Custom Clan's Jutsu Submission

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Vex

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( Sutaffu to Dasutā ) - Staff and Duster
Type: Weapon
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Throughout history, numerous magical items have been created as foci for the witch or wizard to concentrate their Mahou. This makes their magic much more precise and potent. Historically, the great Heads of House have had special items with magical properties imbued in them. Gryffindor's sword, Slytherin's locket, Ravenclaw's diadem, etc. As Head of Hufflepuff House, Harry Dresden has two particular items associated with him.

Duster - A rank​

The Duster is a long leather coat that covers the entire body. The material is interwoven with numerous magical spellsa and enchantments, designed to protect the user. The material is light and flowing, not hindering the user's movements in any way. It makes the user impervious to freeform weapons and tools, which will simply bounce off of the duster harmlessly. Additionally, twice per battle, at the cost of a move, the duster is able to absorb the kinetic energy from a taijutsu attack, and instantly redirect the force into an expulsionary blast that would repel everything from short range of the user at a rapid speed (similar to the banishment spell). This does no damage to the opponent, and this is done without conscious input from the user, although it would still cost a move. Another ability of the duster allows the user to, once per battle, use it as a focus and to perform a spell without the usage of a verbal incantation (regardless of his specialty). However, this does not allow the user to utilize spells that he would normally be unable to utilize. For instance, a dark wizard would not be able to conjure a patronus, etc.

Staff - S rank​

The staff is, like most wands, created from wood harvested from the Juubi's tree form. However, the staff is much larger and, as such, imbued with much more Mahou than a traditional wand. Additionally, it's inscribed with dozens of runes, which seemingly move around the staff, occasionally glowing (purely cosmetic). Firstly, the staff is, unlike a traditional wand, incredibly loyal to its owner. Even if he were to be defeated by another wizard, the staff would continue to be loyal. Next, the staff functions as a focus, being able to passively make the user's spells much more potent (increase of 1 rank in damage/chakra; and just +10 damage/+20 chakra to S rank/Above) when used through it. Additionally, the staff becomes bound to the user's body, unable to be removed from the user's possession through normal means, spells, or techniques without his consent. And finally, since it is so strongly reinforced with magic, the staff is unable to be destroyed and is capable of battering through up to C rank elemental defenses. The type of wood the staff was made from is Ashwood, and the core is a Phoenix feather.

Note: Usable only by Vex
Note: Must be mentioned in bio or at the start of battle
Note: Counts as both a PCCJ and a CW
Note: Utilizing the kinetic absorption ability, or the non-verbal spell would consume '15' chakra




First Bold: Nah, clan has enough bypasses

Second Bold: I don't much fancy continued passive boosts of spells, limit it.

Third Bold: How are spells and ninjutsu "normal" means?

Fix and Resubmit



✦ Pending, leaving for Reborn ✦
( Sutaffu to Dasutā ) - Staff and Duster
Type: Weapon
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Throughout history, numerous magical items have been created as foci for the witch or wizard to concentrate their Mahou. This makes their magic much more precise and potent. Historically, the great Heads of House have had special items with magical properties imbued in them. Gryffindor's sword, Slytherin's locket, Ravenclaw's diadem, etc. As Head of Hufflepuff House, Harry Dresden has two particular items associated with him.

Duster - A rank​

The Duster is a long leather coat that covers the entire body. The material is interwoven with numerous magical spells and enchantments, designed to protect the user. The material is light and flowing, not hindering the user's movements in any way. It makes the user impervious to freeform weapons and tools, which will simply bounce off of the duster harmlessly. Additionally, twice per battle, at the cost of a move, the duster is able to absorb the kinetic energy from a taijutsu attack, and instantly redirect the force into an expulsion blast that would repel everything from short range of the user at a rapid speed (similar to the banishment spell). This does no damage to the opponent, and this is done without conscious input from the user, although it would still cost a move. Another ability of the duster allows the user to, once every other turn, use it as a focus and to allow the user access to a dark magic spell, or the flight tech in addition to normal apparition. However, the spell used follows normal restrictions.

Staff - S rank​

The staff is, like most wands, created from wood harvested from the Juubi's tree form. However, the staff is much larger and, as such, imbued with much more Mahou than a traditional wand. Additionally, it's inscribed with dozens of runes, which seemingly move around the staff, occasionally glowing (purely cosmetic). Firstly, the staff is, unlike a traditional wand, incredibly loyal to its owner. Even if he were to be defeated by another wizard, the staff would continue to be loyal. Next, the staff functions as a focus, being able to passively make the user's spells much more potent (increase of 1 rank in damage up to S-rank) when used through it. Unfortunately however, this boost can only be utilized on one spell per turn. Finally, since it is so strongly reinforced with magic, the staff is unable to be destroyed and is capable of battering through up to C rank, basic elemental defenses. The type of wood the staff was made from is Ashwood, and the core is a Phoenix feather.

Note: Usable only by Vex
Note: Must be mentioned in bio or at the start of battle
Note: Counts as both a PCCJ and a CW
Note: Utilizing the kinetic absorption ability, or the dark/flight spell would consume '15' chakra in addition to the normal chakra cost for the jutsu.
Note: While Staff is indestructible, Duster is not and is susceptible to being damaged or destroyed by ninjutsu A-rank and above.



Approved w/ Edits

Duster is not indestructible as it is is just a garb and you did not specify it as you did with Staff. Likewise, Duster has no loyalty to the caster as well.


Resurrection Stone (Fukkatsu no Ishi)
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The resurrection stone is one of the three fabled deathly hallows. The Resurrection Stone appears as a small black gemstone, about the size of a pebble. Extremely durable, the stone is unable to be broken by any means, as it is imbued with massive amounts of mahou within it. The stone's origins are shrouded in mystery, though many believe that it was created by a powerful wizard trying to use Mahou to revive his deceased lover. The stone itself has the ability to reanimate the dead in two ways. Firstly, it is able to partially reanimate a person by calling a deceased bio's soul back from the Pure World. In the same manner that Uchiha Obito was able to exist in the Impure World despite being a spirit, the resurrection stone is able to tether a soul to the impure world to commune with and aid the user, even against the spirit's will. Since the spirit is intangible, it is only able to interact with the physical world in a limited way. However, the spirit is still useful as the user is able to access any memories/thoughts that the spirit had from birth, up to the time of its death. Additionally, these spirits are able to defend the user against energy/spiritual based attacks of S rank and below, being able to block two such attacks before automatically being taken back to the Pure World. Finally, the Stone imbues the spirits with a measure of Mahou upon tethering them to the Impure World, this allows them to use a single field of magic up to S rank whilst being on the field. The second manner in which the stone is able to 'revive' someone, is through simply passing a measure of Mahou onto a dead body, allowing the user to move it like a puppet with his thoughts. The revived body has no form of thought, and does not possess any sort of sentience on its own. However, the stone imbues it with Mahou, strengthening the body, and allowing it to serve the user as an inferi. The inferi is able to use tai that the user knows up to S rank, moves at 2x user's current speed, and passively gains +20 damage to physical attacks, as well as able to use one CFS that the user possesses up to S rank, and gaining its specialty boosts. This is due to not just the mahou coursing through the body, but also due to the fact that the body's neural inhibitors are effectively turned off, since it is composed of non-living tissue so the body operates at peak efficiency. The body is unhindered by pain, and is immune to attacks of B rank and below, though kinetic energy is still a factor in that blows will still push the body back. However, the inferis (though useful), obviously have certain limitations. Firstly, the user himself must be conscious in order to manipulate the inferi's body. Secondly, fire has been shown to be extremely effective against Inferi, with A rank or below fire/fire-based-elements being able to incinerate an inferi within seconds. Essentially, the user is able to revive either the soul/spirit, OR the physical body of the opponent.

Note: Must be a Full Wizard in order to use
Note: The user is able to either summon two inferis at a time, or two spirits, or one of each at any given time.
Note: Regardless, in an event the user can only use the Resurrection Stone thrice.
Note: Sprits last for up to four turns before fading back to the Pure World, Inferi last until destroyed
Note: Much like a wand, the stone is able to pass hands through official fights, consuming a PCCJ slot for whomever wields it.

Declined
Falls under Kinjutsu


(Jigokuburezā) Reflect Charm
Type: Defense/Offensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: A powerful Charm, this technique was created to further aid the user's defensive capabilities. Upon performing a technique, the user will add the incantation "Reflecto" at the end of the incantation needed for the host jutsu(in the case of non-verbal castings, the user need only say the "Reflecto" incantation). The result is a thin layer of Mahou surrounding the user's jutsu, with a faint purple tint that gives it a glossy and almost smooth appearance. The layer of Mahou does not enhance the user's technique in any way, but comes into effect upon clashing with offensive enemy techniques. Should the host jutsu clash with an enemy technique carrying equal or less than chakra than the Reflecto Charm, the layer of Mahou surrounding the user's will burst, creating a loud "Crack" sound similar to an Apparating wizard. The burst lasts but an instant, being just strong and long enough to cause the enemy technique clashing to be reflected back in the opposite direction.

