Custom Clan Jutsu Submission

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Zatanna

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https://animebase.me/threads/custom-clan-submission.764487/post-22071376

-removed ninjutsu enhancement
-added debuff while in use
-reworded echo not to be confused with an actual debuff and its ability.

( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: Spiritual unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
  • Turn 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +20. The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques.
  • Turn 2: Turn two is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +30. The user gains a four times speed boost as well as a durability capable of reducing 30 damage from techniques. Additionally the spirit being stabilized allows a unique ability to be placed on opponents that are struck with any source of tenshi energy, this ability is called echo.
Note: Once the avatar state has stabilized, the user can no longer generate any tenshi energy for the duration, instead every single turn the mode drains 40 chakra directly from the users tenshi energy reserves, once the energy reserves are spent the transformation will end. After turn 2, the user can only use 2 moves per turn, count as one of three moves per turn to keep active.
Note:
Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: Members Aspirant rank and below are incapable of using this ability. Those above Aspirant can use it twice per battle though the drawbacks for using the ability a second time are considerably worse than the first.
Note: The ability called echo places what could be considered a detonator on those struck by tenshi energy, upon being struck by another tenshi technique the detonator will explode causing an echo of the previous technique that hit them at the cost of the original technique used. (ex being struck by a 30 damage jutsu will place a detonator that inflicts 30 damage when it explodes even if the next technique had only 20 chakra or 100 chakra.) These detonators can be purged with surges of chakra following the same rules as a genjutsu.
Note: After the first usage ends, the user will be exhausted being unable to perform jutsu above S rank for two turns, while all jutsu they use during those two turns will have a 10 damage reduction. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for each of those four turns, this damage is spiritual and can not be mitigated by any means.

Declined, the issue that existed in the first technique wasn’t addressed; the echo ability is too much given how variable it can be. You write that it deals the same damage of the original technique which itself is entirely too powerful as it varies and does not have a predetermined and set damage. I’m not going to let this technique deal damage. The justification is also random as it‘s seemingly “The opponent is hit with a Tenshi attack and they are then hit with an explosion of same damage following this.” The 2 jutsu drawback is iffy to me as it doesnt do much. The last note is also weird because the first line is useless. Unable to perform jutsu above S rank is only Forbiddens, which come with their own restrictions that typically only allow one every 2-3 turns so its a cosmetic restriction. The restrictions after the second usages sound more accurate.
( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S - Forbidden
Range: Short
Chakra: 60 (-10/30 per turn)
Damage: N/A
Description: Spiritual Unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
  • Stage 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +20. The user gains a doubled speed boost as well as tracking. Additionally they receive durability capable of reducing 5 damage from physical techniques and 10 shaving from spiritual based techniques. Stage One burns 10 Tenshi chakra per turn it is active and lasts up to 6 turns.
  • Stage 2: Stage 2 is a full 100% spiritual pairing and is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +30. The user gains a 3 times speed boost and tracking as well as a durability capable of reducing 10 from physical damage and 15 from spiritual. The Stage 2 transformation lasts only 4 turns at which the user burns through an accelerated rate of Clan Chakra. While in this Mode, the user can manipulate spiritual chakra in both the Physical World as well as in the Spiritual World that the user is able to move between. As such the user can create Clan techniques within the spiritual world, and similar to themselves moving in and out between Worlds, can also phase the Clan Techniques. This still follows spawning rules, in that the user cannot create any clan techniques within 5m of an opponent unless the user is also within 5m.
Note: Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: While active in Stage 2, the user can only use 2 other moves per turn, in order to keep the move active.
Note: After the first usage of Stage 2 ends, the user will be exhausted being unable to perform jutsu above A rank for two turns while taking 10 spiritual damage per turn for the same time that cannot be mitigated. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for three turns, this damage is spiritual and can not be mitigated by any means.

Approved, I made edits to the overall numbers within this for a few reasons; the main of these being the reductions to durability because of the Attribute system that allows for damage shaving. In order to maintain it’s value, damage shaving for most techniques are reduced to roughly 20 max. The Second stage had some wild numbers combined (potential +40, x4 speed/tracking, a collective -70 damage shaving) that almost all had to be scaled down as well as the instant conversion ability being taken out. For future references, “no above S rank usages” will almost never be accepted as a drawback and will likely be scaled up if placed.

(Tenshi: Seishin no Fukattsu) – Tenshi: Spirit Resurgence
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 70 (Solari) | 20 per spirit (Lunari)
Damage: N/A
Description: Spirit resurgence is the blanket term for what could be considered the ultimate ability of the wraith clan, representative of the unshakeable bond between the spirit and the host, the ability itself varies immensely depending on the allegiance of the clan member, however what they have in common is an incredibly high cost and drawback. Outlined below are the abilities.

Solari: The effects manifested by the Solari spirits are less commonly seen than the Lunari's, that is partly because the ability is more reactionary, similar to the doctrines of the Solari themselves. Upon reaching 0 health in any encounter, the spirit of the Solari will completely inhabit the hosts body, similar to a bijuu taking over for an unconscious host, when this occurs the hosts body will convert the full amount of chakra available, turning it in to Tenshi energy up to the current limit they can hold along with entering a fully stabilized avatar state immediately. This last ditch attempt to preserve the safety of the host body is short lived, as the avatar state burns the Tenshi energy at an accelerated rate costing twice it's usual cost. Should the Tenshi energy be expended the host and spirit will fall unconscious, however with this ability the host may be able to snatch a victory from the jaws of defeat, or at least escape capture.

Lunari: The effects manifested by the Lunari spirits revolve around control of other spirits, rather than the fortification of the lead spirit. Through their sheer force of will the Lunari spirit is capable of drawing forth others from beyond the veil and forcing them to manifest themselves in reality. These spirits are generally simplistic, being forced in to the real world severs much of their thought processes with them tending to embody singular emotions primarily negative, such as rage, envy or pride. Similar to the forbidden shadow clone technique, up to eight of these can be animated at any one time, however their limited powers only allow them to have control over one elemental nature of the users choice provided the user has access to said element, this element is infused with tenshi energy whilst the Lunari spirit is in the avatar state however, sharing the buffs with the spirits they tore from the afterlife. Unlike techniques such as Edo Tensei, these spirits are very much vulnerable to physical damage. Being easily destroyed by physical damage of A rank and above, however their simplistic natures and the nature of their spiritual existence makes them completely immune to spiritual damage. These spirits have the same speed and tracking as the users base.

Note: This ability can only be used once per battle.
Note: Should the Solari ability time out, the host and spirit become completely immobilized and must recover following the standard rulings for recovery time.
Note: The Solari's spirit resurgence doesn't clash with the drawbacks of the standard avatar state, meaning they can use the avatar state in battle and still have access to Spirit Resurgence.
Note: Spirits raised by the Lunari can be created all at once, or one at a time, regardless of which is chosen the limit is eight per battle.
Note: Lunari's raised spirits place a drain on the user's Tenshi energy, with each one costing ten per turn to sustain, should the user run out of Tenshi energy the spirits will flee back across the veil to the afterlife.

Declined, clarify this bold part. I’m sure it means only the max Tenshi cap can be converted, but it should be clearer as I can see a reach being made to say it converts all normal chakra into Tenshi chakra. 8 Spirits is also too much; these essentially function like a Familiar or a Clone technique and 8 of these are definitely a no. Furthermore, they’d naturally have their health divided between the two of them (i.e. 1 S rank creating 2 entities = 2 A rank powered entities, etc ) so 8 would be extremely weakened. There needs to be more of a drawback in the case of the Lunari use as well because it doesnt exist at all. Also it needs to be clear that you can’t heal during the Solari usage.

(Tenshi: Seishin no Fukattsu) – Tenshi: Spirit Resurgence
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 70 (Solari) | 20 per spirit (Lunari)
Damage: N/A
Description: Spirit resurgence is the blanket term for what could be considered the ultimate ability of the wraith clan, representative of the unshakeable bond between the spirit and the host, the ability itself varies immensely depending on the allegiance of the clan member, however what they have in common is an incredibly high cost and drawback. Outlined below are the abilities.

Solari: The effects manifested by the Solari spirits are less commonly seen than the Lunari's, that is partly because the ability is more reactionary, similar to the doctrines of the Solari themselves. Upon reaching 0 health in any encounter, the spirit of the Solari will completely inhabit the hosts body, similar to a bijuu taking over for an unconscious host, when this occurs the hosts body will convert the maximum amount of chakra possible up to the Clan Chakra Cap of the users remaining chakra. This cannot go over the cap for Tenshi Chakra, even if the host has excess chakra. This last ditch attempt to preserve the safety of the host body is short lived, as the avatar state burns the Tenshi energy at an accelerated rate costing twice it's usual cost. Should the Tenshi energy be expended the host and spirit will fall unconscious, however with this ability the host may be able to snatch a victory from the jaws of defeat, or at least escape capture. Despite the host moving for the body they cannot physically or spiritually heal the users body, as it effectively is like the host making use of a puppet of the users body, outside sources can heal the user however. Techniques that have healing the user cannot be used by the user, although it is still possible to heal them from an outside source.

Lunari:
The effects manifested by the Lunari spirits revolve around control of other spirits, rather than the fortification of the lead spirit. Through their sheer force of will the Lunari spirit is capable of drawing forth others from beyond the veil and forcing them to manifest themselves in reality. These spirits are generally simplistic, being forced in to the real world severs much of their thought processes with them tending to embody singular emotions primarily negative, such as rage, envy or pride. Similar to the shadow clone technique, up to 4 (four) of these can be animated at any one time, however their limited powers only allow them to have control over one elemental nature of the users choice provided the user has access to said element, this element is infused with tenshi energy whilst the Lunari spirit is in the avatar state however, sharing the buffs with the spirits they tore from the afterlife. Unlike techniques such as Edo Tensei, these spirits are very much vulnerable to physical damage. Being easily destroyed by physical damage of A rank and above, however their simplistic natures and the nature of their spiritual existence makes them completely immune to spiritual damage. These spirits have the same speed and tracking as the users base.

Note: The Solari ability can only be used once per battle.
Note: Should the Solari ability time out, the host and spirit become completely immobilized and must recover following the standard rulings for recovery time.
Note: The Solari's spirit resurgence doesn't clash with the drawbacks of the standard avatar state, meaning they can use the avatar state in battle and still have access to Spirit Resurgence.
Note: Spirits raised by the Lunari can be created all at once, or one at a time, regardless of which is chosen the limit is four per battle.
Note: Lunari's raised spirits effectively sever the users ties to whatever element that have been raised with, unable to use it while that spirit is in battle. When destroyed, the user will still be unable to use that specific element for 2 turns after destroyed.


Declined, stared to edit parts of this to make it approvable but the Lunari drawback/restriction is still way too light for a Forbidden ranked ability. I need you to make this actually restricting in a meaningful manner.

( Tenshi: Yoake) - Tenshi: Coming Dawn
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A supplementative technique based around the Tenshi's natural Spiritual host and aura, the user constantly has an aura of chakra covering them which is enhanced depending on the host, as well as the state they are in. This aura starts at short range, then while in the first stage, can expand into mid range and then when activating stage 2 can reach long range. A form of natural defence based on the users host, this aura affects primarily spiritually natured techniques.
Solari:
The Solari's aura is a supportive defensive one, preventing spiritual tethers being place on techniques within its range which covers both the user as well as any designated ally's techniques. When preventing a technique, the user must pay half the opposing techniques chakra cost in tenshi chakra to prevent the tether. Eg if an S rank technique with 40 chakra has a tether, then the user must pay 20 Tenshi chakra to prevent the tether from latching onto the user.
Lunari:
A Lunari's aura is more oppressive being more of a threat to opponents rather than helping allies, however can be used to take advantage of by allies. A Lunari's aura weakens enemy target's spiritual energy to remove any spiritual resistances they might have or prevent any spiritual strengthening they may try. This Lunari aura removes either -30 shaving of spiritual defence or requires double the required amount to heal spiritual wounds. A Lunari must pay the cost of 10 chakra per turn to keep this aura active.
Notes:
-This aura is consistently active within a Tenshi User, and expands depending on the state they are in.
-This technique can be posted alongside the mode, or at the start of a battle to state that the aura is active.

Declined, lack of rank/restrictions; I’m already hesitant on allowing the Solari ability and will likely make changes to it next submission and it not having a rank nor actual duration/usage limitations on it makes this almost DNR. Solari ability is incredibly powerful and will probably be changed to a flat system instead of one that varies so heavily ( because it’s based on other techniques chakra input, it can fluctuate and vary a lot ) with almost no limitations ( the range ones are mostly cosmetic as the only thing limiting it truly is your own choice of not advancing to level 2 ). This is at least an A rank ability and it will not have the same level of usage you attempted here.

(Tenshi: Keitei Ken) – Tenshi: Divergent Fist
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Mid
Chakra: 20-40 (-15 per turn)
Damage: 40-80
Description:
A fighting style born and created for Tenshi users of the clan to take full advantage of their ability to manipulate spiritual energy as well as move in and out of the Wraith Spiritual World, called Divergent Fist. This close combat fighting style can either augment the users taijutsu or weapons (kenjutsu/bukijutsu) to deal spiritual damage or to perform unique taijutsu techniques that can only be performed by Tenshi users.

