short
Chakra Cost: 20-50
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc).

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Gamabunta. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +25, Level 2 will increase it by +30, Level 3 will boost it by +35 and Level 4 will boost it by +40. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by and they will become incapable of jumping or even lifting their arms, for the same duration that it was used.

See colored portions. A +40 boost is only approvable with very significant drawbacks; in this case, the drawbacks here aren't really enough for it. And we're talking drawbacks like death, or something very significant. Losing the same value in damage to your techniques, and being unable to jump, won't really cut it. I suggest just re-scaling the damage, bringing the tier 4 boost to being +30 (15/20/25/30), or something along these lines.

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x4. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used. Surgebinders which possess Leg Weights possess a greater level of endurance in this augmentation alone and so they will only suffer half of the recoil effects (after Level 4 expires, their speed will fall to ½ of the original rather than ¼).

]This is generally fine. Just remove the colored portion, as having leg weights doesn't really compensate for losing the increased speed. Eight Inner Gates Masters don't have a benefit like that, so someone using an artificial enhancement done through an energy-based ability really shouldn't either.


Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will make the user immune to B-Rank and below techniques, Level 2 will grant immunity to A-Ranks, Level 3 will make the user immune to S-Ranks, Level 4 will confer immunity to Forbidden Ranks. This immunity applies to techniques which have had their damage boosted. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 60 more damage from freeform attacks and offensive techniques, level three will make them deal 80 more damage and level four will do so for 90 damage for the same duration that the Augmentation was used. In addition to that, level three and above will make it so freeform strikes and attacks will deal bone-breaking force upon connecting. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

The RP now doesn't really talk about having 'immunity' to certain ranks of physical damage. Rather, we call this 'damage shaving.' So in the case of Immortal Vessel, it would be worded more like "The user reduces damage from all clashes by 40 damage" (effectively B-Rank damage). So this would, in this case, scale like this: 40/60/80/100. Though bear in mind, I'm not sure I'll approve something that reduces physical damage by 100 points; that's on the scale of Yang Release's Yang State, and the drawbacks are FAR more significant than what is currently in Immortal Vessel.

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

Declined. See notes in each individual application. Overall, fine. You should probably add a limitation to when Level 4 is activated for the entire technique; for example, while each can be used twice, if you use Level 4 you might be only able to use it once.
Removed the parts of the description that were problematic

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space
The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time
This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Approved.

Re-scaled the technique and made the requested changes

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

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

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x4. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Avoiding attacks like this will depend on two things: their size and how quickly they're moving. Essentially if the attack is moving at normal speed while the user is moving at x2 speed, the distance it is away needs to be at least half of it's dimensions (a third for level three, a quarter for level four, etc). For example if the user is moving at x4 speed, to evade an attack moving at the user's base speed that is 20 meters in radius, it needs to be at least 5 meters away for it to be evaded successfully. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce the damage the user takes from techniques by 40, Level 2 will reduce damage by 60, Level 3 will reduce the damage the user takes by 70, Level 4 will reduce the damage by 80. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 60 more damage from freeform attacks and offensive techniques, level three will make them deal 70 more damage and level four will do so for 80 damage for the same duration that the Augmentation was used. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used. This shaves damage off techniques, so it can't be stacked with anything that shaves damage but can be stacked with anything which grants base immunities (e.g. immunity to A-Rank). The starting point of that immunity is 60 damage, then this jutsu raises it further.

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

Declined. My issue with this now is that the scale and potency of the tier 4 boosts only invoke drawbacks within their specific field, leaving the user almost entirely uninhibited even though they just received a boost that is incredibly powerful, and on the scale that goes equal or beyond Bijuu. Rework the restrictions at that level so it is more appropriate to the strength and potency of the boosts.
 
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Vayne

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(Tengoku no Appuru ⋓ Ibu No Yuuwaku) - Black Tongue: Heaven's Apple - Eve's Temptation
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost: (5 – 40)
Damage Points: ( 10 – 80)
Description: Unique to those of the Sansor Paladar rank, Heaven’s Apple - Eve’s Temptation demonstrates the user's increased proficiency with Saliva Manipulation techniques, where the user combines aspects of Taste Technique: Insatiable Desire ⋓ Dulce de Leche and the ability of Sansor's to decipher the chemical composition of various toxins and poisons to bring birth to HAET. HAET enables user's to break down the chemical make up of toxin's, granting the user knowledge of it's composition on a molecular level, and through Dulce De Leche, it is stripped from it's foreign lethality, enabling the user recompose it and send it back in an a modified and empowered form boosted by the corrosive saliva. The minor modifications pertain to changing the composition of the toxins structure, rendering preestablished cures ineffective. The corrosive saliva’s added effect are those established in the CC submission, with the added effect of corroding chakra pathways if it comes in contact with living creatures, preventing the channeling of chakra through the afflicted limbs. Should the user have a Saliva technique on the field and a toxin comes into contact with it, the user can remotely utilise this technique as they do not need to physically taste toxins to decipher it’s composition. In this usage the toxin can either be sent towards the targets in a burst, reaching a max of mid range with a 10 meter vertical and horizontal spread, or it can be used to coat the saliva technique. In the default usage from the user’s body, the user can use basic shape manipulation for the attacks thats sent back, and it can reach long range away. Should the user have the components of the toxins, they are able to replicate it in the NW/BA by posting this technique and the thread said toxin’s composition was acquired, with the user being capable of mimicking up to 4 different toxins. Stored toxins can be infused into Saliva and Tongue techniques, increasing their overall lethality. S rank version can only be used thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires 3 and S rank requires four.

Declined. Y'all gonna start linking/copy-pasting techniques you're referring to when subbing techniques like these.
 
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Sasori

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New Cycle: 07/20/2020 - 07/27/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 must not 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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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.
 
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Lytes

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Kurapika Bartholomew bio. First of my PCCJs.

Sclera
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sclera is a pair of gauntlets said to be created by the very first Bartholomew in his goal to enhance his clan ability's damage output. It is a form fitting black gauntlet that extends up to the user's shoulders with the signature Bartholomew paw imprinted on its palms in red. It is made of an unknown substance that's both sturdy and flexible allowing it to be impervious to damage from basic ninja tools or other freeform attacks. When worn, it doesn't in any way impede the user's movements or abilities and rather becomes an extension of the user's hands.

Being in tune with the Bartholomew clan techniques, Scleras offers a passive boost to any Bartholomew technique the user performs through it, a +20 damage to offensive techniques and a +1 rank boost to supplementary ones. Due to its sheer sturdiness, it also gives the user's hand related attacks (punches/slaps/shoves etc) a +20 damage boost.

Sclera's first ability allows the user to add an additional 10 chakra to paw bubbles released from the gauntlet in order to passively apply one of 2 effects. 1 - the released paw bubbles becomes so small that it's invisible to regular eyes and by extension makes no sound while traveling. Techniques such as rain tiger at will, inner sonar that track based on physical contact would also be unable to detect it due to its size. 2 - The released bubbles moves two times faster than its normal speed translating to an additional +20 damage boost. The user can only apply one effect to an attack at a time and each effect can only be applied 5 times per battle with 1 turn cooldown.