Note: Can only be used twice times per battle with a two turn cooldown in between each use
Note: No Mahou S-rank or above within the same turn and no Charms may be used within the same turn
Note: No Charms S-rank and above in the next turn



✦ Approved w/ Edits✦
 
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Inch

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I have permission to submit this from LoK:

( Kakekoto ) - Bewitchment
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Bewitchment is a unique category of Charms which allows the user to bewitch an item to latently possess the power of many of the spells known to the user. In doing this, the user is able to create objects which simply offer a different way to apply the effects of their spells than simply shooting bolts of Mahou. For example, the user could take a kunai and Bewitch it with the properties of the Stunning Charm; the kunai will now instantly inflict the concussive effects of the Stunning Charm to its target. To accomplish this, all the user needs to do is wave their wand and use the incantation Pracantor followed by the incantation of the spell they wish to imbue upon the bewitched object, which must be within short-range. Pracantor Stupefy, for example. The item will then be bewitched, taking on the rank of that spell, and will release it onto the first object/person with chakra foreign to the user's that it comes into contact with. Alternatively, it is possible for the user to passively cause the Bewitched item to release its spell effect on whatever it is touching, though doing so consumes a move slot. After the item releases the spell's effect, it is no longer bewitched and behaves completely normally. Although the Bewitched items retain their enchantment even at a long range away from the user, this ability comes with a set of heavy restrictions. Not only can this not work with any Transfiguration spells (or anything other than charms), Dark Wizards will be completely unable to Bewitch objects with any Defense Against the Dark Arts spells, while Light Wizards will be unable to Bewitch objects with any Dark Arts spells. Whenever the user first Bewitches the object, they will immediately experience any restrictions/cool downs associated with that spell, in addition to being unable to use it again until the bewitched object triggers and releases the spell. Bewitchment itself is limited to three usages per event. Although it occurs in a single timeframe slot, Bewitchment consumes two jutsu slots: one for the bewitchment aspect, and one for the spell itself, which can making using this ability very risky and difficult.
Note: A user may carry bewitched items with them at the start of an event provided that they are either stated in their bio or at the start of the move. These Bewitchments will however count against the user's usage limit on this ability.
Note: No forbidden rank spells can be used with this, nor is Apparition compatible with it.
Note: No living beings can be bewitched by this technique.
Note: Only usable by Full Wizards.

Declined

This is essentially the same as the transcription seal but I'll allow it. Bewitchment must occur out of battle exclusively and can't be used on items directly attached to others like the cloths or weapons currently on those close to you. I'll allow bios to possess bewitched items per your restriction. Just remember that carrying a bewitched item in your bio also carries the restriction against using the spells you used on the items until they're released. You can bewitch with spells up to the rank of this technique (you are welcome to either change it to S or D-S rank however you wish).

Also, remember the difference between passive and active activation of a technique. Active means it takes a move slot, passive does not.
Resubmitting:

( Kakekoto ) - Bewitchment
Type: Supplementary
Rank: D-S
Range: Short
Chakra: 10-40
Damage: N/A
Description: Bewitchment is a unique category of Charms which allows the user to bewitch an item to latently possess the power of many of the spells known to the user. In doing this, the user is able to create objects which simply offer a different way to apply the effects of their spells than simply shooting bolts of Mahou. For example, the user could take a kunai and Bewitch it with the properties of the Stunning Charm; the kunai will now instantly inflict the concussive effects of the Stunning Charm to its target. To accomplish this, all the user needs to do is wave their wand and use the incantation Pracantor followed by the incantation of the spell they wish to imbue upon the bewitched object, which must be within short-range (Happens outside of the battle so this is unnecessary). Pracantor Stupefy, for example. The item will then be bewitched, taking on the rank of that spell, and will release it onto the first object/person with chakra foreign to the user's that it comes into contact with. After the item releases the spell's effect, it is no longer bewitched and behaves completely normally. Although the Bewitched items retain their enchantment even at a long range away from the user, this ability comes with a set of heavy restrictions. Not only can this not work with any Transfiguration spells (or anything other than charms), Dark Wizards will be completely unable to Bewitch objects with any Defense Against the Dark Arts spells, while Light Wizards will be unable to Bewitch objects with any Dark Arts spells. Whenever the user first Bewitches the object, they will immediately experience any restrictions/cool downs associated with that spells (There are no restrictions outside of battle so this wouldn't make sense with what I told you to change), in addition to being unable to use it again until the bewitched object triggers and releases the spell. Bewitchment itself is limited to three usages per event. Although it occurs in a single timeframe slot, Bewitchment consumes two jutsu slots: one for the bewitchment aspect, and one for the spell itself, which can making using this ability very risky and difficult.
Note: A user may carry bewitched items with them at the start of an event provided that they are either stated in their bio or at the start of the move. These Bewitchments will however count against the user's usage limit on this ability.
Note: This may only be used outside of battle, and may never be used on items attached directly to an enemy (their clothes, weapons, etc).
Note: No forbidden rank spells can be used with this, nor is Apparition compatible with it.
Note: No living beings can be bewitched by this technique.
Note: Only usable by Full Wizards.

Declined
Alright, so you can't just add a note without changing the rest of your jutsu to reflect the change. With Bewitchment you have the option of doing:

a) Pre-bewitched items that you carry in your bio or b) in the NW, before you enter a battle, you bewitch the items. Edit the jutsu accordingly.

New:

( Fukashi no Tate ) - Cloak of Invisibility
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A
Description: The cloak of invisibility is a magical artifact which has powers far exceeding the capabilities of normal enchantments. The Cloak of Invisibility is one of several ancient magic items which possess a long history of different owners. The original owner of the Cloak was said to even be able to hide from death itself, though that has certainly not been the case for its more recent bearers. The properties of the Cloak of Invisibility are simple: once the user puts the Cloak on, they will become magically invisible, the enchanted effects of the Cloak causing all light to simply pass through it and the user as if they were not there. Furthermore, the Cloak will cause the user to become essentially unplottable through any type of sensory (Bootleg Wujin; The basic senses still have the fortitude to detect you.), as the enchantments bound within the Cloak suppress all the evidence of existence in its occupant (Definitely bootleg Wujin), making it the ultimate stealth tool. The cloak's final property is the unique way that it interacts with magic: spells fired from beneath the Cloak will not tear holes through it, as the unique fabric simply allows magic to phase through it, wholly unaffected by it (Magic item immune to other magic...hope you're not translating that "I'm also protected from the magic since I'm under the cloak" Because that would be a no). This comes with the added benefit of making it untargetable (not sure if this is a word...)by spells such as the Summoning Charm and Transformation. Magic simply won't work on the Cloak. The Cloak does however come with some major drawbacks. The Cloak is only able to fit one person under it, and that person cannot outright run if they wish to stay invisible, else their feet will invariably be seen as the hem of the Cloak is jerked around by all the motion. Whilst wearing the Cloak, the user will be restricted to using only their Mahou of S rank and below, and they will lose 20 chakra per turn (Ok, then why isn't the -20 to Mahou specified in the chakra description? Are you trying to keep the power of the jutsu while reducing the chakra minimum by 2 ranks? HAhahahaha no :/). This can make attacking from beneath the Cloak especially tricky, as the uttered incantations from spells can be an easy giveaway. The final and most damning restriction the Cloak bears is that it can change hands upon the user's death. Any Kisei clan member who defeats the person carrying this Cloak in an official battle may claim it as their own, adding it to their bio, though they might lose it just as easily.
Note: Regardless of the current owner, this consumes one of the creator's jutsu slots.

At most I'd say you conceal yourself from the likes of basic chakra sensory, SM sensors, and the those other energy/spiritual sensors. You're still bound by physical give aways like sound, physical displacements (aside from light). Modify your wording to reflect that.

More to come, but I'm at work so I'll finish this later

Declined
 
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Shady Doctor

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Seigo Shiemu | Control System
Type: Supplementary
Rank: C
Range: Short-Long (Depending on technique applied to)
Chakra: 15 (-5 per turn)
Damage: N/A
Description:
Seigo Shiemu is a simple technique that brings forth an intricacy within Charms, Transfigurations, Dark Arts and DADA whenever applied to them. Usually a technique used through one of the mentioned categories is accompanied by a "jet" of mahou, which applies the technique's effects when striking something. Narmes, Head of Ravenclaw was a skilled Light Wizard and took inspiration from the Patronus spell when creating this method. When this technique is applied, the Jet of Mahou becomes malleable enough that the user becomes able to reshape it instantly upon casting it; Giving the medium a new form outside of a simplistic jet. The jet would take on the form of an animal of some sort but with the same color as the jet, similar to the technique that gave it inspiration, which is up to the user's discretion and imagination. The size of the creatures can never be created to be bigger than a medium sized summon, and can be no smaller than a full grown domestic cat. Upon creation, the animals can be sustained and act on their own accord for 2 additional turns with additional chakra sacrifices (no), and would move at the same speed of the user. With the animals created, the affects of the technique they were created from would be applied to anything they touch, within reason of course. For example: If a bird was created from the vanishing spell beam, and had numerous kunai hit it, all the kunai would be vanished.