Zenith Rush (B-S Rank):
Coating the users arms or weapons in tenshi chakra, this technique (which can be performed within the same time as other taijutsu/kenjutsu/bukijutsu by exchanging the chakra cost for Tenshi Chakra cost) causes the users techniques to instead of dealing physical damage, deal a half mix of physical and spiritual damage combined. If a technique deals 80 damage, then the damage splits evenly, 40 physical, 40 spiritual, or if an uneven split, splitting the damage as evenly as possible. This technique allows the user to deal a mix in order to maximise their damage output. Techniques that have specific elemental or physiological changes are mimiced by the Tenshi chakra, hardening for earth, becoming thin to slice like wind etc.

Moonfall/Solar Flare (A rank):
This Divergent fist technique sees the user perform a series of attacks, punches and kicks that explode with Tenshi energy outward covering a short range from the user. Should the user miss their attack or an opponent dodge out of the way, a blast of Tenshi energy will still follow through causing damage. This technique can be performed on ninjutsu to counter non physical elements in order to close the gap for the user.

Daybreak (S rank):
This technique takes advantage of the users ability to phase and shift through the physical world into the spiritual and vice versa by effectively using it to move through physical obstacles to perform a hit on a target. By using the users freeform dodge per turn and incorporating it into this move, the user will move into the spiritual world when starting the technique and then just before connection they will reform back into the physical world to strike the target.

Notes:
-A rank can only be used 5 times with a 2 turn cooldown inbetween
-S rank can only be used twice with a 3 turn cooldown inbetween.

Declined, these concepts and abilities vary too much to be one technique. Furthermore, if these were close enough to be considered similar enough, this would warrant an actual CFS and not just a taijutsu technique.
 
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Surgebinder Approval: [x]

Updating Generation of Miracles: [x]

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

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

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

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

Approved
 
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Kisei approval: https://animebase.me/threads/custom-clans-submission.27962/page-3#post-20622886


( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when in close range of it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.

Declined, spoke to you directly but to reiterate, the underlined part needs to change as all CW only grant boosts when in use. I notice the levitation ability mentioned so maybe strengthen the bond between the two and it becomes a lot more justifiable.
 
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Submitting 2 new CCJ with the bonus slots purchased by Negative Knight here: [x]

Surgebinders

(Busou: Yabureta Seihai) - Surge of Armament: The Shattered Grail
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will use their Prana to summon a glowing crystal from the Throne. These crystals come in an array of vibrant colours and they appear to crackle with energy. Each crystal contains a vast amount of highly concentrated prana. These crystals were created in imitation of the Holy Grail, a relic formed from vast amounts of highly concentrated prana. The user is able to release this prana into their body and it is able to latch onto a Surgebinder's soul in the same manner as the Grail, which fused with Galahad's soul. These crystals, which attempt to imitate the Grail, produce effects on a much lower magnitude. They do not confer immortality or perpetual longevity, but rather alter the prana which exists within every Surgebinder's body. The user can choose to utilize the crystal on the turn it is summoned or at a later point. Upon using the crystal, it will be returned to the Throne and its effects will last until overwritten with a different crystal. The user can only summon crystals through this technique thrice per battle.

Lapis Sanguis - Bloodstone of Avicebron
The first type of crystal will change the prana in the user's body from Evocation type prana to Augmentation type prana. As a result, the prana in the user's body will no longer reject and transport foreign chakra. This means they will lose their immunity to Genjutsu and chakra-absorption type abilities. Absorbing the prana in the user's body will also no longer freeze non-Surgebinders internally. This does not affect the user's Evocation techniques, which will still damage non-Surgebinders. The user will lose all these advantages but the Augmentation type prana will instead confer a different benefit. It will fortify the user's body against the inverse effects of Surge of Augmentation techniques. In the case of Level 3 Augmentations and below, as well as augmentations without tiers, boosted attributes will no longer fall, decrease or be weakened after an Augmentation ends (e.g. the user's tracking will not decrease after a tracking boost augmentation ends). In the case of Level 4 Augmentations, the usual backlash will be halved (e.g. a 4x tracking decrease will become a 2x tracking decrease). Surgebinders can post Lapis Sanguis in their biography to have its effects apply by default. The biography in question will lose its immunity to Genjutsu but it will be capable of having a Mode such as a Curse Mark or Sage Mode.

Lapis Lacrima - Frozen Tears of Skadi
The second type of crystal will heighten the Evocation properties of the prana in the user's body. Using this crystal will overwrite all the effects of the Augmentation crystal and return its nature to Evocation type prana which transports foreign chakra inserted into the user's body. The enhancement conferred by this crystal will empower the user's prana techniques by an additional 10 chakra. The main effect of this crystal will concern the prana which leaks into the user's techniques to change their colour; the prana will acquire the ability to transport said techniques. At the cost of 5 chakra, the user can transport their own technique, upon creation, to the Throne or to their Reality Marble passively. If the user is in their Reality Marble, the technique will instead be transported to the real world. The user will retain control of the technique if transported to their Reality Marble or to the real world. If a technique is sent to the Throne, the technique is held in stasis, halting it's turn duration and chakra cost. At the cost of 10 chakra, the user will be able to return a technique to anywhere on the field but it cannot reappear within short-range of the opponent. Returning a technique will cost a move and can only be used once every three turns.

Lapis Anima - Soulstone of Murasaki
The third type of crystal will heighten the user's control of the Surge of Armament. The user will become capable of summoning four floating holograms of Noble Phantasms arrayed around their position. These floating projections orbit the user's body. These intangible, floating projections can either be translucent and the colour of prana or opaque and in full colour (effectively indistinguishable from the real thing to the naked eye). These holograms can be four Noble Phantasms from the same technique or they can be split across two, three or four different techniques. Simultaneously, the physical version of one of these four Noble Phantasms will appear in the user's grasp. Upon deliberately overlapping a part of their body with the space occupied by a hologram, the targeted weapon will be summoned into the user's grasp instantly and the other will be returned to the Throne. Summoning a weapon and returning another in this manner counts as a single passive manoeuvre. A cosmetic ability conferred by this crystal allows the user to create a holographic projection above their palm which will display a miniature version of a Noble Phantasm. The projection will be in full colour but somewhat translucent. It will display Noble Phantasms one at a time and the user is free to scroll through different phantasms before selecting their desired weapon, upon which it will be summoned into their grasp or on the field.

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(Kanki: Shitsu no Mahou) - Surge of Evocation: The Lost Magic
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The Lost Magic is a technique designed to allow Surgebinders to retain access to their arsenal against abilities which resist absorption or restrict the use of Space-Time Ninjutsu.

The Accursed Witch - Sigils of Medea
The user will instantly activate an infusion that will affect all of their Surge of Evocation techniques that create prana. The user will utilize the ambient prana that exists in their body to create techniques and each one will be formed with a seal embedded inside of it. This seal is linked to the prana technique and instead becomes the vessel of containment (rather than sending absorbed techniques to the Throne). The prana will continue to interact based on chakra, rather than damage, and any techniques absorbed by the prana will be drawn into the seal. Evocation techniques will continue to behave exactly as described in Surge of Evocation: Era of Gods except in this one regard. For this reason, Evocation techniques modified with this ability will no longer be considered Space-Time Ninjutsu. Naturally this does not and cannot apply to Evocation techniques which teleport the user. The embedded seal can be rotated through mental commands and the user can release an absorbed technique at the cost of a move. Sigils of Medea can be activated thrice per battle and lasts until deactivated.

The Red Empress - Fortress of Semiramis
The user will instantly activate a technique that will affect all of their Surge of Evocation techniques that create prana. Prana will now instead send absorbed techniques to a physical sector in the Throne, rather than holding them in stasis. Here they will exist in their physical form, rather than as prana. For this reason, techniques sent to his sector are not considered to be in a 'sealed or absorbed state'. They exist freely and physically in that space in the Throne, and so it is better to think of it as an interchange of location. As such, techniques which decay seals or methods of absorption used to contain them will not apply those effects if they are sent to the Throne while Fortress of Semiramis is active. Techniques or objects sent to this sector of the Throne can be used with Surge of Evocation: Dynasty of Kings if they haven't expired. Alternatively, Semiramis can be used to transport techniques to the Throne and instantly deposit them elsewhere in Reality, namely in a different landmark. Once again, this means the returned technique is no longer considered to be in a sealed or absorbed state. Fortress of Semiramis can be activated thrice per battle and lasts until deactivated.

The Faerie Queen - Regalia of Morgana
The user can have up to four Noble Phantasms stored inside a seal somewhere on their weapons or attire. While a Noble Phantasm is inside the seal, it will not count towards the limit on how many the user can have on the field. Whenever the user desires, they can passively release a Noble Phantasm from the seal or reseal a weapon on the field. Swapping out Phantasms (i.e. sealing one and releasing another) counts as a single passive manoeuvre. The user can also store Noble Phantasms they summon or have on the field in this seal. Regalia of Morgana needs to be posted in one's biography and the user must mention which Phantasms are sealed within. Overall, it will count as one biography technique if all four Noble Phantasms are from the same technique, it will count as two if they're split across two techniques, et cetera.
 
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(Kanki: Sekaiju no Kyuusekai) - Surge of Evocation: Nine Worlds of Yggdrasil
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 40 - 70
Damage Points: N/A
Description: The user will focus their chakra into one or several points on the field to manifest one or more portals of prana. These portals are usually flat, disc-shaped constructs but they can be created in other shapes or forms. The prana which forms these portals behaves identically to the prana created in Surge of Evocation: Era of Gods. These portals will be linked together such that an object or technique entering one portal will be transported to the Throne and instantly exit from another portal. The user can use this technique to create one or two portals or many smaller ones. If the user only has one portal on the field, it will instead transport entities to the Throne. The chakra for this technique will be split equally between created portals, but in the case of creating two portals, the user can create the 2nd portal by expending the full chakra cost of this technique again but both portals will be created simultaneously, count as a single move and count as a single use of this technique (e.g. two B-Rank portals will cost 80 chakra total, with 40 chakra expended for each portal). The user can also move these portals individually or collectively through mental commands. If the user chooses to create a single portal or only has one left, the user can create and link a second portal to it at a later point, regardless of the distance or number of landmarks between them. In cases where the user creates many small portals, they have the option of manifesting them scattered across the battlefield or creating all of them arrayed around their body. The user can create these portals with their position fixed or to have them move in tandem with the user's body.

The user's techniques can pass through portals of any chakra value provided they are of a similar size, but the opponent's techniques will only pass through portals consisting of greater chakra. Any techniques the user transports in this way will reappear from the destination portal unchanged. A portal can be destroyed by an opponent by striking it with a technique which exceeds its chakra threshold (i.e. a 40 chakra portal will be neutralized if it attempts to transport a technique containing foreign chakra 40 or above). Through the infusion of Inton chakra, the characteristics of the portals are altered. In a similar manner to Yin Release: Change Into Heaven, the created portals are rendered invisible. While this invisibility is the default visual property of these portals, the user can instead create portals with the appearance of a black or dark purple void. The user can also choose to give the portals the appearance of a spiralling vortex, a tear in the fabric of space, the appearance of the cosmos, et cetera but this is largely cosmetic. The second alteration enabled by Yin allows the user to remove prana's characteristic of freezing non-Surgebinders. This essentially allows non-Surgebinders to pass through portals and immediately exit from the destination portal without being harmed. Naturally this can be used by the user, allies as well as opponents. If a non-Surgebinder attempts to pass through a portal that has not been rendered safe for their use, they will take damage proportional to the concentration of prana in the portal (80 damage if 40 chakra portal, 100 damage for 50 chakra, 110 damage for 60 chakra and 120 damage for 70 chakra).

Note: A-Rank variant can only be used four times per battle. S-Rank variant, which creates 70 chakra portals, can only be used three times per battle.
Note: The user cannot use S-Rank or above Prana or Yin Release in their next turn when the A-Rank version is used
Note: The user cannot use S-Rank or above Prana or Yin Release in their next turn and the turn after that when the S-Rank version is used
Note: B-Rank variant can be performed without handseals, A-Rank variant requires 2 handseals and S-Rank variant requires 3 handseals.

Pending, I need some time to rethink this one though I do not see this being approved with multiple ranks, certainly not a B ranked variant. This is more likely to be an A - S ranked technique with one form utilizing Yin or a sole S ranked technique if the entirety of it utilizes Yin. Also, if this is intended to be a PCCJ, it needs to be stated as well as the link to the original CC approval.

(Kanki: Oukannaki, Yami ni Eikou) - Surge of Evocation: The Crownless King, Glory unto Oblivion
Type: Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: N/A
Description: Upon surging prana throughout their body, the user and everything on their person, will disappear instantly in a flash of light reflecting the colour of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. Upon reappearing, the user will disappear once again and appear at another location. This will happen several times, in quick succession or at delayed intervals, allowing the user to disorient an opponent as well as use techniques from different locations between each teleport. Each teleport itself occurs instantly, without taking a slot in the timeframe, and this is enabled by the fact that the ethereal energy already exists within their chakra systems. This technique is split into two variants of varying power and effects.