Sclera's second ability allows the user to enhance non bartholomew techniques by forming a paw bubble around them, this however only works for solid elements or techniques that have force such as wind, earth, water etc. Whenever the user performs a technique that originates from the user's body, he'd spend an additional +20 chakra to passively boost it by forming a transparent bubble around it. This translates to a +1 rank/+20DMG increase for the boosted technique. This can only be done 5 times per battle with 2 turns cooldown.

Sclera's final ability, the user claps both hands and releases an omnidirectional paw bubble from his body, the bubble moves outwards up to long range in all directions dealing damage to every thing in its part (50 chakra, 100 damage). Alternatively, the user can release this in specific directions of their choosing. This can only be used once per battle and user won't be able to use paw techniques in the next turn.

Note
- Can only be used by Bartholomew clan members
- The Gauntlets will be destroyed by F rank damage (90) or 2 S ranks. A ranks and below won't leave a scratch.
 
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Vayne

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(Tengoku no Appuru ⋓ Ibu No Yuuwaku) - Black Tongue: Heaven's Apple - Eve's Temptation
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost: (5 – 40)
Damage Points: ( 10 – 80)
Description: Unique to those of the Sansor Paladar rank, Heaven’s Apple - Eve’s Temptation demonstrates the user's increased proficiency with Saliva Manipulation techniques, where the user combines aspects of Taste Technique: Insatiable Desire ⋓ Dulce de Leche and the ability of Sansor's to decipher the chemical composition of various toxins and poisons to bring birth to HAET. HAET enables user's to break down the chemical make up of toxin's, granting the user knowledge of it's composition on a molecular level, and through Dulce De Leche, it is stripped from it's foreign lethality, enabling the user recompose it and send it back in an a modified and empowered form boosted by the corrosive saliva. The minor modifications pertain to changing the composition of the toxins structure, rendering preestablished cures ineffective. The corrosive saliva’s added effect are those established in the CC submission, with the added effect of corroding chakra pathways if it comes in contact with living creatures, preventing the channeling of chakra through the afflicted limbs. Should the user have a Saliva technique on the field and a toxin comes into contact with it, the user can remotely utilise this technique as they do not need to physically taste toxins to decipher it’s composition. In this usage the toxin can either be sent towards the targets in a burst, reaching a max of mid range with a 10 meter vertical and horizontal spread, or it can be used to coat the saliva technique. In the default usage from the user’s body, the user can use basic shape manipulation for the attacks thats sent back, and it can reach long range away. Should the user have the components of the toxins, they are able to replicate it in the NW/BA by posting this technique and the thread said toxin’s composition was acquired, with the user being capable of mimicking up to 4 different toxins. Stored toxins can be infused into Saliva and Tongue techniques, increasing their overall lethality. S rank version can only be used thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires 3 and S rank requires four.

Declined. Y'all gonna start linking/copy-pasting techniques you're referring to when subbing techniques like these.
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Hyperlinked it z.z

(Tengoku no Appuru ⋓ Ibu No Yuuwaku) - Black Tongue: Heaven's Apple - Eve's Temptation
Rank: E - S
Range: Short - Long
Chakra Cost: 5 – 40
Damage Points: 10 – 80
Description: Originating from those of the Sansor Paladar rank, Heaven’s Apple - Eve’s Temptation demonstrates the user's increased proficiency with Saliva Manipulation techniques, where the user combines aspects of Taste Technique: Insatiable Desire ⋓ Dulce de Leche and the ability of Sansor's to decipher the chemical composition of various toxins and poisons to bring birth to HAET. HAET enables user's to break down the chemical make up of toxin's, granting the user knowledge of it's composition on a molecular level, and through Dulce De Leche, it is stripped from it's foreign lethality, enabling the user recompose it and send it back in an a modified and empowered form boosted by the corrosive saliva. The minor modifications pertain to changing the composition of the toxins structure, rendering pre-established cures ineffective. The corrosive saliva’s added effect are those established in the CC submission, with the added effect of corroding chakra pathways if it comes in contact with living creatures, preventing the channeling of chakra through the afflicted limbs, lasting twice the time of contact is maintained. Should the user have a Saliva technique on the field and a toxin comes into contact with it, the user can remotely utilise this technique as they do not need to physically taste toxins to decipher it’s composition. In this usage the toxin can either be sent towards the targets in a burst, reaching a max of mid range with a 10 meter vertical and horizontal spread, or it can be used to coat the saliva technique. In the default usage from the user’s body, the user can use basic shape manipulation for the attacks thats sent back, and it can reach long range away.

Should the user have the components of the toxins, they are able to replicate it in the NW/BA by posting this technique and the thread said toxin’s composition was acquired, with the user being capable of mimicking up to 4 different toxins, lasting for one NW arc. Stored toxins can be infused into Saliva and Tongue techniques, increasing their overall lethality based on said toxin itself, with the infusion happening in the same timeframe of a technique, but naturally costing a move, and ten additional chakra. S rank version can only be used thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again. A rank requires two hand seals, whereas S rank rank requires three. Unlike the restrictions of creating a cure, the toxin's that can be affected do not have the limitation against metallic based poisons/toxins and living pathological agents (bacteria, virus, fungi, etc), due to the implementation of the aspects of Dulce De Leche, rather having the techniques limitations be based on the S/W of the Saliva and the utilised rank.
 

BusinessManTeno

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Kyohi no rūku ✽ Rukh Of Rejection
Type:
Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is an advance version of the "Borg" technique, but alot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.

Note: Can use a max of two turns per battle.
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.
Note: Cant use any Djinn Techniques of S rank and above in the same turn.
Note: No Djinn techniques of S rank and above in the following turn

¤ Approved, made edits ¤

pdating Borg Just a bit

Kariru ✽ Borg
Type:
Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.

¤ Approved¤
Combining the two above

Kyozetsu no bogu ✽ Borg of Rejection
Type:
Defensive | Supplementary
Rank: A / S
Range: Short
Chakra: 30 / 40 (-10 to repair)
Damage: 60 / 80
Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.

Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.
Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.
Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid
Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.


Approved

Har-Har Infigar ✽ Scorching Heat Double Palm
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots
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Updating the above

Har-Har Infigar ✽ Scorching Heat Double Palm
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage:
100
Description:
Har-Har Infigar is one of the strongest technique including rukh in itself. By controlling Rukh in the air, the user uses it similar to how chakra is used but in a more destructive way, the technique can however only be done by King candidates and Magis. The user will initiate the technique by clapping his hands causing the rukh within them to heighten before erupting from their body in a visible pulse. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take form, each of them will extend their hands (can target up to three targets). The user will then channel their rukh inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh like a stream towards any direction, creating a huge and devastating blast upon impact, enough to destroy a small island. The user can control the movement of the "beam" by controlling the humanoids to move their hands. The same fiery rukh released by the humanoids also covers their bodies, should any non-clan member make contact they'd take full damage.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn.