Note: This is technique can be activated simultaneously to a Mahou technique. Once activated it passively changes the mahou technique the user wishes
Note: Can only be used 3 times, lasting 3 turns per usage; Though with a 2 turn cool down between uses.
Note: Can only be used with Kisei techniques that have a stream or Jet of Mahou. This creates animals in place of those streams.
Note: Can only create 1 animal per usage.

Not gonna assume you have LoK's permission for this. Besides you need to fix things anyway so comeback with a link to your permission.

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Reborn

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(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

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Lord of Kaos

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✦✦ Thread Opened ✦✦
So, I'm going to try (again) to keep the thread from closing and check as it's posted or on weekends. I'm warning you now, if you post and your submission gets checked then and you complain about it not being done, I'ma call you soft and keep going.


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Drackos

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(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether ( note the 5 meter restriction that should be added ). Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. ( limitations on S rank overall usage are also needed, 3-4 is ideal )

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 300 chakra points. This does not mean this ability will always return that amount, the value is always dicated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 300 chakra. ( Big no, you smoking d-you know. Each use needs a real cap limit, and definitely not a max of 300 chakra if you allow techniques to stack up before absorbing. Max of 100 per use like most chakra absorption jutsu/seals, idk what drugs y'all on but I need some. Out of y'all rabbit ass mind.. ) Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.

✦ Declined ✦

(Kanki: Jidai no Pendoragon) – Surge of Evocation: Epoch of the Pendragons
Type: Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage Points: N/A
Description: Considered the sibling of the Era of Gods and Dynasty of Kings, the Majesty of the Pendragon involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear in a flash of light reflecting the color of their Prana. The user will instantly appear amidst another flash of light at a location of their choosing; occurring as fast as the Flying Thunder God technique ( way too fast to travel through two locations and appear elsewhere. Increase time it takes reasonably ). Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. This is enabled by the fact that the ethereal energy constantly exists within their chakra systems. Twice per battle the user can utilize a stronger version of this ability to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield on in the same landmark, then using this technique will not count toward escaping battle. If the user opts to re-appear in a different landmark then they will effectively forfeit the battle and the event. This only applies if the user utilizes Majesty while engaged in battle and not travel purposes ( long range usage like this requires an overall usage cap and cooldown period ). The first application, considered A-Rank, can only be used once every four turns. The second application, considered S-Rank, can only be used twice per battle and operates on the same cooldown as the A-Rank version. Remaining in the Throne for longer than two turns renders the user unable to use A-Rank or above Prana on the turn they return ( S rank usage will cause this at any duration in the Throne and no S rank Prana or higher the next turn if there longer than a turn ).

✦ Declined, notes edited in ✦


(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.

(Kanki: Jidai no Pendoragon) – Surge of Evocation: Epoch of the Pendragons
Type: Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage Points: N/A
Description: Considered the sibling of the Era of Gods and Dynasty of Kings, the Majesty of the Pendragon involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing; despite its nature, this process takes a few moments. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. This is enabled by the fact that the ethereal energy constantly exists within their chakra systems. Twice per battle the user can utilize a stronger version of this ability to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield on in the same landmark, then using this technique will not count toward escaping battle. If the user opts to re-appear in a different landmark then they will effectively forfeit the battle and the event. This only applies if the user utilizes Majesty while engaged in battle and not travel purposes. The first application, considered A-Rank, can only be used once every four turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used twice per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.


✦ Both Approved ✦

(Zokyo: Kiseki no Sedai) - Surge of Augmentation: Generation of MiraclesKnB inspired name for a Fate inspired technique. Nothing wrong with it, just think it's wack
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 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 the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. (no instantaneous activation for this mode-esque technique) This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing that Prana with chakra to achieve the desired result. Each Augmentation can last up to four turns and can be used a maximum of twice per battle, however this technique can only be used four times in all (We gone split the difference here; three turns, three times overall anywhere). After an Augmentation ends, the user will suffer a backlash related and proportional to the ability used and how long it was active. This backlash, if it results in a debuff to the user's techniques, will not be subject to the debuffing rules due to their self-harming nature.

Crown of the Ruler
It is the prerogative of rulers to expand their territory and consolidate their sphere of influence. In this variant the user will augment their chakra system through prana to increase both the efficiency and scale of their techniques, allowing them to travel farther and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of techniques can be influenced with this ability (this may not infringe on rules that regulate how far techniques can manifest near enemies. 3 to 5 meters away unless the base technique used already allows for conjuring on or near an opponent like Swamp otU). While this ability is active, short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. Nor are 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 it's 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. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions.

Helm of the Avenger
To annihilate indiscriminately is the very essence of vengeance (Wait, how? If you're vengeful aren't you discriminating against...whatever made you vengeful in the first place? tf you mean indiscriminate?). In this augmentation the user will augment their chakra system with prana in order to increase the strength and power of their techniques. This augmentation can selectively be applied to certain elements and abilities or all of them 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. This ability can also affect advanced elements without being applied to one or any of their individual components. Naturally this ability can only be applied to offensive techniques and/or those which have a stated damage value. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. When this ends, for the same duration Helm of the Avenger was active, offensive techniques of all of the elements or fields that were boosted will now be decreased by one rank. Since this ability does not boost solely defensive and/or supplementary jutsu or those with "N/A" damage, such techniques will not experience this backlash even if they fall under one of the chosen skills.

Aegis of the Shielder
The mandate of any defender is to be the stalwart guardian of the realms of men. In this augmentation the user will augment their chakra system with prana in order to increase the potency and durability of their techniques. Unlike Helm, this ability is selectively applied to Defensive and/or Supplementary techniques or simply those with a damage value of "N/A". This augmentation can selectively be applied to certain elements and abilities or all of them 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 become capable of defending against techniques with 20 more damage points than usual. This ability can also affect advanced elements without being applied to one or any of their individual components. When this ends, for the same duration Aegis of the Shielder was active, all of the user's defensive and/or supplementary techniques of the chosen skills will be decreased by one rank when it ends. Since this ability does not boost offensive techniques or those with a stated damage value, such techniques will not experience this backlash even if they fall under one of the chosen skills.

Arsenal of the Gunslinger
In speed and dexterity alone, they are unsurpassed. This ability utilizes prana to augment the user's chakra system in order to improve their speed and skill in molding chakra thus the effects of this augmentation will be two-fold. The increased skill in molding chakra will translate to the capability of using all techniques without the need to use handseals, as a focus to mold chakra is no longer required. The increased speed will translate to an ability to mold chakra faster. This will not affect the timeframe itself (so under no conditions can the user ever mold chakra for two techniques before the opponent uses one, with the obvious exception of same TF, instant and/or passive jutsu). What it will do is enable the user to complete techniques quickly enough to intercept targets much faster then them. While this is active, the user will be capable of using techniques fast enough to counter targets/techniques moving at 3x their current speed in short-range and 4x their current speed in mid-range. When this ends, for the same duration Arsenal of the Gunslinger was active, all of the user's techniques which use handseals will now require twice the amount of handseals to be used (e.g. a technique which requires 4 handseals will now need 8 of them).

Scepter of the Gatekeeper
The virtue of moderation and the pinnacle of mastery. In this augmentation the user will augment their chakra system with prana in order to increase the efficiency in their molding of chakra. This will enable them to utilize all of their techniques at a decreased chakra cost (-10 chakra) without a reduction in power. Of course, this will not apply to D-Rank and below techniques, as then they would be void of chakra. In regards to sustained or actively maintained jutsu, this will reduce their chakra cost to match that of the canon technique Inner Sonar Skill. (This will not effect chakra required for sustained techniques) Due to this efficiency, the user's techniques which span one turn or longer can now last until Gatekeeper ends (so a maximum of four turns) rather than their original duration. (no) When this ends, for the same duration Scepter of the Gatekeeper was active, all of the user's techniques will now require an additional ten chakra points to be used, excluding those which do not utilize chakra. The cost to sustain techniques will increase by five chakra points rather than ten and techniques will last longer than one turn will only persist for half of their original duration during this period, with odd numbers being rounded up (e.g. lasts four turns will become lasts two turns).

~Declined~
Told you what you needed to do regarding the second and third one.


(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. (Don't know why this is a thing in like, everybody's techniques recently) This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing that Prana with chakra to achieve the desired result. (isn't this the same wording/reasoning as in your previous technique?) Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Level 1 augmentations will have no recoil effects while Level 4 Augmentations will carry a significant backlash after they end. The user can augment more than one of their attributes through a single use of this technique but the collective sum of their levels can never exceed four. For example, the user could combine a Level 3 Augmentation with one from Level 1 or use two from Level 2 or four from Level 1. The rank of this technique will reflect the collective value of Augmentations used through it: one point will be B-Rank, two means A-Rank, three or four are S-Rank. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations. Only Heroic Spirits will be capable of using Level 4. Each Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Gamabunta. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +20, Level 2 will increase it by +25, Level 3 will boost it by +30 and Level 4 will boost it by +40. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and resultant taijutsu damage will fall by the same value it was boosted by and they will become incapable of jumping, for the same duration that it was used.