The first variant is a low-level application of this ability which allows the user to teleport a short-range distance for each teleport. However it should be noted this version cannot be used in battle and can only be used for roleplaying purposes. Given that this application is strictly for RP purposes, the user is capable of appearing within short-range of another person but they cannot initiate a battle against that person on that same turn. This is a C-Rank ability.

The second application will allow the user to appear at any distance or location on the battlefield, except within short-range of an opponent. This variant can last up to four turns per use and will cost 10 chakra per turn to maintain. Teleporting to avoid techniques will count as one of the user's moves but does not count as an additional use of this technique. If the user teleports several times to avoid a technique which follows, tracks or seeks them out, all of the teleports will collectively count as a single move. The user will be capable of using other techniques while this is active. This application is considered S-Rank and can only be used twice times per battle. After this application of the technique ends, the user cannot use Evocation above A-Rank for two turns. There will also be a cooldown on this technique for the same duration that it was used.

Declined. My primary concern here with techniques like this is that you have the original teleportation CCJ as well. It's not that I'm concerned with spacetime custom clan jutsu, it's that I'm concerned you're going to be able to have 3 or 4 of these types of techniques that let you move around freely, each with independent cooldowns. So you'll need a solution to that. My idea would be to just have a shared cooldown or something along those lines.
(Kanki: Oukannaki, Yami ni Eikou) - Surge of Evocation: The Crownless King, Glory unto Oblivion
Type: Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: N/A
Description: Upon surging prana throughout their body, the user and everything on their person, will disappear instantly in a flash of light reflecting the colour of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. Upon reappearing, the user will disappear once again and appear at another location. This will happen several times, in quick succession or at delayed intervals, allowing the user to disorient an opponent as well as use techniques from different locations between each teleport. Each teleport itself occurs instantly and this is enabled by the fact that the ethereal energy already exists within their chakra systems. This technique is split into two variants of varying power and effects.

The first variant is a low-level application of this ability which allows the user to teleport a short-range distance for each teleport. However it should be noted this version cannot be used in battle and can only be used for roleplaying purposes. Given that this application is strictly for RP purposes, the user is capable of appearing within short-range of another person but they cannot initiate a battle against that person on that same turn. This is a C-Rank ability.

The second application will allow the user to appear at any distance or location on the battlefield, except within short-range of an opponent. This variant can last up to four turns per use and will cost 10 chakra per turn to maintain. Teleporting to avoid techniques will count as one of the user's moves but does not count as an additional use of this technique. If the user teleports several times to avoid a technique which follows, tracks or seeks them out, all of the teleports will collectively count as a single move. The user will be capable of using other techniques while this is active. This application is considered S-Rank and can only be used twice per battle. After this application of the technique ends, the user cannot use Surge of Evocation techniques to teleport themselves for two turns.

Declined, spoke to you directly but to reiterate, this technique as a teleportation based technique is far too under restricted; notable canon examples of teleportation have a hard cap on the overall amount of teleportation possible while custom ones that can be used like that such as Dark Convergence have harsh restrictions and drawbacks to them. That said, this technique needs to likewise be restricted similarly as the current addition simply prevents it from being used for 2 turns but doesnt prevent the overall usages that Drackos was wary about.
 
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Originally approved: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-20696646

Fixing wording and a few changes.

Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40) (-5 per turn)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and made them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. The user can infuse these blades with holy fire at the cost of one of their three moves per turn, ranging form C to S rank. This chakra can be released in a wave from the users blade, following the trajectory of the swing up to long range. When infused with the blades, the user's kenjutsu attacks are increased by 20 damage, and the light from the blades will blind any who are not Noldor, the opponent is blinded as long as visual contact is maintained. This costs 5 chakra per turn to maintain. Should the user release the wave forwards, the infusion will end. Infusion lasts up to 3 turns.

Bow:
The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users Silmarilis when they hold it, flowing out of their body to create the string. This makes the bow useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn. C and B rank arrows explode up to 5m, A rank arrows explode up to 10m and S rank arrows explode up to 15m in every direction.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities correlates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching is passive.
Note: Waves and arrows B rank and below can only reach mid range

Originally approved: https://animebase.me/threads/custom-clans-jutsu-submission.30106/post-20696646

Fixed wording and some changes:

Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique, they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a variety of shapes to more creative applications such as various weapons, swords, shields, Axes, draggers. What ever they can think of that is an inanimate shape, they can create from this basic application. This can be also be used to make waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams. Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is two forms, the offensive application (shock) and the supplementary application (cleanse).

Shock:
(Offensive) This is the offensive version of the element, the user will concentrate a lot more chakra into the shapes waves or streams to causes damage and destruction. While still maintaining the the blinding properties. Any who view the Silmarilis that are not of the Noldor will be blinded in for 2 turns.

Cleanse: (Supplementary) The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "cleanse", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent, damaging based on rank used.

Note: C to B rank can be created freely after forming one hand seal seal, the size of the object ranging for the user's needs. A rank application requires 2 handseals and S rank requires 3 handseals.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enemy, unless the user is within short range of the opponent, in which case he can utilize this.

Approved, made edits.
 
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( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S - Forbidden
Range: Short
Chakra: 60 (-10/30 per turn)
Damage: N/A
Description: Spiritual Unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
  • Stage 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +20. The user gains a doubled speed boost as well as tracking. Additionally they receive durability capable of reducing 5 damage from physical techniques and 10 shaving from spiritual based techniques. Stage One burns 10 Tenshi chakra per turn it is active and lasts up to 6 turns.
  • Stage 2: Stage 2 is a full 100% spiritual pairing and is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +30. The user gains a 3 times speed boost and tracking as well as a durability capable of reducing 10 from physical damage and 15 from spiritual. The Stage 2 transformation lasts only 4 turns at which the user burns through an accelerated rate of Clan Chakra. While in this Mode, the user can manipulate spiritual chakra in both the Physical World as well as in the Spiritual World that the user is able to move between. As such the user can create Clan techniques within the spiritual world, and similar to themselves moving in and out between Worlds, can also phase the Clan Techniques. This still follows spawning rules, in that the user cannot create any clan techniques within 5m of an opponent unless the user is also within 5m.
Note: Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: While active in Stage 2, the user can only use 2 other moves per turn, in order to keep the move active.
Note: After the first usage of Stage 2 ends, the user will be exhausted being unable to perform jutsu above A rank for two turns while taking 10 spiritual damage per turn for the same time that cannot be mitigated. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for three turns, this damage is spiritual and can not be mitigated by any means.

Approved, I made edits to the overall numbers within this for a few reasons; the main of these being the reductions to durability because of the Attribute system that allows for damage shaving. In order to maintain it’s value, damage shaving for most techniques are reduced to roughly 20 max. The Second stage had some wild numbers combined (potential +40, x4 speed/tracking, a collective -70 damage shaving) that almost all had to be scaled down as well as the instant conversion ability being taken out. For future references, “no above S rank usages” will almost never be accepted as a drawback and will likely be scaled up if placed.




(Tenshi: Seishin no Fukattsu) – Tenshi: Spirit Resurgence
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 70 (Solari) | 20 per spirit (Lunari)
Damage: N/A
Description: Spirit resurgence is the blanket term for what could be considered the ultimate ability of the wraith clan, representative of the unshakeable bond between the spirit and the host, the ability itself varies immensely depending on the allegiance of the clan member, however what they have in common is an incredibly high cost and drawback. Outlined below are the abilities.

Solari: The effects manifested by the Solari spirits are less commonly seen than the Lunari's, that is partly because the ability is more reactionary, similar to the doctrines of the Solari themselves. Upon reaching 0 health in any encounter, the spirit of the Solari will completely inhabit the hosts body, similar to a bijuu taking over for an unconscious host, when this occurs the hosts body will convert the maximum amount of chakra possible up to the Clan Chakra Cap of the users remaining chakra. This cannot go over the cap for Tenshi Chakra, even if the host has excess chakra. This last ditch attempt to preserve the safety of the host body is short lived, as the avatar state burns the Tenshi energy at an accelerated rate costing twice it's usual cost. Should the Tenshi energy be expended the host and spirit will fall unconscious, however with this ability the host may be able to snatch a victory from the jaws of defeat, or at least escape capture. Despite the host moving for the body they cannot physically or spiritually heal the users body, as it effectively is like the host making use of a puppet of the users body, outside sources can heal the user however. Techniques that have healing the user cannot be used by the user, although it is still possible to heal them from an outside source.

Lunari:
The effects manifested by the Lunari spirits revolve around control of other spirits, rather than the fortification of the lead spirit. Through their sheer force of will the Lunari spirit is capable of drawing forth others from beyond the veil and forcing them to manifest themselves in reality. These spirits are generally simplistic, being forced in to the real world severs much of their thought processes with them tending to embody singular emotions primarily negative, such as rage, envy or pride. Similar to the shadow clone technique, up to 4 (four) of these can be animated at any one time, however their limited powers only allow them to have control over one elemental nature of the users choice provided the user has access to said element, this element is infused with tenshi energy whilst the Lunari spirit is in the avatar state however, sharing the buffs with the spirits they tore from the afterlife. Unlike techniques such as Edo Tensei, these spirits are very much vulnerable to physical damage. Being easily destroyed by physical damage of A rank and above, however their simplistic natures and the nature of their spiritual existence makes them completely immune to spiritual damage. These spirits have the same speed and tracking as the users base.

Note: The Solari ability can only be used once per battle.
Note: Should the Solari ability time out, the host and spirit become completely immobilized and must recover following the standard rulings for recovery time.
Note: The Solari's spirit resurgence doesn't clash with the drawbacks of the standard avatar state, meaning they can use the avatar state in battle and still have access to Spirit Resurgence.
Note: Spirits raised by the Lunari can be created all at once, or one at a time, regardless of which is chosen the limit is four per battle.
Note: Lunari's raised spirits effectively sever the users ties to whatever element that have been raised with, unable to use it while that spirit is in battle. When destroyed, the user will still be unable to use that specific element for 2 turns after destroyed.


Declined, stared to edit parts of this to make it approvable but the Lunari drawback/restriction is still way too light for a Forbidden ranked ability. I need you to make this actually restricting in a meaningful manner.

( Tenshi: Yoake) - Tenshi: Coming Dawn
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A supplementative technique based around the Tenshi's natural Spiritual host and aura, the user constantly has an aura of chakra covering them which is enhanced depending on the host, as well as the state they are in. This aura starts at short range, then while in the first stage, can expand into mid range and then when activating stage 2 can reach long range. A form of natural defence based on the users host, this aura affects primarily spiritually natured techniques.
Solari:
The Solari's aura is a supportive defensive one, preventing spiritual tethers being place on techniques within its range which covers both the user as well as any designated ally's techniques. When preventing a technique, the user must pay half the opposing techniques chakra cost in tenshi chakra to prevent the tether. Eg if an S rank technique with 40 chakra has a tether, then the user must pay 20 Tenshi chakra to prevent the tether from latching onto the user.
Lunari:
A Lunari's aura is more oppressive being more of a threat to opponents rather than helping allies, however can be used to take advantage of by allies. A Lunari's aura weakens enemy target's spiritual energy to remove any spiritual resistances they might have or prevent any spiritual strengthening they may try. This Lunari aura removes either -30 shaving of spiritual defence or requires double the required amount to heal spiritual wounds. A Lunari must pay the cost of 10 chakra per turn to keep this aura active.
Notes:
-This aura is consistently active within a Tenshi User, and expands depending on the state they are in.
-This technique can be posted alongside the mode, or at the start of a battle to state that the aura is active.

Declined, lack of rank/restrictions; I’m already hesitant on allowing the Solari ability and will likely make changes to it next submission and it not having a rank nor actual duration/usage limitations on it makes this almost DNR. Solari ability is incredibly powerful and will probably be changed to a flat system instead of one that varies so heavily ( because it’s based on other techniques chakra input, it can fluctuate and vary a lot ) with almost no limitations ( the range ones are mostly cosmetic as the only thing limiting it truly is your own choice of not advancing to level 2 ). This is at least an A rank ability and it will not have the same level of usage you attempted here.

(Tenshi: Keitei Ken) – Tenshi: Divergent Fist
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Mid
Chakra: 20-40 (-15 per turn)
Damage: 40-80
Description:
A fighting style born and created for Tenshi users of the clan to take full advantage of their ability to manipulate spiritual energy as well as move in and out of the Wraith Spiritual World, called Divergent Fist. This close combat fighting style can either augment the users taijutsu or weapons (kenjutsu/bukijutsu) to deal spiritual damage or to perform unique taijutsu techniques that can only be performed by Tenshi users.