Update Declined, the damage can't be 100 and as a Forbidden, it still must deal recoil damage.

Sōdō no ruku ✽ Rukh Of Disturbance
Type:
Supplamentary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/a
Description: This technique is one of the clansmen's unique ways to utilize Rukh for more than offensive purposes. The user will do a set of two handseals, causing the rukh around the area or landmark increasing in potency becoming slightly visible to non clansmen. Taking the view of translucent yellow sparkles in the air. By doing this, it will disturb the chakra of all things non human, this includes summons, clones, etc. Essentially anything that was summoned to the field. By disturbing the rukh within or around it causes the chakra to react viciously to all those who isnt clansmen as the rukh technique wouldnt be able to harm them even if it was a clone. Doing this forces a reverse summon to those techniques. For Example, it would would poof clones away or reverse summon, summons. If somebody tries to summon anything onto the field, be it clones, summons or even weapons. This would restrict that.

Note: Can use a max of three turns
Note: Last a max of four turns
Note: Cant use Djinn Techniques above S rank while technique last

Declined, this isn't very logical in its design/purpose; flooding a field with foreign types of chakra won't prevent S/T techniques from working. At best, the Rukh functions as a heavy "presence"/custom version of Killing Intent on people's bodies but even then, it would be pierceable by some high level of chakra. This wouldn't prevent one from using a summoning contract, FTG, Kamui, or similar techniques.
 
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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.
 

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REF: Approval
Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 per technique)
Damage: -20 (+20/+30 per technique)
Description: Capitalizing on the their innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi within the Claymore has on their chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Claymore is able to alter the look and behavior of their regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire. Water techniques become severely discolored, looking very murky while Doton techniques become pitch black. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body. Twice per activation and once per turn the Claymore may surge unusual amounts of Kurochi throughout their chakra network to augment a single elemental attack, increasing it's damage by +30 at the cost of moderate damage to their bodies.

Note: Lasts 4 turns with each usage.
Note: Can only be performed 2x by Ghoul ranked Claymores, 3x for Heartless ranked and 4x for Phantasmal and Enlightened ranks.
Note: Can only be applied to S-ranked techniques 3x per activation, and 2x for Forbidden ranks.
Note: Requires a 2 turn cool down once it ends.

REF: . Changed a lot, didn't bold.
Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: N/A (+60/+480)
Damage: N/A
Description: The basis of the Claymores' lust for flesh is firmly rooted in their curse of perpetual Hunger. Through feeding a Claymore gains slight reprieve and extensive euphoria, which in many ways drives them to continue. Primeval Gluttony can be performed wholly, meaning to devour an entire opponent in attempt, or selectively where specific limbs can be targeted. In either case, chakra that is stored in the body and limbs of the opponent can be extracted from their flesh and added onto the Claymore's reserves. For each limb the chakra return is 60 and this varies between the hands, legs, torso, and head of opponents. When eaten entirely this is all added instantly for 480 total. Upon metabolizing this foreign chakra the mentioned euphoria kicks in, where the Claymore gains a decaying boost of speed that lasts two turns each time. On the first turn they are able to move at 2x their usual speed and then 1.5x on the following turn. This is often accompanied by feral movements such as crawling and lunging which usually aid the Claymore in closing in and finishing opponents. This is also a passive condition that is activated each time the Claymore metabolizes foreign chakra through this technique, with a one turn cool down. Finally, Primeval Gluttony can also be used to affect chakra, though only the residual amounts left each time a Kurochi-related technique overpowers another. This means that after or even during a jutsu clash the Claymore is able to devour the leftover chakra and add to their reserves. This method is a lot less efficient than devouring flesh and as such the chakra return is 50% of the opposing technique's total cost. It also does not grant the Claymore any of the augmenting effects that the first method does. Due to the nature of this jutsu it is always active and may only be applied to Kurochi-related techniques as well as be performed by the Claymores themselves or through the Kagune organ.

REF:
Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: 30/50/150 or -5 per turn
Damage: N/A (+50/+100 or +10 per turn)
Description: The second half to the Claymores' creed to survival, Life Eternal is based on their ability to heal from wounds without the use of medical ninjutsu. These regenerative abilities comes in stages; passive, minor, and major. The Claymore's passive healing is triggered immediately upon sustaining any kind of physical damage. Kurochi will rush to the wound or site of injury and quickly begin repairing the damage at a rate of +10 HP per turn, costing -5 chakra for up to three turns. This type of healing requires a turn cool down after ending. The second type is minor where the Kurochi behaves a little more complex, mending singed or skin and shallow cuts as well as setting dislocated joints and broken bones. Minor healing can be performed once every two turns restoring 50 HP and can also be passively activated but at the cost of a move and 30 chakra. Major healing covers everything else such as restoring frostbitten and even necrotic flesh, flush toxins and poisons from the body, and reform entire limbs if necessary. This variant is not passive, can only be performed once every three turns, and grants the Claymore 100 HP at the cost of 50 chakra. When regenerating limbs (such as hands, legs, healing torso and head injuries) the Claymore is able spend additional move slots to regrow additional body parts. This means, counting it's activation, major healing is able to reform a maximum of three limbs each time at the price of the Claymore being unable to perform any other active techniques for the remainder of that turn. The ultimate healing process of the Claymores is the secret technique dubbed "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process takes over. This ultimate healing can mend even the most gruesome of injuries in seconds and bring the Claymore back to pristine health. Doing this requires the Claymore to be alive and have his head still be attached to his spine/body while it costs 150 chakra and takes 2 of the 3 allotted move slots per turn. Dying Light can be mentally “programmed” into the Claymore to heal them completely if they aren’t conscious or able to think for themselves to do it. This is a simple survival instinct that has been adapted into the Claymores but has to be mentioned within the bio.
Note: Must be at least Ghoul rank to perform
Note: Only one version of healing can be performed in the same turn.

¤ Pending, going to rewrite these fully in a bit. Some of these changes are..... ¤
 
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1. (Neidan/Inton: Me no Doragon Aruji) Internal Alchemy/Yin Release: Eyes of the Dragon Lords
Type:
Supplementary
Rank: B/S Rank
Range: Self ( Short to Long)
Chakra Cost: 20/50 (- 10/20 per turn)
Damage: N/A
Description: Eyes of the Dragon Lords, a technique described to be a gift only so few Hayabusa throughout history managed to awaken. They say those blessed with this technique are those who can see into the future, present and past – borrowing the eyes of the Three Great Dragon Spirits. In reality, this technique replicates such myth but not to the same degree, causing the user to utilize the three dantian in tandem with one another. Drawing upon Wuji, the user brings into existence upon them an enhancement, one that allows them to utilize their own senses on a more supernatural level. This heightened state is primarily ushered by the user’s spirituality – to which enables them the ability to see the spirits of the world. These spirits are the literal souls of those who have passed, allowing the user the ability to communicate with the souls of the Pure Lands. In hindsight, this might serve no purpose in an actual fight but in the Ninja World, it allows for more in depth purpose such as acquiring information from the spirits that reside in the lands. In the end, the technique is only a mere cosmetic/story purposed technique unless the inclusion of Yin Release is utilized. This is a second variant; as opposed to the first which is a passive technique this one seeks to be more utilized in battle. When this variant is triggered, the user’s ability to sense the spiritual world is increase even more, now enabling them to see spiritual beings that are of Yin Release and below level, including techniques such as Hands of Sloth, Katsuryoku Spirits etc. The first variant is passive ability, not costing a move slot though requires a small amount of chakra to utilize and can be used an unlimited amount of times per battle. The second variant can only be used thrice per battle, lasting four turns with a cooldown of two turns between each use, simply needing two hand seals to perform it.

