( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unityhttps://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.
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.
- 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: 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.
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: 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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