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

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

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

Endurance of Spartacus - Gladiator's Rebellion
Through this augmentation, the user will raise their body's level of endurance. This will essentially enable them to use techniques with lessened drawbacks and reduced recoil damage, depending on the level of Augmentation used. The level one version of Spartacus deals primarily in eliminating the negative physical effects of using techniques. While it is active, the user won't sustain recoil damage from using techniques or receive any kind of physical harm once they end (with the exception of jutsu that kill the user). When paired with other Augmentations, namely those which are Level 3 or below, the user will not suffer the stated backlash when they end. Level two, in addition to level one's abilities, will lighten the skill restrictions the user incurs after using techniques by one rank. To demonstrate, if the user utilizes a technique that states "No A-Rank or above Fire", it will instead become "No S-Rank or above Fire" if the technique is used while level two is active. Level 3, in addition to the effects of levels one and two, will eliminate skill restrictions on S-Ranks while it is active. This only applies to restrictions that restrict what the user can utilize in their next turn, it has absolutely no effect on usage limits of the technique itself. In addition to all of the previous effects stated, level four eliminates skill restrictions from Forbidden ranks while it is active. After level two ends, for the same duration that it was used, techniques will have their restrictions increased by one rank (e.g. no S-Ranks or above will become no A-Ranks or above). Level three will also render the user in capable of using Forbidden Ranks and level four will prevent the use of S-Ranks for the same duration.

Permission to make a Bow for one of the Noble Phantasms - [ ]

~Declined~
Notes to edit: this needs to be refined. Like with your other submissions you're essentially concatenating multiple jutsu into one. On top of that each of these techniques have multiple levels to them. You can do one of the following:

1) Emphasize the level of augmentation (level 1 - 4) and make it about one ability (two at the very most) like I assume this technique was intended to do.

2) Focus on a small variety of different augmentations and make those augments static w/ no levels.

Personally, I'd go with the first one because you can pack more power into a refined technique rather than trying to have multiple abilities.
(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 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. Each Augmentation can last up to three turns and can be used a maximum of twice per battle, however this technique can only be used three times in all. After an Augmentation ends, the user suffers a blacklash related and proportional to the ability used and how long it was active. This backlash, if its results in a debuff to the user’s techniques, will not be subject to the debuffing rules due to their self-harming nature.

Crown of the Ruler
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. They must maintain a range of 3-5 meters from their target. 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. Nor are 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. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions.

Helm of the Avenger
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, or +20 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.

Scepter of the Gatekeeper
In this Augmentation the user will augment their chakra systems with Prana in order to increase the efficiency of their chakra molding. This will enable them to utilize all of their techniques at a decreased chakra cost a reduction in power. This will not apply to D-Rank and below techniques. For techniques A-Rank and below this Augmentation will decrease their chakra cost by 10 chakra. For techniques above A-Rank, the effective chakra cost will be reduced by 15. When this ends, for the same duration Scepter of the Gatekeeper was active, all of the user’s techniques will now require additional chakra; techniques A-Rank and below will require 10 additional chakra and techniques above A-Rank will require 15 additional chakra.

✦ Pending, uhhh you got bold parts here so I'm guessing this a resubmission but where's the original? ✦

~Declined~
Per the LoK, just resubmit it next time. I'm like 90% sure it's approvable as it is.
(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. Each Augmentation can last up to three turns and has the capability of being used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a blacklash 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
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. They must maintain a range of 3-5 meters from their target. 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. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions.

Helm of the Avenger
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, or +20 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.

Scepter of the Gatekeeper
In this Augmentation the user will augment their chakra systems with Prana in order to increase the efficiency of their chakra molding. This will enable them to utilize all of their techniques at a decreased chakra cost without a reduction in power. This will not apply to D-Rank and below techniques. For techniques A-Rank and below this Augmentation will decrease their chakra cost by 10 chakra. For techniques above A-Rank, the effective chakra cost will be reduced by 15. When this ends, for the same duration Scepter of the Gatekeeper was active, all of the user’s techniques will now require additional chakra; techniques A-Rank and below will require 10 additional chakra and techniques above A-Rank will require 15 additional chakra.

~Approved~

(Zokyo: Nendai no Shunketsu) – Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s physical body and attributes through an infusion of Prana. When activated the user's body will develop a dimly glowing aura of Prana to signify the change. Each Augmentation possesses four tiers; as the tiers ascend in level their drawbacks increase accordingly. Servant ranked Surgebinders and higher are capable of augmenting two of their attributes through a single use of this technique. Combining Augmentations, while effective, can only be performed up to a maximum combination of four. For example, the user could combine a Tier 3 and a Tier 1 Augmentation, or two Tier 2 Augmentations. The rank of this technique reflects the collective value of Augmentations used; one is B-Rank, two is A-Rank, and three and four are S-Rank. Only Servant ranked Surgebinders and higher can utilize Tier 3 Augmentations. Heroic Spirits and higher are capable of utilizing Tier 4 Augmentations. Each Augmentation lasts up to four turns and has the ability to be used twice per battle, however this technique in its entirety can only be used 3 times.

Strength of Heracles - The Twelve Labors
In this Augmentation the user will increase the physical strength of their whole body. The user will become capable of resisting and breaking out of physically restraining techniques equivalent to the rank of their Augmentation (B-Rank/A-Rank/S-Rank). The user becomes capable of lifting larger and heavier objects when augmented; tier one and two allows the user to lift objects like the Dropping Lid. Tier three and four allows the user to lift objects like the Great Stone Golem. Tier one activation increases Taijutsu damage by +15. This increases by increments of five per tier until Tier 4, which grants +30 damage. Through their heightened physical strength the user will also become able to leap far greater distances than they would otherwise. Tier one activation allows the user to leap in any direction by five meters; this is increased by an additional five meters per tier. Once this Augmentation ends the user’s physical strength, and subsequently their Taijutsu damage, will fall by the same value it was boosted by and they will become incapable of jumping for the same duration that it was used. The backlash lasts for as long as the Augmentation was kept active.

Speed of Atalanta – Huntress of the Wild
In this Augmentation the user will increase the speed of their whole body. This boost extends past simple running speed; it allows them to perform all actions with far greater speed, like their Taijutsu/Kenjutsu strikes. Tier one activation increase the user's speed by 1.5x. This increase by increments of .5x per tier until Tier 4, which grants 3.0x. While this Augmentation is active, the user can apply their enhanced speed to avoid techniques within logical limitations, taking into account size and speed. Doing so requires the user to use one of their three moves per turn, bar on the turn of initial activation. When this Augmentation ends, the user’s speed will fall by the same degree for the same duration it was active by. For example, using the tier 2 activation will cut the user’s speed to one-third of the original.

Invincibility of Achilles – Immortal Vessel
In this Augmentation the user will increase the durability of their body against external attacks. This enhancement extends past simple physical durability allowing the body to sustain massive forces without sustaining damage. During this Augmentation the user’s body becomes numb to pain, making pain release from Genjutsu impossible, and also become immune to burning, freezing, electrocution, and corrosion. Tier one activations renders the user immune to C-Rank and below techniques. This increases by increments of one rank until Tier 4, which grants immunity to S-Rank techniques and below techniques. This Augmentation does not constitute an immunity to internal techniques such as Fūinjutsu that seals the user or Genjutsu. When this Augmentation ends, the user’s body becomes a greater degree more fragile. Tier one backlash increases the damage the user sustains by 30, tier two backslashes increases the damage the user sustains by 40, tier three backlash increases the damage the user sustains by 60, and tier four backlash increases the damage the user sustains by 80. This vulnerable state persists for as long as the user kept the Augmentation active.

~Declined~
I said in my previous check if you were to go with the tier augmentation route, you'd have to condense your jutsu into 2 primary abilities at most. I feel you could lump together durability and strength and reduce the potency for one of them if you're adamant about having both abilities together.
 
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Priest

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Updating Matyr Hands
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.

♦White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches be it passive tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. This means even if a fire technique carries a force of impact, then it would also be absorbed. Having placed his paw/paws on the object, he creates a pawbarrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly as its passive, to be able to absorb said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the passive object now carries the power of the absorbed force. For example, a passive kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they successfully use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns.

I'll systematically break this down, since this a long ass technique. Anyway, let's start with the changes made. I am on a no go for the passive absorption of it into yourself, if you want to fortify yourself, it will cost a move, it will be limited to a specific amount of turns as well. Same goes for focusing this into passives, that is total no, as you would basically fortify your passives, passively (if that makes sense, since I assume that is what you were going for). These need to be limited, can't see you using this to throw around passive kunai with S rank strength. That clause of the Fire technique needs to be removed as well. What do you mean, successfully used? If its used once, its gone. It doesn't stay until successfully used. Not sure to which that S rank 3x is referring to, to Bartholomew Legends?

♦Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something a passive object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after.

Same here, fortifying your skin is a no, or requires a strict usage limit. Combining the two could lead to devastating results (after your edits). Same comments on the passive, that is just a way to circumvent the rules on this, and basically both become a tank, and deal out massive damage (placing an 80 damage bubble on a weapon like a kunai, which can be thrown in between moves, makes it pretty difficult to see how this wouldn't be a abused, huh?