Declined. This rips from my Fuuinjutsu - you know which one I'm referring to. There's also nothing in Yin Release or Hayabusa that would allow one to see spirits in this context. Fuuin enables it through the unique ability to summon the Death God, allowing for variations of that (no you don't have my permission to do it).

2. (Wolgwang-geombeob ) Moon Light Sword Style
Type: Supplementary
Rank: A/S Rank
Range: Self
Chakra Cost: 50/70 (- 20 Per Turn)
Damage: N/A
Description: The Moon Light Sword Style is an original sub martial arts of Hayabusa Kobudo crafted by Daisuke Hayabusa, but perfected by his daughter Mirabelle Hayabusa. The style emphasizes on the concept of combing Neidan, Kenjutsu and Yin Release in tandem with on another. As such the various forms of the style may vary but all relate at its roots as an attempt to creating the ultimate sword style of the clan. There are three primary forms of the style, named "Full Moon, Half Moon and Total Eclipse".

Full Moon Stance (A Rank, 50 Chakra) - The first stance of the style, triggered by utilizing the three dantian mixed with Yin Energy. This causes a soft white glow to form around the user's sword, also indicating its activate state. Full Moon Stance seeks to weaponize the erasure of the opponent via kenjustsu strikes, but also utilizing the use of Yin Release to increase this already potent property. As such when the opponent is physically struck with a kenjutsu while this form is active, it not only physically harm the opponent but it forcefully erases the area of impact on contact. This in turn causes the erased limb etc to begin to bleed profusely, causing them to suffer damage over time. This blood loss is represented by the opponent losing -20 HP per turn, unless healed. Alongside this, the user's sword through the Upper Dantian and Yin Release robs a portion of the opponent's chakra per strike, which as its robbed is erased as well. This is done at the rate of 50 chakra per hit. The user can also utilize Full Moon Stance to cut through artificially made bodies such as shadow clones, chakra familiars etc. While this causes damage to them, rather than bleeding out, should the chakra of thier bodies be completely drained, it would simply cause the familiar to die naturally. Full Moon Stance lasts three turns in total, with it being able to be used twice per battle. Once it ends, it goes on a cool down of two turns which in this time span, no other forms of Hayabusa Kobudo can be utilized nor any Yin Techniques A rank and above for said duration. It also drains the user of - 20 chakra in order to sustain it and only applies to physical based kenjutsu (including chakra cloaks/armors of kenjutsu i.e Bushido by a Samurai) but can be activated in the same time frame of a kenjutsu technique upon initial activation.

Half Moon Stance (A Rank, 50 Chakra) - The second stance of the style, triggered by utilizing the three dantian mixed with Yin Energy. Half Moon Stance is similar to the first stance, but where it differs is this form utilizes the same principle as the first but now to ranged kenjutsu instead. As such while any released sword projectiles (such as chakra waves etc) performs the same features Full Moon Stance or ranged sword techniques such as Samurai Saber etc.However, should the applied technique meet an opposing technique, it will simply erase its chakra which if it has more chakra, the applied technique is automatically loses the clash while equal and below chakra amount, the applied technique continues unhindered. Half Moon Stance lasts three turns in total, with it being able to be used twice per battle. Once it ends, it goes on a cool down of three turns which in this time span, no other forms of Hayabusa Kobudo can be utilized nor any Yin Techniques A rank and above for said duration. It also drains the user of - 20 chakra in order to sustain it and only applies to ranged based kenjutsu but can be activated in the same time frame of a kenjutsu technique upon initial activation.

Total Eclipse (S Rank, 60 Chakra) - The third stance of the style, triggered by utilizing the three dantian mixed with Yin Energy. However, upon activation the user instead of utilizing their sword, will create an aura of Neidan and Yin Energy around them. This aura is potent, allowing the user to mold it into the shape of a sword around their limb in order to perform kenjutsu without the use of an actual sword. They may also detach the chakra from this aura to release as projects or extend it. The true nature is that the chakra shrouding the user is also capable of erasure. Capable of erasing any foreign chakra up to 60, in which the user must utilize a move slot in order to do so though can only utilize this once per turn (appearing as though the user cut through the technique themselves). Utilizing the aura for kenjutsu doesn't count as a move.Total Eclipse Stance lasts three turns in total, with it being able to be used twice per battle. Once it ends, it goes on a cool down of four turns which in this time span, no other forms of Hayabusa Kobudo can be utilized nor any Yin Techniques A rank and above for said duration. It also drains the user of - 20 per turn chakra in order to sustain it.

Note: Only one form at a time can be utilized. User cannot use a Form while experiencing the cooldown of another.

Approved, made edits.

Golden Elixir: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-21317398

3. (Shiroganedan) Platinum Elixir
Type: Supplementary
Rank: S
Range: Self
Chakra Cost: N/A
Damage: N/A
Description: The Platinum Elixir is a special concoction crafted by Mirabelle. Through her research in medicine, she was able to utilize the foundations created by her grandfather, Jo Hayabusa when he created the Golden Elixir. She was able to perfect the formula with the assistance of her mentor, Romani Archaman. Like its predecessor, the Platinum Elixir utilizes the herbs and soil from Owatatsumi, the blood of Mirabelle, a combination of her chakra utilizing the three dantian and last but not least, Yang Energy. The creation was a success, which the silver colored liquid is stored in containers/vials on Mirabelle’s person. In terms of the actual effects, the liquid is essentially a powerful healing potion, which when contact is made with it or even ingested, the liquid kicks in. It’s potency rivals that of the Touch of Sun technique, healing the applied by 100 HP per turn lasting two turns) . This isn’t what only makes it unique, as with the dantian, the liquid heals injuries of any kind, including ones done by physical, vital and even spiritual damage. It allows the user to regrow limbs easily and can bring someone on the brink of death back to near peak health again. What also makes this liquid unique is that through her infusion of yang energy, the potion has gained sentience, allowing to mentally communicate with Mirabelle. Should Mirabelle’s HP drops to 0, the liquid is capable of freeing itself and healing her on its own accord. Mirabelle naturally carries two of these vials with her, capable of utilizing this technique thrice per battle with a cool down of three turns after the healing has ended. The potion is capable of activating on it’s own accord as well which costs a use of the usage limitation as well. This can also be applied to other members of thee Hayabusa in order to heal them but due to non Hayabusa lacking the three Dantian, the potion would instead rob them of vitality, reducing their HP by 50. Due to the nature of this technique, much like Golden Elixir, the user starts a battle/event missing the amount of chakra needed to craft the potion, this being 100 chakra per vial. Must be mentioned within user's bio or at the start of battle.