Zenith Rush (B-S Rank):
Coating the users arms or weapons in tenshi chakra, this technique (which can be performed within the same time as other taijutsu/kenjutsu/bukijutsu by exchanging the chakra cost for Tenshi Chakra cost) causes the users techniques to instead of dealing physical damage, deal a half mix of physical and spiritual damage combined. If a technique deals 80 damage, then the damage splits evenly, 40 physical, 40 spiritual, or if an uneven split, splitting the damage as evenly as possible. This technique allows the user to deal a mix in order to maximise their damage output. Techniques that have specific elemental or physiological changes are mimiced by the Tenshi chakra, hardening for earth, becoming thin to slice like wind etc.

Moonfall/Solar Flare (A rank):
This Divergent fist technique sees the user perform a series of attacks, punches and kicks that explode with Tenshi energy outward covering a short range from the user. Should the user miss their attack or an opponent dodge out of the way, a blast of Tenshi energy will still follow through causing damage. This technique can be performed on ninjutsu to counter non physical elements in order to close the gap for the user.

Daybreak (S rank):
This technique takes advantage of the users ability to phase and shift through the physical world into the spiritual and vice versa by effectively using it to move through physical obstacles to perform a hit on a target. By using the users freeform dodge per turn and incorporating it into this move, the user will move into the spiritual world when starting the technique and then just before connection they will reform back into the physical world to strike the target.

Notes:
-A rank can only be used 5 times with a 2 turn cooldown inbetween
-S rank can only be used twice with a 3 turn cooldown inbetween.

Declined, these concepts and abilities vary too much to be one technique. Furthermore, if these were close enough to be considered similar enough, this would warrant an actual CFS and not just a taijutsu technique.
(Tenshi: Seishin no Fukattsu) – Tenshi: Spirit Resurgence
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 70 (Solari) | 20 per spirit (Lunari)
Damage: N/A
Description: Spirit resurgence is the blanket term for what could be considered the ultimate ability of the wraith clan, representative of the unshakeable bond between the spirit and the host, the ability itself varies immensely depending on the allegiance of the clan member, however what they have in common is an incredibly high cost and drawback. Outlined below are the abilities.

Solari: The effects manifested by the Solari spirits are less commonly seen than the Lunari's, that is partly because the ability is more reactionary, similar to the doctrines of the Solari themselves. Upon reaching 0 health in any encounter, the spirit of the Solari will completely inhabit the hosts body, similar to a bijuu taking over for an unconscious host, when this occurs the hosts body will convert the maximum amount of chakra possible up to the Clan Chakra Cap of the users remaining chakra. This cannot go over the cap for Tenshi Chakra, even if the host has excess chakra. This last ditch attempt to preserve the safety of the host body is short lived, as the avatar state burns the Tenshi energy at an accelerated rate costing twice it's usual cost. Should the Tenshi energy be expended the host and spirit will fall unconscious, however with this ability the host may be able to snatch a victory from the jaws of defeat, or at least escape capture. Despite the host moving for the body they cannot physically or spiritually heal the users body, as it effectively is like the host making use of a puppet of the users body, outside sources can heal the user however. Techniques that have healing the user cannot be used by the user, although it is still possible to heal them from an outside source.

Lunari: The effects manifested by the Lunari spirits revolve around control of other spirits, rather than the fortification of the lead spirit. Through their sheer force of will the Lunari spirit is capable of drawing forth others from beyond the veil and forcing them to manifest themselves in reality. These spirits are generally simplistic, being forced in to the real world severs much of their thought processes with them tending to embody singular emotions primarily negative, such as rage, envy or pride. Similar to the shadow clone technique, up to 4 (four) of these can be animated at any one time, however their limited powers only allow them to have control over one elemental nature of the users choice provided the user has access to said element, this element is infused with tenshi energy whilst the Lunari spirit is in the avatar state however, sharing the buffs with the spirits they tore from the afterlife. Unlike techniques such as Edo Tensei, these spirits are very much vulnerable to physical damage. Being easily destroyed by physical damage of A rank and above, however their simplistic natures and the nature of their spiritual existence makes them completely immune to spiritual damage. These spirits have the same speed and tracking as the users base.

Note: The Solari ability can only be used once per battle.
Note: Should the Solari ability time out, the host and spirit become completely immobilized and must recover following the standard rulings for recovery time.
Note: The Solari's spirit resurgence doesn't clash with the drawbacks of the standard avatar state, meaning they can use the avatar state in battle and still have access to Spirit Resurgence.
Note: Spirits raised by the Lunari can be created all at once, or one at a time, regardless of which is chosen the limit is four per battle.
Note: Lunari's raised spirits cause a strain on the users concentration, with every raised spirit reducing the rank at which the user can use jutsu after the first. Meaning that the user can summon and maintain one spirit without penalty, however after that will reduce the ability the user can use, with two spirit meaning the user cannot use F ranks, 3 spirits meaning the user cannot use S ranks and 4 spirits meaning the user cannot use A ranks. This restriction however does not apply to the spirits, simply reducing the actual users abilities.


Declined, same issues remain; these restrictions are still hardly restrictions: This is a Forbidden ranked jutsu and you just essentially said "The first usage doesn't hinder the user at ALL and the second usage only restricts us from using Forbidden techs." This needs REAL restrictions that actually restrict the user when and after use. The Solari mention of costing twice the chakra cost should note that this does not factor into the jutsu or make it harder to seal or increase it's lethality, etc. This simply burns the pool at higher rates.

( Tenshi: Yoake) - Tenshi: Coming Dawn
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: -10 per turn
Damage: N/A
Description:
A supplementative technique based around the Tenshi's natural Spiritual host and aura, the user constantly has an aura of chakra covering them which is enhanced depending on the host, as well as the state they are in. This aura starts at short range, then while in the first stage, can expand into Short range and then when activating stage 2 can reach Mid range. A form of natural defence based on the users host, this aura affects primarily spiritually natured techniques.
Solari:
The Solari's aura is a supportive defensive one, being capable of releasing/ending tethers on allies within range while the user is in their Avatar state. At the cost of a move per turn though passively in timeframe, the user can pay Tenshi Chakra equal to the cost of the tether to forcefully end and sever its connection on the host. This tether will not transfer to the user, but simply be forcefully ended by the users spiritual chakra banishing it from an allies chakra network.
Lunari:

A Lunari's aura is more oppressive being more of a threat to opponents rather than helping allies, however can be used to take advantage of by allies. A Lunari's aura weakens enemy target's spiritual energy to remove any spiritual resistances they might have or prevent any spiritual strengthening they may try. This Lunari aura removes either -30 shaving of spiritual defence or requires double the required amount to heal spiritual wounds. A Lunari must pay the cost of 10 chakra per turn to keep this aura active.
Notes:
-This aura is consistently active within a Tenshi User, and expands depending on the state they are in.
-This technique can be posted alongside the mode, or at the start of a battle to state that the aura is active.

Declined, this isn't a B ranked tech with these abilities. Rejecting tethers of any rank and number a fight, only limited at 3 times a turn and by chakra cost and this is just the Solari ability. The Lunari one, which I should have mentioned last cycle, seems oddly used. I don't recall seeing anywhere in the CC that Cosmic chakra can be used for suppressive capabilities in a way that nerfs the user's skills, certainly not reduce their spiritual defense and damage shaving like this. On top of that, this still has no restrictions on usage or drawbacks besides a simple 10 chakra per turn.

(Tenshi: Keitei Ken) – Tenshi: Divergent Fist
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Mid
Chakra: 20-40 (-15 per turn)
Damage: 40-80
Description:
A fighting style born and created for Tenshi users of the clan to take full advantage of their ability to manipulate spiritual energy as well as move in and out of the Wraith Spiritual World, called Divergent Fist. This close combat fighting style can either augment the users taijutsu or weapons (kenjutsu/bukijutsu) to deal spiritual damage or to perform unique taijutsu techniques that can only be performed by Tenshi users.

Zenith Rush (B-S Rank):
Coating the users arms or weapons in tenshi chakra, this technique (which can be performed within the same time as other taijutsu/kenjutsu/bukijutsu by exchanging the chakra cost for Tenshi Chakra cost) causes the users techniques to instead of dealing physical damage, deal a half mix of physical and spiritual damage combined. If a technique deals 80 damage, then the damage splits evenly, 40 physical, 40 spiritual, or if an uneven split, splitting the damage as evenly as possible. This technique allows the user to deal a mix in order to maximise their damage output. Techniques that have specific elemental or physiological changes are mimicked by the Tenshi chakra, hardening for earth, becoming thin to slice like wind etc.
Notes:
-A rank can only be used 5 times with a 2 turn cooldown inbetween
-S rank can only be used twice with a 3 turn cooldown inbetween.

Declined, DNR; the first line itself directly says it: "a fighting style". This is not a simple technique, demonstrated by the attempts at multiple ranks. Furthermore, the CC does not allow for the usage of Cosmic chakra with Ninjutsu so any elemental changes wouldn't even be possible to be done at the same time. After that, you're left with the ability to split damage between spiritual and physical damage in a way that's illogical - if you're jumping between the spiritual world and the normal world, your attacks wouldn't gain dual existence but instead exist in one or the other. I'm sorry but I don't believe techniques having dual existence is something that's inherently doable by Cosmic Chakra.
 
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Alyx

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PCCJ #2
Surgebinders Approval

(Chōetsu: Isshin Joudo ) Surge of Transcendence: Plane of Euthymia
Rank: S Rank
Type: Supplementary
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Plane of Euthymia is a Reality Marble that was crafted in the Throne by Ei Raiden. It is known as her personal domain, where the world itself has crimson red skies (including the clouds), a darkened moon in the horizon alongside countless torii gates spread across the terrain. In the center of the Reality Marble is an engraving of a set of spiraling tomoe, somewhat resembling a Sharingan. In order to travel towards the Plane of Euthymia - Ei would release an omnidirectional burst of Prana, which instantly teleports herself and anyone caught in the fast moving wave (x3 Ei’s Base Speed). Those summoned, be it allies or foes, are immediately subjected to the laws of this world set in place by Ei herself:

  1. Everyone (minus Ei) are incapable of increasing their speed beyond their natural peak (base speed), which if attempts are made - the gravity of the world would forcefully push against it and render the increased speed negated.
  2. All targets are grounded, thus incapable of attaining flight no higher than five meters.
  3. Ei's natural elemental affinities while within the domain is increased by an additional +20 DMG, due to naturally absorbing an additional amount of Prana from the world itself.
  4. Ei's puppets via Puppetry Ninjutsu is stored within this realm, which passively (at the cost of 20 chakra per puppet) can be summoned into the real world from her throne, similar to Noble Phantasms. She is capable of sending them back as well following the same procedures just in reverse.
Can only be used by Ei Raiden, thrice per battle and lasting four turns each time before naturally sending everyone back to the previous dimension. After deactivation, Raiden cannot return to the Reality Marble for three turns. This Reality Marble also inherently abides by all the 'base' guidelines, i.e non Surgebinders being able to manipulate the terrain, Evocation based techniques that absorb sends the techniques back to the original dimension instead, Raiden being unable to manipulate the terrain within 5 meters of the opponent and all her Noble Phantasms being scattered within the dimension, capable of passively manifesting them to her aid if needed.

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Declined, the problem I have with this is the potential for abuse on your end when applying these limitations on others; as this is more restrictive than lowering someone's speed as it places a hard cap on it while leaving yours untouched, you create a window for a massively abused speed gap which needs to be accounted for. This also won't apply a boost to multiple fields as the wording is strange here with 'natural elemental affinities' as you could potentially have multiple elements on a bio and have this apply potentially to like 5 different fields. Part of the 4th ability doesn't exactly line up with changing laws of reality; storing your puppets here is a no. The other abilities need to be more specific and not so encompassing.
 
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Shady Doctor

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Kisei approval: https://animebase.me/threads/custom-clans-submission.27962/page-3#post-20622886


( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art (would also apply to techniques originally dark arts already due to becoming chaos magic). This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when in close range of it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.

Declined, spoke to you directly but to reiterate, the underlined part needs to change as all CW only grant boosts when in use. I notice the levitation ability mentioned so maybe strengthen the bond between the two and it becomes a lot more justifiable.
Kisei approval: https://animebase.me/threads/custom-clans-submission.27962/page-3#post-20622886


( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience:
The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.