♦Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto mid-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 2x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.


Yeah, I'm not keen on this one. I think Black and White Priest alone are enough, though if you really want this part, I'll check it as such; I'm fine with this being in the same TF but it costs a move still (not passive). Can only be applied in Short range of the user.

NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
Each variants have their restrictions elaborated in their respective descriptions

Mine
□ Declined. Check stuff above. □

Updating and clarifying train wreck
Changing its name

Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like . There are two ways through which this works. Either the user is repelling himself in a linear direction at 4x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. This can simply be termed as teleportation since very high speed has been seen to break space time continuum though this is just a feat only this jutsu could reach. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 4x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle(3x for the clan Leader) with a 2 turn rest inbetween usage.

Hm, the 4x speed is a bit too much. I'd be fine if you brought this down to 3x speed, since the former technique didn't clarify. There are some discrepancies I'd like you to clarify, the part where you say, that it is not affected by any type of barrier or obstacle,
what about one aimed at speed specifically? Is this S/T that it ignores that aspect? Other than that, it's fine.

Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
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Mine
□ Declined. See above. □
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.

♦White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches, be it tools, weapons, clothes/attire, solid matter, etc. Elaborately; the user would be absorbing an impact through something that is making contact with his paw and not absorb the impact into the paw itself. This means the impact would be temporary stored in the object used to store the impact until used. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a paw barrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly, to be able to absorb and store said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the object now carries the power of the absorbed force. For example, a kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(Bartholomew Legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns. Absorbing impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.

♦Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying an object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(bartholomew legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after. Adding impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.

♦Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto short-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 2x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Fortifying a technique counts as a move.

NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
† Each variants have their restrictions elaborated in their respective descriptions


Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like . There are two ways through which this works. Either the user is repelling himself in a linear direction at 3x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. Since "repel" is basically an ST type movement, this makes 2nd pilgrim ST. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. This can simply be termed as teleportation since very high speed has been seen to break space time continuum though this is just a feat only this jutsu could reach. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 3x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle(3x for the clan Leader) with a 2 turn rest inbetween usage.

Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
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Venom

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Permission to submit my own PCCJ for the Enochian Clan: [ ]

1) (Sloot fo eht Knom) - Tools of the Monk
Type: Defensive | Supplementary
Rank: D-S
Range: Self - Long
Chakra: 10-40
Damage: (Depends on the sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Tools of the Monk is one of the most versatile set of sigils of the Enochian Clan, with runes along the user's neck.

-Angel's Dominance: This Sigil (A-rank -60 activation, -10 per turn), upon activation, grants the user the power and skill to mentally control and shape NE around the field. The Sigil is written in Runes that translates to “control” in the Enochian language. After weaving two handseals, the user will be able to move NE around him/her to push, pull or throw items or objects within reason as if it was a invisible sentinel creature doing it to the naked eye. This also includes the user and/or allies giving them the ability to quickly evade incoming techniques or reach the needed distance very quickly. Think of it as an extra hand for supplementary and defensive purposes. The NE can be shaped into whatever needed. Whether a hand or a string etc. This sigil lasts 3 turns when activated and while active the user is unable to use any other sigil above Angel Dominance's rank. This sigil can also be used mid-long range away by pushing or pulling an enemy or their weapon(s) away. It may never be used offensively, such as squeezing the opponent, binding them in place or throwing them directly into fire. It can also beused in turn 2 and 3 to passively evade logical technique within size and reason but will always counts as a move per turn from the user, unlike Path to Heaven. The idea of this was stem from "Kami no Shiwaza|Handiwork of God: Path to Heaven" which is essentially the opposite of this, in application. May only be used twice per fight with a turn cooldown.

-Devil Plays: This Sigil (D-S Rank) works quite similarly to the above in regards to how the user control and shapes NE around him/her for battle. After weaving the needed amount of hand seals (3 for S, 2 for A and none for B and below) the user is capable of forming a layer/coating of NE around a technique for a simple redirection. The coating of NE will spin the technique in whatever needed direction without abstracting it's original intentions in regards to momentum and damage. The purpose of the multi-rank is so the user uses the right amount of chakra to control the the direction of the technique without affecting it negatively. Too little chakra, and the technique will simply bypass the coating of NE. Too much chakra, and the layer of NE will stop and possibly disrupt the original technique. Having it cease to continue on. This technique doesn't play on terms of damage input upgrading the rank since the layer of NE isn't clashing with the technique. Its simply guiding it. Unfortunately this technique doesn't work with streaming techniques or those that are release from the ground and are still attach (Such as earth spikes). This technique may only work with projectile base techniques in use. S rank usage may only be used twice, A rank thrice while B rank and below has no limit on usage. May only be used once per turn regardless of whatever rank used.

-Body of Sins: This sigil (D-S) is perhaps one of the most useful one amongst the Tools of the Monk set. This sigil is said to be placed behind the eyeball of the user, having one of their eye glow once active (cosmetic purposes only) After stringing together 3 handseals the user is capable of having an influx of NE short range around the specific target crash inwards. Similar in application to techniques Laxus learnt. Instead of doing damage, the NE will instead be harmlessly infused into an enemy (or user's own) technique for control purposes. This can also be used on any type of tool/weapon within the user's eye sight. Once infused, the user is capable of governing the movement of whatever was infused through movement of their eye. Unlike the above, this may be used on stationary objects/items. Control may only be maintain for two turns and while in use, no sigil may be used according to the rank used for this technique and above. With an additional handseal and the use of +20 chakra to overpower the technique (if foreign chakra was originally present) or item/weapon the user is capable of changing the nature of their NE into that of Divine Val, giving it properties of such. The purpose of the Multi-rank is to allow the user to use just the right amount of chakra for control over their target. Rankless items may be control with a simple usage of B rank or below. S rank usage may only be used twice, A rank thrice while B rank and below don't carry a usage limit. Control over an enemy's technique plays in accordance to strength and weakness. May only be used once per turn with a turn cool down between usage for A rank and above application.

✦ Declined, first technique being used passively at any point is a clear no. I dont even know why you wrote that it's used passively then immediately after says it costs a turn to use as that contradicts each other. Either self use or use on opponent ONLY, not both. Needs actual drawbacks when used, not just a cooldown period. This last sentence applies to all 3 of these, just stating this.

Second sigil doesnt need a multi rank, this is simply a tech to redirect jutsu. Give it a universal rank. The wording of it itself is terrible and hard to make out half of it due to runon sentences and poor grammar; to alter it's path, you need to be actively using the jutsu so you're unable to use other jutsu at the same time. Only projectiles the user fires from his person will be able to be altered. Third sigil is a no completely. Not allowing you to control foreign technique via NE. ✦
 
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Zaphkiel

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Final 2 CCJ:

Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body loses all its mass and consequently weight (all matter has mass, you're not going to be weightless. I'll give you x2 movement but remove this), allowing for inhumanly fast movements (x2 to current Speed) which can be used to evade otherwise fatal injury such as being sucked in by a vortex or even crushed, get from point A to B, or sneak up on a foe. (change phrasing, just say you have elevated movement speed x2) Due to the amorphous and weightless traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type neutral or weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. (By the clan submission, there are no specified weaknesses, only chakra types that are neutral or weak to Kurochi, meaning your state can metabolize all chakra interacting with it. I'll allow for it with weaker natures.) If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 5% of the opponents chakra reserve can be drained and passed to the Claymore, at A ranked this becomes 10% and the S ranked application can siphon a whopping 15% of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique (No percentages, make them fixed, reasonable numbers). Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques. The S ranked variant can also be used to travel between landmarks, taking the normal amount of time but doesn't count toward the usage limit when used like this. (No, it'll count like any other technique used)

Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.
Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following turn.

~Declined~


Erumesu no tori: Seigen no Reberu ♎ The Bird of Hermes: Levels of Restriction
Type: Offensive/Supplementary/Defensive
Rank: B-Forbidden
Range: Short-Long
Chakra: 20-50 (+10/20)
Damage: 40-90 (+10/20)
Description: The one truth to the fabled destruction of the Village Hidden in Waterfalls was that of the Claymores and their immense power. The wide scale carnage was a result of the performance of a Forbidden technique only a few even heard about much less knew how to execute. Normally, the technique, which is actually a culmination of four different acts coming together, is sealed within stone and hidden deep underground, but its secrets could easily be revealed by true Claymores who sought it. And the last true Claymore that unveiled the technique was a power hungry Vanguard, who in doing so, had broken the seal and released the horrid thing for all Claymores after him to use. The four acts quickly became known as the "Levels of Restrictions" and consisted of Kurochi, the Claymores' dark and foul chakra, and its many uses that weren't thought conventionally possible before. The "levels" are thought to be shackles that govern the imprisonment of a great demon called Bileyg that lives within every Claymore, who's terrible form can be seen within each and every Awakening and Abyssal State, and who's Hunger and intent lies within Kurochi itself. With every level being surpassed, a Claymore is able to bring themselves closer to the Demon, losing their individuality in the sea that is its endless madness and wicked intent (essentially going mad) and upon breaching the final level, the Claymore loses themselves and becomes one with the Demon with no promise of reversion. The final level is one heavily guarded rite, and as such requires direct consent from the Enlightened One.