Declined. How is this a Hayabusa custom? This reads more like a Yin-Yang technique than anything else.
 
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Alyx

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Wuji Dao Approval: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-20708521

(Neidan: Doragon Kougou no Houritsu ) Internal Alchemy: Dragon Empress' Law
Type:
Supplementary
Rank: A
Range: Short to Long
Chakra Cost: N/A (+ 10 Per Infusion)
Damage: N/A
Description: In order to remedy the weakness of techniques lacking any sort of offensive or defensive properties (such as supplementary techniques) this infusion seeks to improve this. By applying the nature of Wuji into the technique in question, it gains the ability to erase techniques akin to Wuji Dao. The technique in question has one of either Dantian (Lower, Middle, Upper) applied to it, which allows said technique to erase based on the dantian applied (i.e Middle Dantian allows it to erase energy/vitality based techniques only). The amount it’s capable of erasing is based on the techniques original chakra amount. Should the applied technique be able to be sustained, the technique can continue to erase techniques at the cost of a move per turn minus the initial turn of activation. Should the technique clash with a technique of lower chakra, it will continue to persist, equal amount causes both techniques ends in a neutral clash, though when interacting with techniques of higher chakra, the opposing techniques wins the clash though is weakened due to having portions of its chakra erased (i.e A rank being 30 vs 20 erasure, leaves it at 10 chakra after clashing and thus behaves to the appropriate rank in damage and effects , thus being D ranked).

This can also be applied to techniques that does carry damage as well but in this instance, the technique forgoes it’s ability to deal damage directly. It instead upon contact with the target erases a portion of them based on the rank of the technique and the Dantian applied. Lower Dantian will physically erase portions of the target’s body, which causes bleeding damage due to the forceful removal of limbs. The amount is half the original damage of the rank applied (i.e A rank causes 30 damage per turn. With the middle dantian, it erases chakra from the target’s body instead, rivaling the rank of the technique applied and lastly should the Upper Dantian be applied, it prevents the opponent from utilizing techniques based on Wuji Dao’s external upper dantian’s rank scaling (posting Wuji Dao as a reference), which the effects persist for three turns regardless of the rank applied. These effects also apply to techniques that yield no inherent damage. This technique can only be used twice per battle, lasting three turns each. Upon the end of it’s activation, it goes on a cool down of three turns and prevents the use of Neidan techniques above A rank for two turns. The user can also pick and choose when the affects is applied, while the applied technique loses it’s inherent S&W, becoming neutral by nature and has all the applications of a neidan technique (such as being unable to be detected by extrasensory skills etc).
 

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(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds, from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. It’s defensive abilities are not reduced by techniques that are equal to or below this damage threshold, however this defence only applies to the Noble Phantasm itself. It does not render the user immune to jutsu of this level, but rather reduces the damage they take from attacks by 40. This damage reduction applies in a logical manner, if the user is only wearing a cloak, their face, hands and other uncovered parts of their body won’t receive any protection. In the case of being struck by a jutsu which exceeds 80 damage, the Noble Phantasm will reduce the damage and power of the jutsu by 40, before the user is harmed and the weapon returns to the Throne. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

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Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.
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Declined. See colored portions. The first part is problematic. This won't be able to defend from things that would be considered 'boosted freedom.' For instance, it can't defend against Eight Inner Gates if the Gates use the specialty that allow the EIG damage boost to increase FF damage. So that won't work. The second part is very problematic; I'm really not sure how to interpret this. Does it reduce damage by 40? Is it debuffing damage by 40? What's the point of it being immune to 80 damage or lower if it also shaves the damage? It's really weird wording and needs to be cut down and clarified a lot.

(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B-Forbidden
Range: Short
Chakra Cost: 20-50
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc).

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Gamabunta. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +25, Level 2 will increase it by +30, Level 3 will boost it by +35 and Level 4 will boost it by +40. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by and they will become incapable of jumping or even lifting their arms, for the same duration that it was used.

See colored portions. A +40 boost is only approvable with very significant drawbacks; in this case, the drawbacks here aren't really enough for it. And we're talking drawbacks like death, or something very significant. Losing the same value in damage to your techniques, and being unable to jump, won't really cut it. I suggest just re-scaling the damage, bringing the tier 4 boost to being +30 (15/20/25/30), or something along these lines.

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x4. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Avoiding attacks like this will depend on two things: their size and how quickly they're moving. Essentially if the attack is moving at normal speed while the user is moving at x2 speed, the distance it is away needs to be at least half of it's dimensions (a third for level three, a quarter for level four, etc). For example if the user is moving at x4 speed, to evade an attack moving at the user's base speed that is 20 meters in radius, it needs to be at least 5 meters away for it to be evaded successfully. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used. Surgebinders which possess Leg Weights possess a greater level of endurance in this augmentation alone and so they will only suffer half of the recoil effects (after Level 4 expires, their speed will fall to ½ of the original rather than ¼).

]This is generally fine. Just remove the colored portion, as having leg weights doesn't really compensate for losing the increased speed. Eight Inner Gates Masters don't have a benefit like that, so someone using an artificial enhancement done through an energy-based ability really shouldn't either.


Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will make the user immune to B-Rank and below techniques, Level 2 will grant immunity to A-Ranks, Level 3 will make the user immune to S-Ranks, Level 4 will confer immunity to Forbidden Ranks. This immunity applies to techniques which have had their damage boosted. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 60 more damage from freeform attacks and offensive techniques, level three will make them deal 80 more damage and level four will do so for 90 damage for the same duration that the Augmentation was used. In addition to that, level three and above will make it so freeform strikes and attacks will deal bone-breaking force upon connecting. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

The RP now doesn't really talk about having 'immunity' to certain ranks of physical damage. Rather, we call this 'damage shaving.' So in the case of Immortal Vessel, it would be worded more like "The user reduces damage from all clashes by 40 damage" (effectively B-Rank damage). So this would, in this case, scale like this: 40/60/80/100. Though bear in mind, I'm not sure I'll approve something that reduces physical damage by 100 points; that's on the scale of Yang Release's Yang State, and the drawbacks are FAR more significant than what is currently in Immortal Vessel.

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

Declined. See notes in each individual application. Overall, fine. You should probably add a limitation to when Level 4 is activated for the entire technique; for example, while each can be used twice, if you use Level 4 you might be only able to use it once.
(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.

Approved, made edits to reduce damage shaving to 40.
 