Approved

( Kuro Miryoku: Protego Diabolica ) - Dark Charm: Protect The Devil
Type:
Defensive | Offensive
Rank: S-rank
Range: Short-Mid
Chakra: 60 (-15 per turn)
Damage: 120
Description: Protego Diabolica is the incantation used for a powerful Dark Charm Found written in the Darkhold, which allowed the user to create a protective ring of light blue/greyish Mahou that takes a fiery form around them, completely "Incinerating" enemies of the caster who came into contact with it while leaving their allies unharmed. This would be initiated by either a swing of the wand or a verbal incantation, creating the fiery mahou around the user like a spinning ring of flames. Upon creation, the mahou is infused with yang in order to give it a light amount of sentience while also empowering the energy to it's maximum amount, allowing the flames to attack and defend on it's own. The energy itself has no real heat to it besides a warm to the touch feel from the yang chakra used during it's creation, so even though it can harm objects and people with blunt force or can stop incoming attacks, it doesn't actually burn, thus allowing allies to pass through. The real destruction of the technique comes in the form of an enchantment placed on the mahou. The flames would have the effects of the Reductor Hex enchanted into them, so upon contact with things or people that the user views as a threat, a more powerful variant of the hex takes effect. This would immediately cause heat to expand through said object, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This would work on anything physical, while when the flames clash with other energies, they would simply interact as a neutral energy clash. On the other hand, being summoned to protect the user, at the cost of a move per turn the user can surround his body with flames either partially or fully, allowing the yang energy to heal him. This would be at a lesser rate than Touch of the sun, yet still effective; Healing the user for up to 100 damage per use. The flames can be controlled or commanded to flow in different ways besides a simple spinning ring around the user; Being able to create tendrils to branch off and attack/defend with that can be formed into different shapes to fit the current needs of the situation, but usually simple tendrils or a dragon head is used. Being linked to the user via his wand/magical weapon, the flames would move with the user, keeping the user as the epicenter during movement.
Note: Can only be used Twice with a three turn cool down.
Note: Lasts 4 turns and no S-rank or below Mahou the turn this ends and the turn after.
Note: Costs a move to attack with the flames
Note: Costs a move to heal, and healing can only be done once per turn, healing the users bio only
Note: The Reductor effects will trigger on any physical clash, reducing techniques or objects to ash that have equal or lower chakra.
Note: Humans/living creatures can be turned to ash if their health reaches zero when hit with this technique; Though in NW they'd simply take heat damage unless permanent damage is on/agreed on.
Note: The abilities of this technique are used by the sentient flames themself, allowing the user to also use other spells or techniques.

Declined, the problem with this is it’s a Dark Arts spell yet it heals. Healing spells would fall under DADA or just Charms but a Dark Arts spell can’t be used to heal. Up until then, it was sounding good, pending restrictions. Without the healing aspect, it feels like a much more powerful Fiendfyre and though there’s nothing wrong with that, for a PCCJ slot I’d try to make it more unique. Focus on the Dark magic aspects more.
 
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Gobi Gobletsson

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Resubmitting from this old thread: https://animebase.me/threads/custom-clans-jutsu-submission.30106/page-10#post-21320406

(Saigo no Yuigon) Δ Last Testament
Type:
Supplementary
Rank: Forbidden
Range: Short
Chakra: N/A (-20 per turn)
Damage: N/A
Description: The Last Testament is a highly forbidden Shamanistic technique created by Amaimon Katsuryoku himself. The technique is based upon the Testament of Buri as well as the ability to release one’s own spirit from their body and become a Genki themselves, otherwise known as ‘Greywalk’ or ‘Greywalking’. Amaimon created this technique using his intimate understanding and mastery over Fuuinjutsu, Medical Ninjutsu and Medical Fuuinjutsu. Additionally, Amaimon has a deep understanding over the nature of Yin/Yang Release. Applying all of this knowledge Amaimon was able to create the Last Testament; perhaps his ultimate technique and his legacy. The basis of the Last Testament is the use of a seal on the user’s body in a place of his choice. The seal is similar to that of the Reverse Sealing technique meaning that it will be activated passively upon the user’s death or activated by their own volition. The seal itself, wherever it is placed, is notated with the kanji of “Will” or “Ishi” (意志). Once activated, the seal will initiate the Last Testament. As previously mentioned this technique is based upon the user’s ability to passively ‘Greywalk’. However, the Last Testament takes that ability to a different level. This technique is aptly named the ‘Last’ Testament because of the nature of its finality. In essence this technique, once initiated, will forcefully eject the user’s spirit allowing them to become a Genki themselves and take residence within the Pure World. Because of the forceful ejection of the user’s chakra and spiritual energy their original body enters a pale and lifeless state which begins to rot and decay. While connected to the Pure World the user will become strictly bound to the restrictions that all Genki are bound by. And their method of sustenance, namely that of absorbing spiritual energy from the world around them will be their primary method of lasting as a Genki. The applications of this technique are high in number; many of them are for extreme and final solutions to dire situations at hand. But despite their existence as a Genki the user is not exempt from participating in combat. As with all Genki the user is still able to perform Fullbody Infusions based on those from Testament of Buri; however the key difference between Last Testament and the aforementioned technique is that an unwilling host will reject the attempt for form a perfect unity between Genki and host. As such, for the user to perform a Fullbody Infusion with the Last Testament they will require an unconscious living shell, human or otherwise. An unconscious body allows the Genki full control over it omitting the need for a perfect unity b etween the two. Should the user occupy an unconscious body they will still require chakra to maintain their presence and occupation. As such the shell’s remaining chakra reserves upon entering it will be drained in order to sustain the user’s presence (-20/turn). Unlike the Testament of Buri this technique does not have a hard limit on how long the user can remain within the shell. The only limitation on the user’s ability to remain within is how much chakra that shell has left to sustain the per turn cost. As with all Fullbody Infusions the user will also gain access to their shell’s memories and knowledge allowing them to use their techniques with use of their chakra reserves. This simply names one of the combat appropriate applications of the technique. There are, however, other applications of this technique outside of combat. The ability to Greywalk remains the same allowing the user to scout for information and gain access to locations without restriction. Another application of this technique is to allow one’s self to essentially elude death and become an immortal Genki. It manifests Amaimon’s greatest legacy and gift to both himself and potentially future generations of the House Katsuryoku that come to understand and master this highly complex seal.

As this is the potential ‘final’ technique it is bound to many restrictions. It is usable once per battle. When used in the Ninja World this technique will cause the user’s body to effectively expire and die. However, because of its applications this does not mean the user will be forced to remain out of combat. The user can enter combat with allies and occupy unconscious shells at the end of skirmishes. Additionally, the user is very capable of travelling freely throughout the Ninja World in this state completely removed from the physical world and left unabated by the awareness of most individuals, with the exception being other Katsuryoku clan members. The technique lasts indefinitely or until the user’s selected body runs out of chakra upon which the user will be once again ejected and roam free again as a Genki in search of another potential host.In terms of exact abilities the user can access they will be somewhat limited. For example, should the user originally be an EIGm they will not be able to utilize it in their shell unless the shell itself was trained in opening the Eight Inner Gates. This is because the training to do so is not just based in knowledge but also in physical training as well. In terms of elemental techniques the user will be able to access all of their original elements as well as custom elements because all of these are based in their knowledge of understanding how the elements are balanced and formed. Seals, curse marks, and other body specific techniques/markings will not be accessible in their new shell because the shell is not already equipped with those specific techniques. Finally, the user will be unable to access custom techniques of their shells(Exception being the 8 Basics of CC, should the host be a CC biography) and only be able to access their own original custom techniques that bend to the restrictions above.

(Saigo no Yuigon) Δ Last Testament
Type:
Supplementary
Rank: Forbidden
Range: Short
Chakra: N/A (-20 per turn)
Damage: N/A
Description: The Last Testament is a highly forbidden Shamanistic technique created by Amaimon Katsuryoku himself. The technique is based upon the Testament of Buri as well as the ability to release one’s own spirit from their body and become a Genki themselves, otherwise known as ‘Greywalk’ or ‘Greywalking’. Amaimon created this technique using his intimate understanding and mastery over Fuuinjutsu, Medical Ninjutsu and Medical Fuuinjutsu. Additionally, Amaimon has a deep understanding over the nature of Yin/Yang Release. Applying all of this knowledge Amaimon was able to create the Last Testament; perhaps his ultimate technique and his legacy. The basis of the Last Testament is the use of a seal on the user’s body in a place of his choice. The seal is similar to that of the Reverse Sealing technique meaning that it will be activated passively upon the user’s death or activated by their own volition. The seal itself, wherever it is placed, is notated with the kanji of “Will” or “Ishi” (意志). Once activated, the seal will initiate the Last Testament. As previously mentioned this technique is based upon the user’s ability to passively ‘Greywalk’. However, the Last Testament takes that ability to a different level. This technique is aptly named the ‘Last’ Testament because of the nature of its finality. In essence this technique, once initiated, will forcefully eject the user’s spirit allowing them to become a Genki themselves and take residence within the Pure World. Because of the forceful ejection of the user’s chakra and spiritual energy their original body enters a pale and lifeless state which begins to rot and decay. While connected to the Pure World the user will become strictly bound to the restrictions that all Genki are bound by. And their method of sustenance, namely that of absorbing spiritual energy from the world around them will be their primary method of lasting as a Genki. The applications of this technique are high in number; many of them are for extreme and final solutions to dire situations at hand. But despite their existence as a Genki the user is not exempt from participating in combat. As with all Genki the user is still able to perform Fullbody Infusions based on those from Testament of Buri; however the key difference between Last Testament and the aforementioned technique is that an unwilling host will reject the attempt for form a perfect unity between Genki and host. As such, for the user to perform a Fullbody Infusion with the Last Testament they will require an unconscious living shell, human or otherwise. An unconscious body allows the Genki full control over it omitting the need for a perfect unity b etween the two. Should the user occupy an unconscious body they will still require chakra to maintain their presence and occupation. As such the shell’s remaining chakra reserves upon entering it will be drained in order to sustain the user’s presence (-20/turn). Unlike the Testament of Buri this technique does not have a hard limit on how long the user can remain within the shell. The only limitation on the user’s ability to remain within is how much chakra that shell has left to sustain the per turn cost. As with all Fullbody Infusions the user will also gain access to their shell’s memories and knowledge allowing them to use their techniques with use of their chakra reserves. This simply names one of the combat appropriate applications of the technique. There are, however, other applications of this technique outside of combat. The ability to Greywalk remains the same allowing the user to scout for information and gain access to locations without restriction. Another application of this technique is to allow one’s self to essentially elude death and become an immortal Genki. It manifests Amaimon’s greatest legacy and gift to both himself and potentially future generations of the House Katsuryoku that come to understand and master this highly complex seal.

As this is the potential ‘final’ technique it is bound to many restrictions. It is usable once per battle. When used in the Ninja World this technique will cause the user’s body to effectively expire and die. However, because of its applications this does not mean the user will be forced to remain out of combat. The user can enter combat with allies and occupy unconscious shells at the end of skirmishes. Additionally, the user is very capable of travelling freely throughout the Ninja World in this state completely removed from the physical world and left unabated by the awareness of most individuals, with the exception being other Katsuryoku clan members. The technique lasts indefinitely or until the user’s selected body runs out of chakra upon which the user will be once again ejected and roam free again as a Genki in search of another potential host.In terms of exact abilities the user can access they will be somewhat limited. For example, should the user originally be an EIGm they will not be able to utilize it in their shell unless the shell itself was trained in opening the Eight Inner Gates. This is because the training to do so is not just based in knowledge but also in physical training as well. In terms of techniques the user will be able to access all of their original elements, custom elements and universal abilities as well as advanced ninjutsu. because all of these are based in their knowledge of understanding how the elements are balanced and formed. Seals, curse marks, and other body specific techniques/markings will not be accessible in their new shell because the shell is not already equipped with those specific techniques. Finally, the user will be unable to access custom techniques of their shells(Exception being the 8 Basics of CC, should the host be a CC biography) and only be able to access their own original custom techniques that bend to the restrictions above. It is however possible, if the shell is conscious, to access their CJs and personal abilties as well. If the user of the technique is a Sage, the embodiment of their strength is carried along with the user into spirit world, allowing the shell to gain a boost of +500 chakra while infused, simualtaneously as boosting +1 attribute point in any of the shells current attributes, along with a humble +20 boost in the users specialized element.
 
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Imperfect

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Custom Clan Approval: Here.

Resubmitting from: Here.

First PCCJ (if approved).

Summary: Removed all lore and fluff, gave them a specified duration on the field, as a result no indefinite additional Noble Phantasms.

(Sōken: Sōzō no Hahen) Surge of Reification: Shards of Adonalsium
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 (-5 or -10 per turn)
Damage: N/A
Description: Shards of Adonalsium, otherwise known as Spren, are unique Prana-based entities that fall between the Surges of Evocation and Augmentation under their own Surge, (Sōken) The Surge of Reification. Physically they appear as small beings of pure energy, though their exact appearance varies wildly. Their physical form can appear like wisps of Prana, formless and shapeless, or, as they are a Surgebinder's ideals made manifest, with strong enough concepts or ideals they can resemble something animalistic or even humanoid, and like the Prana that constitutes them their colors can vary wildly.

As they are creations of Prana Spren cannot exist outside of the Throne without the help of a Surgebinder, requiring them to act as doors and anchors to the physical world. They materialize within Short Range of the user, however after this can exist up to Long Range, and at any distance within the same Landmark. In return Spren assist their Surgebinder in combat. As manifestations of Prana, they have access to the same techniques Surgebinders have under the Surges of Evocation and Armament. Their capacity with Evocation allows them to perform techniques under this Surge at the same level as their bonded Surgebinder. With the Surge of Armament, the Spren physically calls forth the chosen Noble Phantasm using their body, effectively becoming one with the armament. Regardless of the user's Rank or capabilities within the Clan, this doesn't count towards the user's own Noble Phantasm limit, and can be maintained until the Spren returns to the Throne. If the user has two Spren, only one can perform the Surge of Armament. While housing a Noble Phantasm the Spren can act in a similar manner to their normal state, allowing for flight, communication, etc, and can perform any actions the chosen Noble Phantasm can, as well as any techniques the Surgebinder themselves know for the given Noble Phantasm (eg. Kenjutsu for Saber). In combat Surgebinders Guardian or Wraith Rank can maintain a single Spren for up to 4 turns at the cost of 5 Chakra per turn. For Servant Rank Surgebinders they can maintain a single Spren for 5 turns at 5 Chakra per turn. Heroic Spirits and above can maintain one Spren for 6 turns at 5 Chakra per turn, or two Spren for 6 turns at a cost of 10 Chakra per turn.