Level 3: The first step to becoming the Demon, despite being labeled third. This initial bound allows for Kurochi to adopt peculiar properties while under the intent of a Claymore. Foremost, the Hunger within the Claymore will become "visible" within the Kurochi. That is, a blood red hue will hover over the blackness signifying this, similar to how Bijuu chakra is colored red with hate. All subsequent Kurochi techniques while in this level will cost +10 extra chakra while draining the Claymore of their vitality by -10 to perform, but receives a +20 to damage due to this unique trade. The dark energy will also become much more flexible in its destruction, too wherein the user can, once per turn, coat one of his techniques with a B ranked amount of Kurochi to bolster it. To be noted however, is that the Kurochi is in no way boosting the technique's damage but rather its kill potential. When coated, the Kurochi will act as a buffer and receive/deal damage before the technique does while also masking said technique's appearance as well as chakra nature to sensors. For example, a Katon technique could be masked with Kurochi which can be made to flow like water, forcing the fire to conform to its shell's shape and also flow. The Kurochi will also be thick enough so that traditional sensory (Doujutsu, Chakra Sensors, etc) would be unable to discern the true nature of the technique inside. This application is passive in nature and can be applied while the technique is being molded. This level is B ranked.

Level 2: The breaching of the second frame will see Kurochi evolving even further. In addition to the third frame's perks and disadvantage, level 2 is tasked with taking advantage of Claymores' deep connection with Kurochi. This level allows for the performance of any and all elemental techniques the Claymore knows to be performed through Kurochi constructs so long as the constructs in question is within range (short-mid), such as a Kurochi wall emitting Chidori Nagashi or a Kurochi shield spewing a fireball. This is only possible due to Kurochi's ability to fester within the Claymore's body on a molecular level unlike any other chakra. It can creep onto their tenketsu or burrow between the sinews in their muscles and as such becomes extensions of their own bodies, like a limb. Technique bolstering can now be passively applied to up to two techniques per turn. They will also begin to emit an aura of Kurochi passively from their bodies that is B ranked in power but can only extend up to 5m of their position. This level is A ranked and costs -10 chakra per turn and damages -10 also.

Level 1: Reaching even closer to Bileyg, this level's breach sees the Kurochi corrupting the Claymore itself. In addition to level's 2 perks, they will lose their physical form and become one with the foul chakra, leaving only a silhouette of what they used to look like and two emissive spots where their eyes should be. By merging themselves with Kurochi, the Claymores become able to act through it, such as speaking or moving. Their vitality also merges with the energy, allowing it to become almost sentient. Like Gaara's sand, the Kurochi will have a prime directive of protecting the Claymore foremost, and then destroying any adversaries after. Any creations of Kurochi performed in this state will also adopt this half-sentience and can act independent of the user's volition, with a maximum of 3 being allowed at any given time (-10 extra per any subsequent construct(s) after the first). The aura also grows in power to A ranked, with a maximum radius of mid ranged. This level is S ranked, costing -15 chakra per turn and -15 of the user's vitality.
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Level 0: This is the ultimate and final frame. The Claymore becomes one with not only the Kurochi inside and around them, but the inner demon that is Bileyg. They lose what's left of the shape they had managed to keep from level 1, and become amorphous just like Kurochi, which, along with its related techniques, now gains a passive +30 in damage, takes +20 extra chakra to perform, and leeches vitality by -30 per turn. The feeding effects of Kurochi is also doubled, where it can sap all the chakra from a technique it overpowers and return it to the user. Ever so often the user can assume one form only, the Demon's, which stands as tall as a Perfect Susano'o. The passive Kurochi aura is at its peak now, growing to S ranked in power and long ranged reach. This level is Forbidden ranked.
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Note: Can only be used 3x up to level 2, 2x to level 1, and once for level 0.
Note: Levels 3 to 1 all last 5 turns each, but Level 0 lasts 4.
Note: Can only be used by Heartless Rank and above.
Note: Whether timed out or canceled, after using Level 0 the Claymore is left completely drained of energy, having their speed cut in half, and the inability to mold chakra for any technique above B ranked for 2 turns afterward.

~Declined upon request~
✦ Pending, Shady contact me regarding these ✦
 
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Punk Hazard

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(Myoruniru) Mjolnir
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a rather clumsy wizard who found wands to be a tad too cumbersome, Mjolnir is a weapon unique in that "Mjolnir" refers moreso to a series of enchantments applied to an item of the user's attire rather than to the item itself. As such, Mjolnir's appearance can vary between those who have acquired the "weapon," and typically serves as their outfit/clothing. The enchantments granted onto Mjolnir grant it several unique properties; the foremost is that, due to being interwoven with the same materials as the user's wand, Mjolnir is capable of acting as a substitute for their wand. Spells and techniques produced through beams or projectiles/emissions can be released through the user's body, or have their effects instilled through physical contact with the target. Mjolnir is enchanted to be bound to the user's will, and as such cannot be made to act against them, altered from its original form or removed from the user's person through any means beyond the user's own volition. Finally, Mjolnir carries the capacity to form an enhancement in its wearer through a constant, natural surge of Mahou that's directed inwards. This enchantment reinforces and strengthens the user's abilities, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts, or a Slytherin will be capable of using the Gryffindor potion. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one).

(Sōsa no Miryoku) Operating Charm
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: N/A
Description: The Operation Charm is a spell that allows the user to create a spherical "Room" consisting of Mahou through the incantation "Ope". This "room" expands from the user's hand and surrounds the user in each direction up to mid-range, including below. This room is clearly visible, its borders being a light-blue hue, and can be entered and left at will as it is intangible and carries no interaction with other jutsu or materials outside of the jutsu's effects. The purpose of this "room" of Mahou is to increase the range of the user's spells. Techniques that normally require a projectile of Mahou to be launched at a target can instead be invoked with the room acting as a medium, with the spell capable of taking place immediately on the target should they be within the room's area. Similarly, spells that normally affect a single object at a time will become capable of taking effect on multiple objects/constructs so long as they are within the room's perimeter. The room cannot act as a medium for spells above S-rank, nor can it be used on spells that cause direct injury or harm to people or animals. Within the turn of activation, the user will be incapable of using spells S-rank and above. The Operation room lasts for a maximum of four turns, capable of being used twice per battle with a cooldown of one turn. Once per battle, the user will be capable of evoking a third usage should they choose, extending the room up to long-range during this usage. This third usage only lasts three turns and cannot be used as a medium for spells above A-rank. Once the third usage is deactivated, the user will be incapable of using Charms above A-rank for two turns and other spells above S-rank.



~Both Declined~
Will Check the versions in the more recent post
 
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Punk Hazard

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(Myoruniru) Mjolnir
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a rather clumsy wizard who found wands to be a tad too cumbersome, Mjolnir is a weapon unique in that "Mjolnir" refers moreso to a series of enchantments applied to an item of the user's attire rather than to the item itself. As such, Mjolnir's appearance can vary between those who have acquired the "weapon," and typically serves as their outfit/clothing. The enchantments granted onto Mjolnir grant it several unique properties; the foremost is that, due to being interwoven with the same materials as the user's wand, Mjolnir is capable of acting as a substitute for their wand. Spells and techniques produced through beams or projectiles/emissions can be released through the user's body, or have their effects instilled through physical contact with the target. Mjolnir is enchanted to be bound to the user's will, and as such cannot be made to act against them, altered from its original form or removed from the user's person through any means beyond the user's own volition. Finally, Mjolnir carries the capacity to form an enhancement in its wearer through a constant, natural surge of Mahou that's directed inwards. This enchantment reinforces and strengthens the user's abilities, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts, or a Slytherin will be capable of using the Gryffindor potion. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one).

(Sōsa no Miryoku) Operating Charm
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: N/A
Description: The Operation Charm is a spell that allows the user to create a spherical "Room" consisting of Mahou through the incantation "Ope". This "room" expands from the user's hand and surrounds the user in each direction up to mid-range, including below. This room is clearly visible, its borders being a light-blue hue, and can be entered and left at will as it is intangible and carries no interaction with other jutsu or materials outside of the jutsu's effects. The purpose of this "room" of Mahou is to increase the range of the user's spells. Techniques that normally require a projectile of Mahou to be launched at a target can instead be invoked with the room acting as a medium, with the spell capable of taking place immediately on the target should they be within the room's area. Similarly, spells that normally affect a single object at a time will become capable of taking effect on multiple objects/constructs so long as they are within the room's perimeter. The room cannot act as a medium for spells above S-rank, nor can it be used on spells that cause direct injury or harm to people or animals. Within the turn of activation, the user will be incapable of using spells S-rank and above. The Operation room lasts for a maximum of four turns, capable of being used twice per battle with a cooldown of one turn. Once per battle, the user will be capable of evoking a third usage should they choose, extending the room up to long-range during this usage. This third usage only lasts three turns and cannot be used as a medium for spells above A-rank. Once the third usage is deactivated, the user will be incapable of using Charms above A-rank for two turns and other spells above S-rank.