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Alyx

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(Doragon no Hato) Dragon Heart
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Throughout her years of studying medical ninjutsu, Mirabelle hasn’t exactly found ways to capitalize on the field for herself. Thus she continued to tamper and experiment with her own physical sanctum until she managed to make a breakthrough. The combined efforts of medical ninjutsu, yang release and with the three dantian, namely the lower dantian which mandates the physical aspect of Wuji. This allowed her to create a special form of antibodies unique to only her body, using Taji to bring into existence and grant them a physical form in her body, using yang to enhance their sentience and provide knowledge to understand human anatomy. Thus these special antibodies are constantly in circulation in Mirabelle’s body, remaining in a dormant state until certain conditions are meet to awaken their potential. While some of these abilities are passive, some require more precise use thus being an active ability. These abilities in particular are detailed below:

Draconic Healing: The first and most prominent ability, the antibodies acting as healing agents to their host. Upon Mirabelle’s health being lowered than max, these antibodies immediately react to this. They spread towards the area in question in order to heal the body, passively healing her for +30 HP per turn but at the cost of -20 chakra per turn in return. This can be used to heal minor to moderate injuries, though more severe injuries such as loss of limb, broken/fractured bones or even destroyed organs can be healed as well. In this case, the antibodies behave in a more aggressive way, utilizing Taiji Dao as a means of replacing the limb but using Yang to appropriately nourish the body back to full health as well. This use requires a move slot, taking 70 chakra for initial activation and while sustaining it per turn. This allows Mirabelle to heal 120 HP per turn. The active portion of this ability can only be used twice per battle, after which deactivating the user is unable to utilize Yang Release of any kind based on the amount of turns this remained active. It also rids the body of any sort of foreign chakra and other entities such as poisons, yang chakra etc as well.

Tempered Body: Due to Mirabelle’s body almost always under near constant energized state with Yang and Neidan due to the antibodies, she’s become more adapt and adjusted to it. In terms of Yang Release, techniques such as Power of the Sun no longer restrict her use of other advanced fields etc. While this enrichment in terms of Neidan, Mirabelle can now have two Hayabusa Kobudo Forms active at once, though doing this doubles the penalties associated with the forms after or during activation (such as if going on a cool down for three turns now becomes six turns instead). This can also only be done twice per battle, however neither skills in Tempered Body costs a move slot, all of them being passive in nature.

Shrine of the Watatsumi Sanjin: Due to Mirabelle’s beliefs that all Hayabusa’s bodies are sacred, being vessels of the Great Spirits of the Dragon – she programmed a failsafe into the these antibodies. At the cost of a move, upon Mirabelle’s demise in battle, the antibodies will perform a use of the full body version of Wuji Dao. This immediately erases any and all traces of the user’s body and DNA, preventing the collection of such things. This is an inherent counter measure to handle grave robbers etc. This costs 70 chakra to perform though is only triggered in her death (permanent damage in NW or any fight in the battle arena) and thus can only be used once per battle.

Can only be used by Mirai, being posted in one’s bio or at the start of the battle. Must have Yang Specialist Extra Specialty in order to utilize. The antibodies are sentient, capable of communicating information to Mirabelle about her bodies condition or simply other reasons, this being done mentally. All abilties under this technique are performed by them, taking the chakra from Mirabelle herself in order to do so.

Yang and Medical Ninjutsu in my inventory.

Declined, by default Yin-Yang related techniques that have passive aspects are not allowed. You cannot have anything passive in these techniques or anything that requires it to be placed on your bio prior to a fight.
 
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BusinessManTeno

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Combining the two above

Kyozetsu no bogu ✽ Borg of Rejection
Type:
Defensive | Supplementary
Rank: A / S
Range: Short
Chakra: 30 / 40 (-10 to repair)
Damage: 60 / 80
Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.

Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.
Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.
Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid
Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.


Approved



Updating the above

Har-Har Infigar ✽ Scorching Heat Double Palm
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage:
100
Description:
Har-Har Infigar is one of the strongest technique including rukh in itself. By controlling Rukh in the air, the user uses it similar to how chakra is used but in a more destructive way, the technique can however only be done by King candidates and Magis. The user will initiate the technique by clapping his hands causing the rukh within them to heighten before erupting from their body in a visible pulse. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take form, each of them will extend their hands (can target up to three targets). The user will then channel their rukh inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh like a stream towards any direction, creating a huge and devastating blast upon impact, enough to destroy a small island. The user can control the movement of the "beam" by controlling the humanoids to move their hands. The same fiery rukh released by the humanoids also covers their bodies, should any non-clan member make contact they'd take full damage.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn.

Update Declined, the damage can't be 100 and as a Forbidden, it still must deal recoil damage.

Sōdō no ruku ✽ Rukh Of Disturbance
Type:
Supplamentary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/a
Description: This technique is one of the clansmen's unique ways to utilize Rukh for more than offensive purposes. The user will do a set of two handseals, causing the rukh around the area or landmark increasing in potency becoming slightly visible to non clansmen. Taking the view of translucent yellow sparkles in the air. By doing this, it will disturb the chakra of all things non human, this includes summons, clones, etc. Essentially anything that was summoned to the field. By disturbing the rukh within or around it causes the chakra to react viciously to all those who isnt clansmen as the rukh technique wouldnt be able to harm them even if it was a clone. Doing this forces a reverse summon to those techniques. For Example, it would would poof clones away or reverse summon, summons. If somebody tries to summon anything onto the field, be it clones, summons or even weapons. This would restrict that.

Note: Can use a max of three turns
Note: Last a max of four turns
Note: Cant use Djinn Techniques above S rank while technique last

Declined, this isn't very logical in its design/purpose; flooding a field with foreign types of chakra won't prevent S/T techniques from working. At best, the Rukh functions as a heavy "presence"/custom version of Killing Intent on people's bodies but even then, it would be pierceable by some high level of chakra. This wouldn't prevent one from using a summoning contract, FTG, Kamui, or similar techniques.
Har-Har Infigar ✽ Scorching Heat Double Palm
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-20 Damage)
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. By controlling Rukh in the air, the user uses it similar to how chakra is used but in a more destructive way, the technique can however only be done by King candidates and Magis. The user will initiate the technique by clapping his hands causing the rukh within them to heighten before erupting from their body in a visible pulse. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take form, each of them will extend their hands (can target up to three targets). The user will then channel their rukh inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh like a stream towards any direction, creating a huge and devastating blast upon impact, enough to destroy a small island. The user can control the movement of the "beam" by controlling the humanoids to move their hands. The same fiery rukh released by the humanoids also covers their bodies, should any non-clan member make contact they'd take full damage. Using this technique comes at a small cost. The exertion of chakra to a high degree results in physical damage upon the user, causing an ache across their body dealing damage to themselves.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis Note: Doing a collective attack (meaning they attack at one location) is considered Forbidden rank; iris split, it does S rank damage instead.
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn.