Note: Can be performed three times per battle/ arc. Two if the user utilizes two Spren at the same time.
Note: The cost of techniques performed by a Spren are automatically and passively deducted from the Surgebinder's reserves, and their actions count towards their total technique limit per turn when applicable.
Note: Spren possess Prana equivalent to an A-Rank technique. Being directly targeted by a technique whose Chakra exceeds this amount while in a Raw Prana form forces them to return to the Throne.

Pending. What I don't like about this still is that at the end of the day what it's basically doing is allowing you to have another NP for 6 turns. It's basically just circumventing a limit set in the CC submission.

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Gobi Gobletsson

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Resub from old thread; https://animebase.me/threads/custom-clans-jutsu-submission.30106/page-10#post-21320406
CC: https://animebase.me/threads/custom-clans-submission.27962/#post-16656480

(Búri no Yuigon) Δ Testament of Búri
Rank:
B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the ability to be possessed, be it through partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, whether its partially or Fully. Upon entering the body of a living shell which is can be done through a mental note by user, or their personal Genki, and or summons they have called forth during their battle, this action consumes no time whatsoever. The Genki would cause a constant chakra spikes throughout the user's system for a turn upon infusion. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the fusion and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions. Can be done passively, but still accounts for a move.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Activates upon infusion, lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5)
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.
(Búri no Yuigon) Δ Testament of Búri
Rank:
B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the ability to be possessed, be it through partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, whether its partially or Fully. Upon entering the body of a living shell which is can be done through a mental note by user, or their personal Genki, and or summons they have called forth during their battle, this action consumes no time whatsoever. The Genki would cause a constant chakra spikes throughout the user's system for a turn upon infusion. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the fusion and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions, per activation. Can be used 5 times during fullbody infusions, per activation. Can be done passively.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Activates upon infusion, lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5)
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.
 

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Removed the line about timeframe

(Chōetsu: Kanzetsu no Ryouiki) - Surge of Transcendence: The Unsurpassed Realm
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will surge their chakra throughout every chakra point in the body. The user's body, and everything on their person, will disappear instantly in a flash of light the colour of their Prana and reappear in a Reality Marble. Unlike other Transcendence techniques, the purpose of the Unsurpassed Realm isn't to transport an opponent or another person besides the user, it is simply the user's personal sector in the Throne. The Unsurpassed Realm is a sprawling expanse, essentially a city unto itself, filled with a variety of different locations. With each use of this technique, the user can choose to appear in a different building or new surroundings within the Reality Marble. They can choose to transport themselves to an endless library, a verdant pasture, a gleaming cityscape or any other location within the Unsurpassed Realm. Time within the Unsurpassed Realm passes slower in some locations, faster in others and as normal in the rest (relative to the real world). Time can move up to 4x faster or 4x slower in the Reality Marble, and the chosen effect is to be specified by the user upon first entering the Reality Marble. If, for instance, the user slows the passage of time by 2x, techniques and their effects will last longer within this realm (i.e. by making the passage of two turns the equivalent of one). The opposite is true if the user appears in a location with a faster passage of time. The user can remain within this personal sector for as long as they wish. Upon cancelling this technique, the user will reappear somewhere in the same landmark. Returning from this Reality Marble will not count as another use of this technique.

Note: Can only be used four times per battle
Note: Cooldown of four turns between uses
Note: No S-Rank or above Prana in the user's next turn

Declined, for starters, infinitely staying here is a no. As mentioned in the CC submission, each Reality Marble has a duration limit and this will not be an exception even if only you are sent there. In addition, 3x is the max I’m allowing without some actual, meaningful drawback and not “No S ranks and higher next turn”, which does little to actual be a drawback as the goal of this is to travel to the throne/escape issues by entering the Throne. I’m also fairly certain the Reality Thones created are meant to be one specific throne per member mentioned as an “arena”; creating a gigantic city as a Reality Marble feels like it goes beyond what’s an “arena”. While it doesn’t have to be the same size of a football field or similar, a city is DEFINITELY too large and variable for this to be a single Reality marble and instead is a loophole around it being different each time you need it to be.
Clan Approval - Here

Submitting as a PCCJ

(Chōetsu: Kanzetsu no Ryouiki) - Surge of Transcendence: The Unsurpassed Realm
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will surge their chakra throughout every chakra point in the body. The user's body, and everything on their person, will disappear instantly in a flash of light the colour of their Prana and reappear in a Reality Marble. Unlike other Transcendence techniques, the purpose of the Unsurpassed Realm isn't to transport an opponent or another person besides the user, it is simply the user's personal sector in the Throne. The Unsurpassed Realm is full of gleaming towers which stretch into the sky. One of the laws which governs the Unsurpassed Realm is nothing can enter or exit without the user's permission. This restricts anyone else from entering this Reality Marble or using any Space-Time abilities within it or to access it (such as Kigennomeiyoaruomo). Time within the Unsurpassed Realm passes slower in some locations, faster in others and as normal in the rest (relative to the real world). Time can move up to 4x faster or 4x slower in the Reality Marble, and the chosen effect is to be specified by the user upon first entering the Reality Marble. If, for instance, the user appears in a location with a 2x slower passage of time, techniques and their effects will last twice as long within this realm (i.e. by making the passage of two turns the equivalent of one). The opposite is true if the user appears in a location with a faster passage of time. Upon cancelling this technique, the user will reappear somewhere in the same landmark. Returning from this Reality Marble will not count as another use of this technique.

Note: Lasts for eight turns
Note: Can only be used three times per battle
Note: Cooldown of four turns between uses
Note: No S-Rank or above Prana for three turns upon returning from the Reality Marble

Declined, the actual abilities can be addressed now and there are still things here that need to be balanced better. There is absolutely no way you thought this would be allowed to last for 8 turns when you have the capabilities of altering someone’s technique’s duration by an attempted 4x, turning something lasting 4 turns into a single turn or attempting to stretch it out for longer. 3x is the limit for this, and 5 turns is the max. The last restriction still isn’t a viable nor suitable restriction to being able to manipulate one’s technique’s durations and usages by simply spawning there. I’m already leaning towards not allowing the manipulation of technique usages or speeds to be an ability for this and wouldn’t be surprised that even with these edits, this isn’t approved. Especially not the way this is attempted for 8 turns and 3 usages and the only thing that happens is you dont get to use S ranks after it ends for 3 turns. Given the way this is designed, the fight shouldn’t last more than a few turns after this usage.
 
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Kisei approval: https://animebase.me/threads/custom-clans-submission.27962/page-3#post-20622886


( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience:
The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.

Approved

( Kuro Miryoku: Protego Diabolica ) - Dark Charm: Protect The Devil
Type:
Defensive | Offensive
Rank: S-rank
Range: Short-Mid
Chakra: 60 (-15 per turn)
Damage: 120
Description: Protego Diabolica is the incantation used for a powerful Dark Charm Found written in the Darkhold, which allowed the user to create a protective ring of light blue/greyish Mahou that takes a fiery form around them, completely "Incinerating" enemies of the caster who came into contact with it while leaving their allies unharmed. This would be initiated by either a swing of the wand or a verbal incantation, creating the fiery mahou around the user like a spinning ring of flames. Upon creation, the mahou is infused with yang in order to give it a light amount of sentience while also empowering the energy to it's maximum amount, allowing the flames to attack and defend on it's own. The energy itself has no real heat to it besides a warm to the touch feel from the yang chakra used during it's creation, so even though it can harm objects and people with blunt force or can stop incoming attacks, it doesn't actually burn, thus allowing allies to pass through. The real destruction of the technique comes in the form of an enchantment placed on the mahou. The flames would have the effects of the Reductor Hex enchanted into them, so upon contact with things or people that the user views as a threat, a more powerful variant of the hex takes effect. This would immediately cause heat to expand through said object, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This would work on anything physical, while when the flames clash with other energies, they would simply interact as a neutral energy clash. On the other hand, being summoned to protect the user, at the cost of a move per turn the user can surround his body with flames either partially or fully, allowing the yang energy to heal him. This would be at a lesser rate than Touch of the sun, yet still effective; Healing the user for up to 100 damage per use. The flames can be controlled or commanded to flow in different ways besides a simple spinning ring around the user; Being able to create tendrils to branch off and attack/defend with that can be formed into different shapes to fit the current needs of the situation, but usually simple tendrils or a dragon head is used. Being linked to the user via his wand/magical weapon, the flames would move with the user, keeping the user as the epicenter during movement.
Note: Can only be used Twice with a three turn cool down.
Note: Lasts 4 turns and no S-rank or below Mahou the turn this ends and the turn after.
Note: Costs a move to attack with the flames
Note: Costs a move to heal, and healing can only be done once per turn, healing the users bio only
Note: The Reductor effects will trigger on any physical clash, reducing techniques or objects to ash that have equal or lower chakra.
Note: Humans/living creatures can be turned to ash if their health reaches zero when hit with this technique; Though in NW they'd simply take heat damage unless permanent damage is on/agreed on.
Note: The abilities of this technique are used by the sentient flames themself, allowing the user to also use other spells or techniques.

Declined, the problem with this is it’s a Dark Arts spell yet it heals. Healing spells would fall under DADA or just Charms but a Dark Arts spell can’t be used to heal. Up until then, it was sounding good, pending restrictions. Without the healing aspect, it feels like a much more powerful Fiendfyre and though there’s nothing wrong with that, for a PCCJ slot I’d try to make it more unique. Focus on the Dark magic aspects more.
- Removed the healing ability, since dark arts healing was indeed stupid lol.

- Added the ability to damage reduction/shaving

( Kuro Miryoku: Protego Diabolica ) - Dark Charm: Protect The Devil
Type:
Defensive | Offensive
Rank: S-rank
Range: Short-Mid
Chakra: 60 (-20 per turn)
Damage: 120
Description: Protego Diabolica is the incantation used for a powerful Dark Charm Found written in the Darkhold, which allowed the user to create a protective ring of light blue/greyish Mahou that takes a fiery form around them, completely "Incinerating" enemies of the caster who came into contact with it while leaving their allies unharmed. This would be initiated by either a swing of the wand or a verbal incantation, creating the fiery mahou around the user like a spinning ring of flames. Upon creation, the mahou is infused with yang in order to give it a light amount of sentience while also empowering the energy to it's maximum amount, allowing the flames to attack and defend on it's own. The energy itself has no real heat to it besides a warm to the touch feel from the yang chakra used during it's creation, so even though it can harm objects and people with blunt force or can stop incoming attacks, it doesn't actually burn, thus allowing allies to pass through. The real destruction of the technique comes in the form of an enchantment placed on the mahou. The flames would have the effects of the Reductor Hex enchanted into them, so upon contact with things or people that the user views as a threat, a more powerful variant of the hex takes effect. This would immediately cause heat to expand through said object, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This would work on anything physical, while when the flames clash with other energies, they would simply interact as a neutral energy clash. The flames can be controlled or commanded to flow in different ways besides a simple spinning ring around the user; Being able to create tendrils to branch off and attack/defend with that can be formed into different shapes to fit the current needs of the situation, but usually simple tendrils or a dragon head is used. Being linked to the user via his wand/magical weapon, the flames would move with the user, keeping the user as the epicenter during movement.
Note: Can only be used Twice with a three turn cool down.
Note: Lasts 3 turns and no S-rank or higher Mahou the turn this ends and the turn after.
Note: Costs a move to attack/defend with the flames
Note: The Reductor effects will trigger on any physical clash, reducing techniques or objects to ash that have lower chakra.
Note: Humans/living creatures can be turned to ash if their health reaches zero when hit with this technique; Though in NW they'd simply take heat damage unless permanent damage is on/agreed on.
Note: The abilities of this technique are used by the sentient flames themself, allowing the user to also use other spells or techniques.
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Approved, made edits.
 
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El Alucard

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(Youkai Seki)ΔPhantom Gate
Type: Supplementary
Rank: D-F
Range: Short-Long
Chakra: 10- 50
Damage: N/A
Description: Phantom gate takes its uses from the genki’s ability to fuse with objects and organisms alike and takes it a step further to create a highly versatile ability usable only by high ranked Katsuryoku members. As seen with the different clan techniques it is already possible for special genki (without requirement of blood pacts) to perform specific feats, and as with the clan technique “Reminiscence of Loki” there are special Genki that are capable of coating themselves around an object or technique of the user and sharing their spiritual properties with said object or technique transferring it into the to the Pure realm. Forced spirit uses the same mechanics albeit a tad different. Instead of the user’s own techniques these special genki are capable of transporting opponents and opponent techniques into the pure realm and leaving them there.