Sendō Seru - Obliviate
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The Obliviate spell is a powerful Charm, utilized mainly by Legilimens due to their ability to read the thoughts of their opponents. The user will direct their wands towards their target and utter the incantation "Obliviate," releasing from their wands a bolt of Mahou. The bolt is a dark color and is wispy and ethereal in nature. As such, the bolt carries no effect on physical objects and structures, instead passing through them with no interaction. Rather, the bolt created by the Obliviate spell interacts with the mind of the opponent, erasing the desired memory from the target's mind. The spell became mostly utilized by Legilimens due to their mind-reading abilities, but is also capable of being used by Wizards so long as they are aware of the targeted memory. The Obliviate spell, being ethereal and spiritual in nature, is likewise capable of being countered by defenses of a spiritual/ethereal nature. Defenses or barriers forged from Yin Release, mental defenses, or seals capable of absorbing chakra can serve to block the spell's effects. However, should the spell successfully strike, the memories cannot be retrieved through ordinary means.

Note: Can only be used thrice per battle (Twice), with a limit of twice per opponent

Note: When successfully applied, no spells above A-rank (No jutsu above A-rank regardless of success or not) can be used in the same turn and no spells (Jutsu) above S-rank in the next

~Declined~
This is the memory erasing technique but ranged. Very easy to abuse even with the additions of your available counter measures. What I'm going to have you do here is restrict so that it can only be used by: Legillimens only or Wizards above 6th year.

Next thing I will also give you an option for. You will either
1) Only be allowed to use this technique on any single target once.
2) Restrict the degree in which you can erase memories.

One gives you a little more freedom, but will prevent you from using it on the same target more than once (and you're still limited to 2 uses). The other will restrict your ability to generalize. I'm going to allow this a chance, but if I get reports of abuse after I approve this, I may revoke it all together, so preach proper use.


Obscurus - Obscurus
Rank: F
Range: Short -
Chakra: 50
Damage: N/A
Description: The Obscurus spell is a powerful spell utilized by Dark Wizards, reserved both for its difficulty to master and great power. An Obscurial refers to a phenomenon where a wizard attempts to suppress their magical power; as they never learn to control their power and properly channel it, it takes over and corrupts the wizard, transforming them into an Obscurial and destroying them in the process. The Obscurus spell allows the user to temporarily transform themselves into an Obscurial in order to harness this raw power within battle. The technique is initiated passively (Will cost a move, will allow it to move within time frame of another technique however), with the user suppressing their Mahou inwards. For one turn, the user will be incapable of using any spells as their Mahou is focused inwards, but retains their ability to use non-Mahou ninjutsu (up to S-rank). Upon the completion of this period, the suppressed Mahou will burst outwards, activating the Obscurus spell, and surrounding the user. As an Obscurial, the user appears similar to that of a Dark Wizard in the cloud-like form of Apparition, albeit more similar to a violent torrent of darkness, sometimes with a reddish core. While in this form, the user becomes incapable of using Ninjutsu or other spells. As a trade off, they become capable of moving at high speeds (3x their running speed) through the air or across the ground. As an Obscurial, the user becomes impervious to the effects of physical matter; techniques and objects alike become rendered inert upon striking the user, being torn apart and reduced to dust. Due to their malleable and near ethereal form, the user becomes capable of extending their form outwards up to mid-range away, striking targets with destructive force equal to the rank of the Obscurus spell (Too much, to be done at will whenever you want). The final ability of the Obscurial is that once per turn, the Obscurial is capable of Apparating within short-range of their location.

Note: Transformation into an Obscurial lasts for three turns and can only be done once per battle

Note: Once the Obscurial transformation wears off, the user will only be capable of using three fields of Mahou up to A-rank for two turns, and no spells above S-rank for the remainder of the match (I'm an advocate for actual tangible restrictions for F-ranks so I'll say; no Mahou period, for two turns after the move ends, and no Mahou above A-rank for the rest of the match...possibly negotiable)

(Myoruniru) Mjolnir
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a rather clumsy wizard who found wands to be a tad too cumbersome, Mjolnir is a weapon unique in that "Mjolnir" refers moreso to a series of enchantments applied to an item of the user's attire rather than to the item itself. As such, Mjolnir's appearance can vary between those who have acquired the "weapon," and typically serves as their outfit/clothing. The enchantments granted onto Mjolnir grants it several unique properties; the foremost is that, due to being interwoven with the same materials as the user's wand, Mjolnir is capable of acting as a substitute for their wand. Spells and techniques produced through beams or projectiles/emissions can be released through the user's body (say Mjolnir, since the weapon is a piece of clothing not the body of the user itself), or have their effects instilled through physical contact with the target. Mjolnir is enchanted to be bound to the user's will, and as such cannot be made to act against them, altered from its original form or removed from the user's person through any means beyond the user's own volition (no, the inability to have a weapon removed from your person is not a convenience I condone. In the state of our RP if you manage to be compromised in such a way where you lose a weapon, it deserves to be lost). Finally, Mjolnir carries the capacity to form an enhancement in its wearer through a constant, natural surge of Mahou that's directed inwards. This enchantment reinforces and strengthens the user's abilities, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts, or a Slytherin will be capable of using the Gryffindor potion. (If this weapon is like a wand in that it can transfer users, I may consider allowing you to use magic of the opposite affinity of the user. Otherwise I will not. Considering LoK's elder wand has the capability and is a deathly hallow that can be transferred, I'm reluctant to give more members of the clan the same ability to dual use abilities from your clan) This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one).

~Declined~

(Sōsa no Miryoku) Operating Charm
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: N/A
Description: The Operation Charm is a spell that allows the user to create a spherical "Room" consisting of Mahou through the incantation "Ope". This "room" expands from the user's hand and surrounds the user in each direction up to mid-range, including below. This room is clearly visible, its borders being a light-blue hue, and can be entered and left at will as it is intangible and carries no interaction with other jutsu or materials outside of the jutsu's effects. The purpose of this "room" of Mahou is to increase the range of the user's spells (So you say here but...). Techniques that normally require a projectile of Mahou to be launched at a target can instead be invoked with the room acting as a medium, with the spell capable of taking place immediately on the target should they be within the room's area (but here you say another thing. This does not increase the range of the technique, it just creates a domain of instant casting. Either specify how it increases the range of spells or re-word the first part. As it is you have two abilities; one to increase the range and another to instant cast within your domain.). Similarly, spells that normally affect a single object at a time will become capable of taking effect on multiple objects/constructs so long as they are within the room's perimeter. The room cannot act as a medium for spells above S-rank, nor can it be used on spells that cause direct injury or harm to people or animals. Within the turn of activation, the user will be incapable of using spells S-rank and above. The Operation room lasts for a maximum of four turns, capable of being used twice per battle with a cooldown of two turns. Once per battle, the user will be capable of evoking a third usage should they choose, extending the room up to long-range during this usage (Long range is encompassing of everything past mid-range so specify a quantified number). This third usage only lasts three turns and cannot be used as a medium for spells above A-rank. Once the third usage is deactivated, the user will be incapable of using Charms above A-rank for two turns and other spells above S-rank.

Subbing these four instead

~Declined~
 
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Penguin

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With the 8 CCJ approved, this starts my PCCJ submissions.

1. ( Elder Wand ) - Chōrōnotsue
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+20 to Mahou and one field of Ninjutsu)
Description: The Elder Wand, also known as the Deathstick or the Wand of Destiny, is perhaps the most powerful wand to ever exist, far exceeding the normal capabilities of wands. Fabled as one of the Deathly Hallows, the Elder Wand is able to perform tremendous feats of magic that would normally be considered impossible even by the most skilled wizards. The Elder Wand, as well as being more powerful than other wands, is noticeably unique from other wands in its appearance, particularly because it bears carvings that resemble clusters of elderberries running down its length. One of the unique traits of the wand is that it allows the user to utilize any field of magic with equal skill; this means that should the user originally have a DADA specialty, he is able to utilize even Dark Arts as if he were a Dark Wizard and vice versa. This allows him to utilize magic with a mastery unlike seen before. Due to its thestral core, this also allows the user to utilize any single Ninjutsu field or element with the same level of mastery as his Magic specialties, similar to how basic wands are utilized. Due to the natural power of the mythical wand, there is a surge of chakra flowing through it, seeking to significantly empower spells used alongside it, infusing 10 more chakra into them passively. This chakra increase is applied in two ways: the first of which is to add 20 damage to the spell, increasing its power and lethality. The second of which is to augment the spell physically, which works by increasing both the range and nature of the spell (allowing them to gain a blackish hue from them which allows supplementary spells to deal additional Flagrant spell-like damage (burning on contact, searing pain) though this only Applies to projectile spells as well as beams/streams released by the user. Other spells just gain the hue and range increase ). Additionally, the Elder Wand is capable of performing advanced Transfigurations which allow him to conjure normally off limits, such as anything from the realms of custom elements the user has. These advanced transfigurations are, naturally, with limitation.
Note: Advanced Transfigurations can only be done once every three turns.
Note: Similar to normal wand exchanges, the Elder Wand can be lost and transferred to a new Clan member but only via death of the wandholder.
Note: As this is a CW, if the wand switches hands and goes to another user, if it is equipped this wand will become the new holder's CW

~Approved~
Mjolnir: Mark III - Mjolnir: Maruku III
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with , making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III. This increase of speed due to the Mjolnir: III armor stacks with other speed boosts provided from Mjolnir itself, but not from outside factors such as leg weights or curse marks.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S-ranked, the Repulsor Intake System can passively boost the jutsu by twenty points three times per battle, with a three turn cool-down usage before re-use.. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

✦ Update Declined, the speed boost stacking is a no and I removed the Forbidden rank usage in the last usage version that I approved. ✦
Mjolnir: Mark IV - Mjolnir: Maruku IV
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark IV is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark IV upgrades were made with , making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark IV variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke or mist to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark IV's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark IV was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark IV.