Update Approved, made edits

Sōdō no ruku ✽ Rukh Of Disturbance
Type:
Supplamentary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/a
Description: This technique is one of the clansmen's unique ways to utilize Rukh for more than offensive purposes. The user will do a set of two handseals, causing the rukh around the area or landmark increasing in potency becoming slightly visible to non clansmen. Taking the view of translucent yellow sparkles in the air. The Rukh due to its increased potency will radiate and become very very dense around the area, being similar to Killing Intent but not operating in the fear factor, but the paralyzing aspect. This technique though can paralyze those weaker than themselves, true intent is not for humans, but clones and summons alike. This technique will absorb and compress the rukh around the area, and if a clone or summon is on the field, the rukh will act as a jammer, causing the chakra inside the summon or clone to react, causing them to disperse. This technique is used to restrict clones from freely being used. Though this does not work on boss summons, or summons Forbidden rank.

Note:
Can use three times per battle
Note: Technique lingers for two turns but the affects on the opponent(s) last for that initial turn
Note: Can paralyze opponents 1 Rank lesser than themselves for one turn
Note: Can fully paralyze opponents 2 ranks or lesser, not allowing them to mold chakra S rank and above or techniques that require mental focus such as Genjutsu, yamanaka techniques etc for the same turn, in which the second turn they are no longer paralyze but still cant mold high level techniques.

Pending, I'm not sure this would work as intended on summonings, perhaps only clones. I need to ask something about this as well.

Saku michi no sonzai ✽ Presence Of The Blooming Unknown
Type:
Offensive
Rank: B
Range: Short - Long
Chakra: 25
Damage: 50
Description: This technique was made as a strategic way of fighting. Instead of using mere force, the user use low attack power in large quantities. The user will channel their chakra to the existing rukh that surrounds the user and the opponent(s). Once done the user will cause the rukh to combust dealing a mild explosion around the area the user wish to combust. (The explosion techniques are wide spread enough to reach outside of the spawn zone). The explosions arent powerful enough to deal any real damage outside of bruising, thus the technique comes in handy when used on the opponent in multiple successions which can exhaust the enemy.

Note: Technique last for three turns
Note: Must give technique a two turn cool down between end usages.
Note: Use of the technique is passive when used alongside a Rukh technique, laying dormant until triggered, costing a move per turn to detonate.
Note: Cant use Rukh techniques themselves above S rank while this technique lingers.

Approved, made edits.
 
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Alyx

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Updating as Current Head of Clan: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-20833898

(Keshin no Jorth) Δ Jorths Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-40 (-10 per turn to sustain)
Damage points: 30-80
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra amount of the same rank (in which the genki will consume the foreign chakra), such as B-ranked Earth if the B-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.

Updating: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-21320406

(Roki no Omoide) Δ Reminiscence of Loki
Rank:
B - S
Type: Supplementary, Defensive
Range:
Short-Long
Chakra cost: 20 - 40
Damage points:
N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which consumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and conviction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special, is their ability to don themselves around an object or technique, preferably a technique of the user though can be used defensively against an opponent's technique as well, which allows the Genki to share it's spiritual properties with the technique temporarily transferring the technique to the Pure World. While in the Pure World, the presence of the technique is masked by the untrained eye. Similar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transferred back becoming tangible once more , however it requires a one turn wait before it can return from the Pure World, and costs +10 chakra every turn it remains in the Pure World, While any rank of this technique can be applied to the user's technique, when utilized on foreign techniques - this can only affect techniques of equal or lower chakra to the rank applied. The technique lasts 3 turns when used, and can be used maximum of four times per battle though S rank can only be used a collective of twice per battle. Utilizing S ranks also puts this technique on a cool down of two turns after use. B Rank utilizes one hand seal, A rank uses two and S rank three.

Updates Declined, not a fan of these targeting enemy Jutsu
 
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Lord of Kaos

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Transfiguration approved here: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-21011235
DA and DADA approved here: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-20743032

D.A was split into two techniques and expanded upon, so the Unforgivables and Dark Arts dont have any bold edits.

( Kuro Mahou ) - Dark Arts
Type:
Supplementary / Offensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.

Dark spells can be classified into three groups: jinxes, hexes, & curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.

B rank
Ebublio Jinx: - Supplementary

  • The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal rank and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand.
Leg-Locker Jinx: - Supplementary

  • The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move
A rank

Flagrante Hex: - Supplementary/Offensive

  • The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
Reductor Hex: - Defensive/Offensive

  • The Reductor Hex ( Reducto ) is a hex that can be used to blast solid objects into pieces.This spell differs from Bombardment as Bombardment creates an explosion through force; Reductor insteads heats the object until expands through heat, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank

Sectumsempra Curse: - Defensive/Offensive

  • Sectumsempra ( Sectumsempra ) is a curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
Crucio Curse: - Defensive/Offensive

  • The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react rationally while under it's effects. In order to sustain the pain, the user cannot use any other jutsu or attacks while it's in use. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 3 times, each with a two turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Forbidden rank

Avada Kedavra: -Offensive

  • The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens
    by the spell having being so comprised of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire may result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used twice per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

‡ Approved ‡ Made edits.

( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type:
Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Impediment Jinx: - Supplementary

  • The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Langslock: - Supplementary

  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A

Shield Charm - Defensive

  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.
Knockback - Supplementary/Defensive

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.
S

Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.
Note: Nearly all DADA spells take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

‡ Approved ‡ Really well made. Nice work.

( Transfiguration ) - Transfiguration
Type:
Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 3 turns and cannot target sentient (living) beings besides the user. Transfiguration of the terrain cannot target specific areas. Any changes to the battlefield are universal and will affect both the user and the opponent.
Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once, every 3 turns, max of 4 times. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. Conjuration can only be used once every 3 turns, a max of 4 times. S ranked Conjurations can only last 3 turns.
Untransfiguration - Supplementary ( A )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'A'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: All Transfigurations take the form of projectiles of mahou, and can be defended against like any other jutsu.
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

( Kuro Mahou ) - Dark Arts
Type:
Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.

Dark spells can be classified into three groups: Jinxes, Hexes, & Curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.

A rank

Oppugno Jinx: - Supplementary

  • The Oppugno Jinx (Oppugno) is a Jinx that directed an object or individual to attack the victim. This spell would cause conjured creatures or other movable objects under the control of the caster to attack the target, allowing it to capture attacks of equal chakra and lower. Unlike most spells, this one does not create a beam of mahou and instead remotely targets objects up to mid range from the user and launches them towards a directed target. The user can use this technique to target chakraless substances or techniques with less chakra than this one and direct these attacks back to the enemy with their original damage values. This Jinx can only be used once per turn. The user is capable of using an S ranked variant of this thrice per battle, preventing usage of any variant for two turns.
Leg-Locker Jinx: - Supplementary

  • The Leg-Locker Jinx ( Locomotor Mortis ) is a Jinx that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with more chakra, meaning after its effects are applied, surges of higher chakra allow the effects to be broken[/B]. The target can still mold chakra, however; it’s just that his leg muscles become unable to move. This is ideal for preventing the movement of quick moving targets or objects.
Flagrante Hex: - Supplementary/Offensive