Forced Spirit
When used on an opponent’s technique the user can form this genki around an opponents technique to allow it to be transported to the pure realm. This genki can transport techniques of the same rank and below, with only one use against a forbidden rank technique once every battle. When used on an opponent the genki has to have been planted onto the opponent before this technique can be used. This can be done via different means whether it be physical contact or the user coating their own jutsu with this genki and if it makes contact or comes close enough (within short range) with the opponent will cause it to latch onto them, ready to be activated. These genki although not completely undetectable are quite hard to see, requiring an opponent to have some form of spiritual awareness before they have been activated. If the opponent has no such means they do have a brief window whereby the can sense and see the genki as it manifests into the impure realm and get rid of it before it transports them. This is due to the user imbuing it with chakra and giving it the instruction to transport an opponent or technique. During this brief manifestation window regular people will be able to see it and chakra sensors would be able to sense it even faster, and get rid of it before it transports them. Happens in a time window comparable to performing a jutsu with 2 handseals.
If successful, an opponent will be transported into the pure realm
where they will be unable to move correctly as nothing is physical, losing all sense of spatial and directional awareness as they phase through the physical realm. They will also be attacked by chakra hungry genki who will sense the “living” presence within the spirit realm (should they not be able to escape). Due to the amount of genki within the spirit realm the opponent will lose -40 chakra every turn as well as take -40 spiritual damage every turn until they themselves die and become a genki.

Note: Forbidden Rank can only be used once every battle.
Note: S-rank can only be used thrice with a 5 turn cooldown period.
Note: No Forbidden rank Clan jutsu 2 turns after using forbidden rank Forced spirit
Note: No S-rank Clan jutsu 1 turn after using S-rank Forced spirit.
Note: This genki like all others can be manipulated via normal clan techniques like Hel’s alignment. However the user must state when calling upon it, that this is a special type of genki otherwise they would just be using your ordinary everyday genki and be unable to perform Forced spirit.

Note: Must be at least Katsuryoku pledged rank to use.
Note: Must be taught by El Alucard.

Declined, referring to the Reminiscence of Loki, it doesn’t change what I stated prior; even looking over the last technique and the CC description, nothing suggests that the clan can inherently enter the Pure World — solely the Genki and inanimate objects they are possessing. I definitely believe that use on any living entity should require Kinjutsu. Outside of that, this does not need to be multi ranked as well. The CC description makes mention to the Genki being physically viewable when in use. In addition to this, you need proper restrictions and notes because this one only restricts F rank use.

Spirit Exchange
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This jutsu is mainly used for instantaneous travel within landmarks. The user will search out any one genki and when ready sacrifice chakra in order to swap places with them. It only appears to look like teleportation due to the fact that the genki remains in the pure realm where it is unseen, however people with spiritual awareness and chakra sensing capabilities are able to discern that the user has simply swapped places with a nearby genki. Now “how nearby is nearby” can be argued but as seen katsuryoku are capable of sensing all souls within a landmark and as seen in battle they are capable of manipulating and interacting with genki that are long range from themselves. So it is not far off to assume that they could use this method to swap places with genki within the same landmark. Although the technique itself seems instantaneous, shinobi spiritual awareness will be able to sense the genki whilst those with chakra sensing abilities will pick up on them once the chakra has been spent. This means those with spiritual awareness are able to guess where the user could possibly swap to and intervene whilst those with chakra sensing will only be able to tell where the user has already swapped to as the technique itself can happen as soon as the chakra is spent leaving them no time to act on where the user might swap to. This can be a good thing too as the user can fake a swap by simply sacrificing the chakra but not actually swapping places, or not swap at all leaving the genki in place causing they’re opponent’s attention to be split between the genki and the user. The user need only sacrifice charka once for every swap, should they not use the swap in that turn, they are free to use it in the next turn at no cost as they have already paid the chakra cost.

Note: Requires a cooldown period of 5 turns after every swap.
Note: The user may swap with any existing genki as long as they spend the minimum amount of chakra required.
Note: When used to traverse landmarks in the NW, user must spend +30 more chakra to expand and be able to swap with a genki in the next landmark. This can be done up to 2 adjacent landmarks and not over oceans, which means a maximum of 90 chakra can be spent to swap 2 adjacent landmarks from where the user is.
Note: When used to traverse the NW the user must wait an additional hour for each landmark they’ve swapped. Meaning they can only use this again in 2hrs 45min after using it to traverse the NW.

Note: Must be taught by El Alucard.

Declined, please retype this technique. Im not a fan of techniques that have weird wording and phrases like “Now, how nearby is nearby” and things. This is a jutsu, not a conversation piece. The way most of this reads sounds like a conversation or has too many run ups/grammar issues that its hard to get through this. It makes even getting to the problematic parts, like +30 chakra or the time duration changes, hard to actually handle.
Resubmitting PCCJ Spirit Exchange

Serei Koukan: Spirit Exchange
Type
: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Cooldown: 3 turns after every swap
Description: The user employs this jutsu for swift travel between landmarks or in battle. By focusing on a specific Genki, they sacrifice chakra to instantly switch positions with it. The technique mimics teleportation, but those attuned to spiritual energies or adept at chakra sensing can detect the exchange. The jutsu is virtually immediate upon chakra expenditure, making it hard for chakra sensors to intercept before the switch occurs. The user can opt not to execute the switch after paying the chakra cost, creating opportunities for misdirection. Additionally, the user can feign a swap by expending chakra without shifting, keeping opponents guessing. Once the chakra is paid, the user can delay the actual switch indefinitely without additional chakra expenditure.
Note: Must be taught by El Alucard

Declined, this is now just Amenotejikara but with Genki instead of chakra. Also, do not change the Jutsu template and remove parts such as Damage for things that do not need to be included such as a Cooldown section.
 
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Alyx

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(Mozō masutā Sōdo) Faux Master Sword
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Faux Master Sword, originally named "Falnor" is an ancient relic dating back since the dawn of chakra. The sword belonged to the royal family of Hyrule (a separate sector of Gondolin), used in ceremonies over the years in order to knight noble warriors of the kingdom. It's design was inspired and directly linked to that of the original Master Sword, but didn't carry any innate powers- simply being a decoration. However with the Cataclysm occuring and the Basmu slaying the entire eastern continent, it left Hyrule in its destructive wake as well. The weapon was all that was left of the kingdom's royal weapons, and as such Princess Zelda took the weapon with her and made it her own signature weapon. With the assistance of her two powerful energies, the Atavistic Flame and Holy Light - alongside a master blacksmith infusing the Amber of the Tree of Life into the blade; the Faux Master Sword was gifted its own unique power and strengths for Princess Zelda to use in her quest.

Bounded Soul (Passive): The Faux Master Sword thus became apart of her soul, due to imparting and infusing it with amounts of the Atavistic Flames thus it cannot be sealed nor stolen by any external means, but it also acts as a conduit of both respective powers infused into the blade. The sword when utilized for Kenjutsu (physical, no projectiles) grants said techniques the Anti Divinity perks innate to Atavistic Flames, allowing the user to pierce into one's Divinity, this due to the fact of it being a byproduct of Zelda's Atavistic Flames.

Maiden of Light (Passive): Maiden of Light is a passive ability, allowing Zelda's Atavistic Flames and Holy Light Techniques to gain an additional +20 damage increase. In the case of Holy Light, it is infused with an additional +10 chakra as well. She is also capable of releasing both respective abilities through the weapon by swinging it into the direction of the intended target(s).

Dawn of a Hero (Active, F Rank): This ability is an active use of the Faux Master Sword, which begins by the user touching the blade into the ground and infusing it with ample amount of Holy Light. As a result, several star shaped projectiles are released into the air - quickly ascending and descending onto the intended target, with the intention of completely bombarding them with the assault of Holy Light. Dawn of a Hero costs 40 chakra to cast, dealing 90 DMG and reaching into long range. It can be used twice per battle, but has a cool down of two turns after use while also inflicting -20 damage to the caster. This does not gain the inherent perks of "Maiden of Light".

The Faux Master Sword can only be wielded by Princess Zelda, which if anyone else attempts to do so will be burned by the Holy Light within the blade (-10 per turn). Requires her to possess Atavistic Flames in order to utilize as well, but should be noted this is not a God Slaying Tool- and cannot gain the perks of them outside the similar Anti Divinity perk intrinsic to the Atavistic Flames.
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Permission from @Ignia to submit PCCJ was granted.


Declined, Bounded Soul’s Anti Divinity perks would only apply when AF techniques are used, not techniques of other types through the sword. Maiden of Light wont be approved the way it is now as this one damage boost wont apply to two different fields like such ( CCJ as well as AF ) as well as a +10 chakra increase. Because Dawn of a Hero has no actual Kenjutsu usage, this ability will be considered Ninjutsu if approved and not a Kenjutsu technique, something I’ve had to point out to someone else in the past, I think KE with his Prayers. Because this is a CCJ CW, it cant be dropped in the future without it still being related directly to Noldor CC as CCJ cannot be dropped.
 
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El Alucard

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Submitting as PCCJ

Kojinteki na Genki Δ Persona Grata
Rank:S
Type: Supplementary
Range: N/A
Chakra cost:N/A
Damage points:N/A
Description: Persona Grata is an exclusive technique within the clan that allows a single member to summon and establish a unique pact with a special spirit known as their "Persona Grata" Unlike standard Genkis, this Personal Genki possesses a distinctive and extraordinary ability tailored to the user's individual strengths and characteristics. This ability is exclusive to the user and cannot be replicated or used by anyone else in the clan. Personal Genki and the user enter into a mutual pact. This pact binds them together, meaning any ability this Genki uses draws from the user's chakra system. They are also tied to the user's life, meaning the spirit does not require chakra upkeep like regular Genki but instead is freed from the contract once the user dies.

Unique Supernatural Ability of the Genki (Non-Infusion): The user's Personal Genki possesses a distinct supernatural ability that is decided by the user.

Supernatural Perk to the User (Partial Infusion): Along with the normal perks gained from partial infusion, merging partially with the your Persona Grata grants you additional benefits, allowing you to access to an incomplete amalgamation correlating to your PG’s unique ability.

Advanced Supernatural Perk to the User (Full Infusion): Along with the perks gained from full body infusion, the user can fully merge with their Persona Grata, unlocking a complete amalgamation correlating to their PG’s unique ability and reaching their maximum potential.

Note: Due to the pact forged between the user and their persona grata, which connects their two souls without the need for chakra maintenance, both partial and full-body infusions have no predefined duration, unlike when using generic genki. They can persist indefinitely until the user's chakra reserves are depleted. However, it's important to keep in mind that infusions require some time to become usable; partial infusion becomes available after 5 turns, while full-body infusion takes 10 turns to be able to activate."
Note: A Persona Grata must be approved and on the bio in order to be used.
Note: Can only be taught by El Alucard


Declined, there’s no way you thought this could be approved as vague as you made this. You write it can gain a unique ability without attempting to quantify what this is or even detailing anything regarding it. You don’t even include actual duration limits, attempting to gain it for however long the chakra drain is which would never be approved. Just because it takes time to trigger does not justify this attempt at an extremely vague and undefined technique. Given the actual technique is written below, there is no need for this at all. DNR



Nima
Rank
:S
Type: Supplementary
Range: N/A
Chakra: N/A
Damage: N/A
Description: Nima is the chosen Persona Grata of Faye Katsuryoku. While she is only visible to Faye and those who possess the ability to perceive genki, her presence is striking. Nima takes the form of a stunning woman with flowing white hair and piercing gray-blue eyes. She is dressed in a long, elegant attire that combines elements of a traditional kimono with a western gala outfit. Adorning her attire is a matching poncho with a white lotus symbol. In stark contrast to the Faye, Nima exudes an air of calmness, discipline, and reserve. Her speech is precise and controlled, reflecting her composed demeanor. Nima embodies the essence of perfect mimicry and serves as a remarkable spirit with a unique approach to her ability.

Unique Ability - Doppelganger Mirage (Passive): Although appearing complex Nima’s ability is rather very simple. She has the ability to manipulate other genki and as such can use clan techniques, she however mostly uses her skill in a very unique and creative way which she dubbed "Doppelganger Mirage". Nima is capable of producing replicas of both physical movements done by the user (Taijutsu) or techniques (Ninjutsu), which are actually just composed of Kūki no Yōna and carry none of the attributes of the original technique besides shape, chakra and damage. These replicas deal spiritual damage instead of physical damage. As a Persona Grata Nima uses the Faye’s chakra system meaning the chakra cost is duplicated, accounting for both the physical technique (Faye) and the spiritual technique (Nima), however the spiritual technique happens passively and simultaneously as the user's move. This can only be used on techniques A rank and below, once every three turns.