  • The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight, increasing the damage by 20 damage. It can only be applied to techniques which physically travel and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
S Rank
Dolohov’s Curse: - Offensive

  • Dolohov’s Curse is a unique nonverbal Dark curse created by a horizontal slash that creates a streak of royal purple flames designed to pass through living targets, causing internal damage. These flames are noted to leave no visible marks or bleeding from this curse but those hit by it will exhibit soreness for some time afterwards. Due to this spell dealing internal damage aimed at the heart, damage done by it is considered critical. This can only be used three times, each with a two turn usage limit in between uses. As with most Dark Arts, injuries sustained from this technique cannot be healed via regular medical techniques, requiring advanced skills such as Yang Release. Despite being nonverbal, the user must concentrate and use a direct slashing motion to utilize it.
Sectumsempra Curse: - Defensive/Offensive

  • Sectumsempra ( Sectumsempra ) is a Curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
Fiendfyre : - Offensive

  • The Fiendfyre Curse ( Pestis Incendium ) is a curse that produces sustained enchanted flames of immense size and heat capable of destroying nearly anything in its path, taking the form of gigantic fiery beasts such as serpents, chimeras, dragons, and birds of prey that seeks out living targets. The animals are constantly mutating into other beasts as well as powerful, formless flames that destroy all things around itself excluding the user. Due to being extremely powerful Dark Magic, these flames cause injury that cannot be healed fully, meaning if a limb or body part is burned off, it cannot be restored much like other Dark Magic. This can only be used 3 times, each with a two turn usage limit in between uses. However, each use can last up to 2 turns, dealing equal damage per turn(40 per turn). When interacting with opposing techniques, Fiendfyre carries 80 damage. After using, the user cannot use S rank Dark Arts and higher next turn.
Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

Approved with Edits Made - Daemon

( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type:
Supplementary / Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Ebublio Jinx: - Supplementary

  • The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal chakra and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand. This spell can be used as an A rank variant as well up to three times a battle, with a two turn cool down in between usages.
Bluebell Spell: - Supplementary

  • The Bluebell spell is a nonverbal fire spell that creates cold flames capable of being held by the user without causing burns to himself or his allies. Appearing as a bright blue flame, these magical flames are not as dangerous as real fire and as such, they could be touched, penetrated and held without it burning the holder. Because of their freezing nature, these flames are capable of freezing solid material and freezing it in place, preventing physical movement of jutsu of lower chakra and causing a reduction in physical damage by 10 damage from physical beings. This spell can be used as an A rank variant as well up to three times a battle, with a one turn cooldown in between usages.
Langslock: - Supplementary

  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A

Shield Charm - Defensive

  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranking a member is, the quicker he is able to cast this spell with Full Wizards creating it in such speed comparable to an S rank Lightning Jutsu (14 Speed). Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.
Knockback - Supplementary/Defensive

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to three times in all.
S

Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, Bijuu chakra etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive jutsu of 40 chakra or lower. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from S ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages. Secondary Usage also hinders the wizards ability to use other spells, needing to maintain the shield.
Note: Nearly all DADA spells take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

Approved with Edits Made - Daemon

( Yurusarenai Noroi ) - Unforgivable Curses
Type:
Supplementary / Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-15 to user)
Description:
The Unforgivable Curses are three of the most powerful and sinister spells known to the wizarding world, as well as the strongest known Dark spells in existence. They are known as the Unforgivable Curses as usage of either three can only be considered sinister and are only used by Dark Wizards. The three curses consisted of the Killing Curse (Avada Kedavra), the Cruciatus Curse (Crucio), and the Imperius Curse (Imperio). Due to how the Cruciatus and Killing Curse operates, these are both considered critical attacks should they land.

Imperius Curse: - Supplementary

  • The Imperius Curse ( Imperio ) is one of the most powerful and sinister spells known. When cast successfully, the curse causes targets to fall under the limited control of the caster. The wizard or witch must possess a deep desire to control the target’s actions, creating a light red like mist that ensnares those who it touches in a Genjutsu like effect. This effect creates a calm, trance-like (or dreamlike) state on those captured, allowing the user to control the target’s physical movements. This can be compared to a bastardized version of Koto, though much less effective. Should the target have less spiritual health than the user, this spell’s effectiveness will increase and scale accordingly. Should they have more spiritual health than the user, this spell will not trigger. For every 10 point difference in health, the target will be rendered under the user’s control for one additional turn at the cost of 40 chakra per turn. However, as time goes on, Imperio's hold over the opponent weakens with each turn able to be broken by a chakra surge 10 chakra less than the last. (First turn requiring 50 chakra surge to break Imperio, Second Turn requiring 40 etc.) User's will also suffer a -15 damage per turn penalty for the strain of using this curse. For every turn this technique is in use, the cooldown will extend 1 additional turn with a minimum of 3 turns between usage. This can only be used 2 times, each with a three turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Cruciatus Curse: - Offensive

  • The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react while under its effects. In order to sustain the pain for more than one turn, the user cannot use any other jutsu or attacks while it's in use. Usage of Crucio has detrimental drawbacks for the user as well, doing -15 damage per turn to the caster. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 2 times, each with a three turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Killing Curse: - Offensive

  • The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens by the spell having been so composed of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire will result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. When used in the Ninja World, due to it targeting the opponent’s heart, it deals critical damage on contact. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used once per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Can only be used by Dark Wizards.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

Approved with Edits Made - Daemon
 
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Made head of Surgebinders here: [x]

Resubmitting:

Re-scaled the technique and made the requested changes

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

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

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x4. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Avoiding attacks like this will depend on two things: their size and how quickly they're moving. Essentially if the attack is moving at normal speed while the user is moving at x2 speed, the distance it is away needs to be at least half of it's dimensions (a third for level three, a quarter for level four, etc). For example if the user is moving at x4 speed, to evade an attack moving at the user's base speed that is 20 meters in radius, it needs to be at least 5 meters away for it to be evaded successfully. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce the damage the user takes from techniques by 40, Level 2 will reduce damage by 60, Level 3 will reduce the damage the user takes by 70, Level 4 will reduce the damage by 80. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 60 more damage from freeform attacks and offensive techniques, level three will make them deal 70 more damage and level four will do so for 80 damage for the same duration that the Augmentation was used. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used. This shaves damage off techniques, so it can't be stacked with anything that shaves damage but can be stacked with anything which grants base immunities (e.g. immunity to A-Rank). The starting point of that immunity is 60 damage, then this jutsu raises it further.

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

Declined. My issue with this now is that the scale and potency of the tier 4 boosts only invoke drawbacks within their specific field, leaving the user almost entirely uninhibited even though they just received a boost that is incredibly powerful, and on the scale that goes equal or beyond Bijuu. Rework the restrictions at that level so it is more appropriate to the strength and potency of the boosts.

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

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

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

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

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

Approved. Made edits.
 
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El Alucard

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

Note: Can only be used 5 times
Note: Cooldown period of 3 turns
Note: Must be at least Katsuryoku pledged rank to use.
 
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