Cicada Mimicry: Through partial infusion, Faye and Nima achieve a heightened mental synchronicity known as Cicada Mimicry. This allows Nima to perform actions that appear as though they originate from Faye, creating the illusion of Faye executing spiritual techniques. While both entities go through the motions, only Nima exudes the technique, which inflicts spiritual damage on opponents. Cicada Mimicry is a more chakra-efficient way of utilizing Nima's Mimicry ability, requiring only one chakra cost instead of two, along with an additional expenditure of 10 chakra. Faye passively bolsters Nima's attack by 10 chakra and doubles the damage while serving as a vessel for their mental synchronicity. This technique can be employed on techniques up to A rank and below, with a cooldown of once every 3 turns. Importantly, Cicada Mimicry does not affect the usage of Doppelgänger Mirage, and vice versa, allowing Faye and Nima to maintain their versatile combat capabilities.

Full Body infusions: Phantom Trine: During full infusion, Faye attains mastery over Doppelganger Mirage, allowing her to replicate her techniques on an even grander scale. Instead of creating a single spiritual echo, she can now generate two spiritual duplicates for a technique she employs at only a single chakra cost. These additional echoes overwhelm the opponent with a simultaneous triple onslaught – the original physical technique and two spiritual echoes. This full infusion also allows Faye 3 S-rank usages per battle. This however prevents repetition of these abilities. One usage of an S-rank application prevents the usage of any other Mimicry for 5 turns.

Note: Can only be used by El Alucard


Declined, the unique ability is far too much; attempting to have acces to the user’s Tai, Nin as well as the CCJ is too much and will not be allowed for a CCJ ability like this. Then attempting to have them all be spiritual damage with the ability to somehow make these passive, which is absurd and allows for an additional jutsu to be executed per turn just because. The partial body ability attempting to double damage done is absolutely insane and the full body attempt dealing a potential tripled damage due to the 2 spiritual copies is just retarded. With this current set up and abilities, this has no chance of approval as nearly everything here is abusive and broken and would likely not be approved as standalone abilities, let alone bundled into one technique. DNR
 
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(Mozō masutā Sōdo) Faux Master Sword
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Faux Master Sword, originally named "Falnor" is an ancient relic dating back since the dawn of chakra. The sword belonged to the royal family of Hyrule (a separate sector of Gondolin), used in ceremonies over the years in order to knight noble warriors of the kingdom. It's design was inspired and directly linked to that of the original Master Sword, but didn't carry any innate powers- simply being a decoration. However with the Cataclysm occuring and the Basmu slaying the entire eastern continent, it left Hyrule in its destructive wake as well. The weapon was all that was left of the kingdom's royal weapons, and as such Princess Zelda took the weapon with her and made it her own signature weapon. With the assistance of her two powerful energies, the Atavistic Flame and Holy Light - alongside a master blacksmith infusing the Amber of the Tree of Life into the blade; the Faux Master Sword was gifted its own unique power and strengths for Princess Zelda to use in her quest.

Bounded Soul (Passive): The Faux Master Sword thus became apart of her soul, due to imparting and infusing it with amounts of the Atavistic Flames thus it cannot be sealed nor stolen by any external means, but it also acts as a conduit of both respective powers infused into the blade. The sword when utilized for Kenjutsu (physical, no projectiles) grants said techniques the Anti Divinity perks innate to Atavistic Flames, allowing the user to pierce into one's Divinity, this due to the fact of it being a byproduct of Zelda's Atavistic Flames.

Maiden of Light (Passive): Maiden of Light is a passive ability, allowing Zelda's Atavistic Flames and Holy Light Techniques to gain an additional +20 damage increase. In the case of Holy Light, it is infused with an additional +10 chakra as well. She is also capable of releasing both respective abilities through the weapon by swinging it into the direction of the intended target(s).

Dawn of a Hero (Active, F Rank): This ability is an active use of the Faux Master Sword, which begins by the user touching the blade into the ground and infusing it with ample amount of Holy Light. As a result, several star shaped projectiles are released into the air - quickly ascending and descending onto the intended target, with the intention of completely bombarding them with the assault of Holy Light. Dawn of a Hero costs 40 chakra to cast, dealing 90 DMG and reaching into long range. It can be used twice per battle, but has a cool down of two turns after use while also inflicting -20 damage to the caster. This does not gain the inherent perks of "Maiden of Light".

The Faux Master Sword can only be wielded by Princess Zelda, which if anyone else attempts to do so will be burned by the Holy Light within the blade (-10 per turn). Requires her to possess Atavistic Flames in order to utilize as well, but should be noted this is not a God Slaying Tool- and cannot gain the perks of them outside the similar Anti Divinity perk intrinsic to the Atavistic Flames.
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Permission from @Ignia to submit PCCJ was granted.


Declined, Bounded Soul’s Anti Divinity perks would only apply when AF techniques are used, not techniques of other types through the sword. Maiden of Light wont be approved the way it is now as this one damage boost wont apply to two different fields like such ( CCJ as well as AF ) as well as a +10 chakra increase. Because Dawn of a Hero has no actual Kenjutsu usage, this ability will be considered Ninjutsu if approved and not a Kenjutsu technique, something I’ve had to point out to someone else in the past, I think KE with his Prayers. Because this is a CCJ CW, it cant be dropped in the future without it still being related directly to Noldor CC as CCJ cannot be dropped.
(Mozō Masutā Sōdo) Faux Master Sword
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Faux Master Sword, originally named "Falnor" is an ancient relic dating back since the dawn of chakra. The sword belonged to the royal family of Hyrule (a separate sector of Gondolin), used in ceremonies over the years in order to knight noble warriors of the kingdom. It's design was inspired and directly linked to that of the original Master Sword, but didn't carry any innate powers- simply being a decoration. However with the Cataclysm occuring and the Basmu slaying the entire eastern continent, it left Hyrule in its destructive wake as well. The weapon was all that was left of the kingdom's royal weapons, and as such Princess Zelda took the weapon with her and made it her own signature weapon. With the assistance of her two powerful energies, the Atavistic Flame and Holy Fire - alongside a master blacksmith infusing the Amber of the Tree of Life into the blade; the Faux Master Sword was gifted its own unique power and strengths for Princess Zelda to use in her quest.

Bounded Soul (Passive): The Faux Master Sword thus became apart of her soul, due to imparting and infusing it with amounts of the Atavistic Flames thus it cannot be sealed nor stolen by any external means, but it also acts as a conduit of both respective powers infused into the blade. Atavistic Flame Techniques Released from the sword via Maiden of Light still retain their Anti Divinity properties, due to its intrinsic nature to the ability.

Maiden of Light (Passive): Maiden of Light is a passive ability, allowing Zelda's Holy Fire Techniques to gain an additional +20 damage in conjunction with an additional +10 chakra increase. Each respective ability can be released (Holy Fire or Atavistic Flames) through the weapon by swinging it into the direction of the intended target(s).

Dawn of a Hero (Active, F Rank): This ability is an active use of the Faux Master Sword, which begins by the user touching the blade into the ground and infusing it with ample amount of Holy Fire. As a result, several star shaped projectiles are released into the air - quickly ascending and descending onto the intended target, with the intention of completely bombarding them with the assault of Holy Fire. Dawn of a Hero costs 50 chakra to cast, dealing 90 DMG and reaching into long range. It can be used twice per battle, but has a cool down of two turns after use while also inflicting -20 damage to the caster. This does not gain the inherent perks of "Maiden of Light".

The Faux Master Sword can only be wielded by Princess Zelda, which if anyone else attempts to do so will be burned by the Holy Light within the blade (-10 per turn). Requires her to possess Atavistic Flames in order to utilize as well, but should be noted this is not a God Slaying Tool- and cannot gain the perks of them outside the similar Anti Divinity perk intrinsic to the Atavistic Flames.

Declined on request
 
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Originally approved here (was also recently Mandatorily Edited). Permission to submit CCJ on my profile.

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: 30 - 40 (-10 per turn)
Damage: N/A (-20 per turn)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three factions known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎– This ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called "Jugo's Clan Cells or JC's" from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase their scope awareness as well as an increase to their base speed by 2x while the technique remains active. This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, etc in the form of 30 damage shaving to those attacks. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon will immediately feed chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, release arcing waves and beams of concentrated Kurochi up to long ranged (A ranked in power, costing 30 chakra and dealing 60 damage). This can only be done 3 times per conflict. Only one Quinque can be wielded by the Claymore at any given time and once cancelled or destroyed there is a two turn wait before one can be formed again. A-ranked ability, costing 30 chakra to activate and lasts 4 turns. Can be used a maximum of 3 times, with a 2 turn cooldown.

Paladins of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body, allowing the wearer 30 damage shaving to physical attacks, the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms once per turn, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to an ever-present Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc as well as increasing the Claymore's damage shaving to physical attacks to 40 rather than 30. S-ranked ability, costing 40 chakra to activate and lasts 3 turns. Can be used a maximum of 2 times, with a 3 turn cooldown.

Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost (deals 80 damage rather than 60). Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. The extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. This technique is also able to facilitate the Claymore's fusion with their Kagune further. By destroying the mutated Kagune and absorbing it into their bodies like the other two factions, the Chimeras of Aogiri can spread the JC's entirely throughout their bodies and manifest a human-sized reconstruction of the Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black. The purpose of this, is to allow the Kagune's durable structure (see S/W's of Kagune) to lay beneath the skin as a second line of defense while also to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. By having all these extra sensory based organs functioning on their bodies/Kagune, the Centurions gain an increased awareness far above regular standards, similar in nature to chakra sensing. This translates to an increase in their tracking capabilities by a factor to x3, though this does not extend to the range their sensory possesses. Quite peculiarly too, the organs are known to sometimes function autonomously of the user's control, such as the mouths whispering horrid things or the eyes staring where the Claymore isn't. S-ranked ability costing 40 chakra to activate and lasts 3 turns. Can be used a maximum of 2 times, with a 2 turn cooldown.

The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait a turn for the Kagune Sac to regenerate before they can utilize it again. Doing so ends and triggers all drawbacks of the chosen faction ability early while reducing the turn limit of the next faction ability by one turn. Each faction ability damages the user by -20 per turn while active.

Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.

Approved, made changes. Note that the last form has no augmented damage shaving capabilities. While not listed, I wanted this to be expressed in case of the intent being to have it due to some weird wording.
 
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Clan approval: https://animebase.me/threads/custom-clans-submission.27962/page-3#post-20677062
Personal weapon
Narya
Type: Weapon
Rank: S
Range: Short-Long
Chakra: (-5 per turn)
Damage: Narya is an ancient weapon of the Noldor, crafted in the days of old. This weapon is a ring worn by the user. The ring is a simple band with a fragment of amber from the chakra tree as it's jewel. Due to this amber, the ring draws in the energy within nature itself, enhancing the users Silmarilis jutsu with additional natural energy. This increases the damage of all the user's Silmarilis jutsu by +20 damage. This ring is flooded with the user's Yin chakra giving the user to ability to resist tyranny, domination and despair. In RP terms, this means if the user is influenced by a foreign chakra in a negative way, Holy Fire infused with yin will flood through the user, purging them of the negative entity. This surge is 60 chakra and can be used three times per battle with 2 turns between uses.

At the cost of one of the users 3 jutsu per turn (though not taking up a move slot), the user can spent 20 chakra, activating the amber within the ring causing it to rapidly draw in masses of natural energy. This will increase the damage buff of the ring to +30 and make the Silmarilis jutsu of the user neutral too all (due to the yin/natural energy within). This can be done twice per battle with 3 turns between uses. This lasts up to 4 turns. Once this ends, the ring will lose it's damage buff for 2 turns.

Third PCCJ
Dibain Tōru| Divine Toll
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: Short-Long
Chakra: 50-60
Damage: 100-120
Description: This is one of the most basic applications of the Noldor's KG, the holy fire infused with Yang. It being an energy that they create their kg, holy fire , to shape and control. Using this technique, they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a variety of shapes to more creative applications such as various weapons, swords, shields, Axes, daggers. What ever they can think of that is an inanimate shape, they can create from this basic application. This can be also be used to make waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams. Unlike most elements though, this one has two sides to it, the first being how it works.

Unlike the basic technique, this variant comes with its own unique traits. Due to the infusion of yang, the creations come with a higher chakra cost and damage. Secondly, these creations are semi sentient in the fact they will lock onto their target and follow them should they try to avoid. The final effect comes if a target is hit by the creation. Not only will they suffer the physical damage, but due to the incorporation of Yang chakra, the target's physical vitality will be burnt away. In RP terms, the target will have an imbalance in their chakra system and their physical attributes would be weakened. Their speed will drop by 20% and their taijutsu strikes would be 20 damage weaker. These effects last for 3 turns or until those hit correct their chakra flow. They can do this with a surge of chakra higher that the jutsu they were hit by made up of yin, yang, yin/yang, Anutu (or its components) or Senjutsu.


Note: A rank application requires 2 handseals and S rank requires 3 handseals.
Note: S rank can only be used 2 times with two turns between each. And no silmarilis jutsu above B rank in the same turn. No yang jutsu in the following turn.
Note: The A rank version can only be used once per turn. Up to 3 times per battle with 1 turn between each use.
Note: Can only be made around the user or on the borders of short range around an enemy, unless the user is within short range of the opponent, in which case he can utilize this.
 
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