Repulsor Intake System: One of Mjolnir: Mark IV's final upgrades was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S-ranked or higher, the Repulsor Intake System can passively boost the jutsu by twenty points with a three turn cool-down usage before re-use. In the case of elemental attacks, the repulsor intake system can benefit the user's primary elemental specialty by the same level of power by coating the jutsu in the same repulsor energy.

Solar Panel Enhancements: The Mjolnir: Mark IV armor was chakra taxing, as well as the Mandalorian clan techniques. To combat this, Mand'alor the Indomitable enhanced his armor with one final upgrade that was more simple than he first imagined. The Mandalorian Warlord installed solar panels on parts of his armor that integrates the energy into his armor, and when the weather permitted it would begin to store chakra at a rate of 20 per turn. However, if someone were to use a b-rank fire jutsu to create thunder clouds, manifest a downpour of rain that covers the sky, etc. the panels would have a harder time leeching energy from the sun, only reserving a measly ten chakra per turn, decreasing it's efficiency by half. The armor's threshold for energy storage caps out at 400 chakra points, with chakra efficiency being Mjolnir: Mark IV's biggest strong suit.

The only downside to the Mjolnir: Mark IV armor is that the technology is just not advanced enough to have all of these abilities activated at one time, lest the armor short-circuit and become unusable for the rest of the battle. The Solar Panel Enhancements and the Repulsor Intake system are the only technologies of the armor that cannot be used in conjunction with each other, even though they are passive boosts, because the Solar Panel Enhancements are similar to that of a "low power mode" whereas the Repulsor Intake System is based off the opposite principles sacrificing chakra efficiency for power . Every other ability of the armor can be active with either of the two abilities. The user of Mjolnir: Mark IV can mentally activate/deactivate one of the two modes at the beginning of their turn, with the ability being passively activated.

Note: Must post Mjolnir: Mark IV and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: Only one of the boosts can be used per turn, not both
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

~For LoK~

¤ Update Declined, the Repulsor being used on above S rank powered attacks is still a no. Explain clearly what the stored chakra is used for as that's the only way it will be allowed to be used, not alongside any latent fuuinjutsu or other chakra enhancing abilities. Basically, the stored chakra will only be allowed to do what this jutsu states it is used for. ¤
 
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BusinessManTeno

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CC APPROVAL:


Permission From Clan Creator To Be Second Head And To Submit Customs


Noahs Ark
Type: N/a
Rank: N/a
Range: N/a
Chakra: N/a (-10 to open the ark)
Damage: N/a
Description: Noahs Ark is the home to each and every Noah. Normally this would be a landmark, but the Noahs Ark is beyond the realm of space and time which home is only stationary beyond space itself thus not making Noahs Ark stay in a stationary landmark. A Noah Clansmen create a distortion in space and time, creating a purple hue. This is the entry/exit way for the arc, which nobody except those of the Noah Blood can enter or a mark from A noah clansmen giving permission. If any intruders try to sneak onto the arc, their bodies would rip apart the moment they try and step into the distortion though this does not mean they cant sneak on through other means such as FTG, or other S/T jutsu methods that allow instant entry. On The outside, the Arc appears as a huge gold cube. Inside is a huge city roughly the size of a village. With each Noah being designated a part of the Arc each having a unique room to their liking. Each room is as big as a battlefield, and made specifially to their liking thus allowing one to have fights or spars. The Arc can not be used for fighting/battle purposes. It is simply the home in which the clan can use as a mean of sneak attacks, infiltration, or even retreating.

Note: Each Noah has Access to the ark
Note: A Noah can mark only one person, per visit to the arc.
Note: This is a passive technique, and is only referenced as a base of operations. Meaning it has no value for battle purposes.

¤ Declined, this doesn't fall under any of the 3 forms of Spatial Manipulation in the Noah Clan ( Stretching/folding space, bending space, or collapsing space ). This creates a hole in space, essentially. This isn't within the abilities of the clan.


Blessings Of Space
Type:Supplamentary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/a
Description: Blessings of space is the the main jutsu used for the spatial gradient partion of the clans ability. With the ability to to increase, or decrease the space between the user and opponent, or increase the spacce with a jutsu in itself. There are two applications to this jutsu. Extension, and Retract.

Extension: Extension is the extended portion of the space distortion for this technique but has two applications. The first portion is used to augument the length of the jutsu used, being able to be passively paired with any jutsu that travels or appears around the opponent such as summons. (Meaning this cant be used on jutsus such as chidori, or rasengan etc) This happens by the user addining an aditional handseal to a technique, increasing the space around the jutsu. This stretches out how far the jutsu can travel, allowing jutsus to jump a range. Meaning, short jutsus will expand up to mid range, and mid range jutsus will expand up to long range. While the second portion of this is used to extend the space between the user and opponent. By extending the space between the two, the user will not appear one rank further. This can be used to "Dodge" a technique. If a mid range jutsu is used the user can extend the space being in long range, making the technique miss.

Retraction: Retraction is the retracted portion of the spatial distortion but has two applications to it. It can be used to decrease the space between said jutsu with the opponent making the users jutsus travel faster. By doing this a lightning jutsu will appear twice as fast towards the opponent. Even though this technique does not have a set speed, and the opponent can likely see the attack spite the speed increase, its fast enough to where the opponent cant string more than one handseal. While the other portion is decreasing the space around the jutsu not inbetween. By doing this, it allows the jutsu to shrink in times traveled. By doing this, it makes the opponent jutsu decrease one range. From Long to Mid and Mid to Short.

Note: Each Application that is applied to the users technique is passive but still counts as a turn meaning the jutsu can be used in the same time frame
Note: The jutsu can be used a Max of 5 Times with a 1 turn cool down.

¤ Declined, for starters, not allowing the first with things like summonings or other living entities. You can stretch physical and tangible objects that occupy space only. The increasing of a range needs a more definite number, one range alone isn't enough. Choose an actual number of how much an object is stretched proportionately, such as an object is stretched 5 meters, or 10 meters, etc. The second portion of Extension needs to be it's own technique; can't allow one tech to extend your own techs and/or extend the distance of actual space in one technique.

Retraction needs to be refined a lot more. You make this too much by stating things like it moves so fast, the opponent can't get more than a handseal off. This needs a set speed on how much it increases the technique's speed, such as folding the space in between techniques in half, increasing the speed of technique it is utilized alongside by 2x. Because of the nature of the clan's ability, every technique submitted will need clear boundaries and defined limits. The second portion of this also needs to be a separate technique. If I may suggest, one tech for usage on your own techs, another tech for usage on actual space. The restrictions will likely alter when resubmitted so we'll touch on those if needed then. ¤
 
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Gobi Gobletsson

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Updating following techniques;



(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions. This consumes no time, allowing a spirit to be instantly summoned to the field in dire situations.

Aspect of the Tortoise; Kame no Sokumen (カメの側面)
The first of the four specialized spirits which specializes primarily in defensive qualities. Tortoise spirits vary in size. Typically, a tortoise can at maximum size reach up to short-range, however depending on the spirit summoned it can also be smaller. As mentioned the tortoise offers many defensive qualities, which the user can utilize in battle through either object infusion, partial infusion, or full body infusion.
Object Infusion: Infusing the spirit of the tortoise into an inanimate object will coat it in its ethereal essence, granting it defensive qualities. For example; infusing the tortoise into a simple rock will coat it in its essence, allowing the object to move of its own accord and gain the qualities of the tortoise. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the tortoise causes the rock to harden to a high degree and grants it defensive qualities that are within the strength of the ethereal energy (outlined in the clan submission). The object infused with the tortoise spirit will gain temporary resistance to S-Rank sources of damage.
Partial Infusion: A partial infusion with the spirit of a tortoise will allow the tortoise to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly defensive qualities for the duration of the infusion, becoming able to resist A-Rank sources of damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the tortoise to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of a tortoise will form around the user, taking the size and shape of the tortoise spirit itself. The tortoise’s body offers an A-Rank defense while in its tangible state and will interact with elements as per outlined in the clan submission. The ethereal tortoise body formed around the user itself will possess no weight, allowing it to move as fast as the user’s body is capable of without hindering them. Additionally, all other attributes added which are outlined in the Fullbody Infusion apply.​

Aspect of the Polar Bear; Shirokuma no Sokumen (シロクマの側面)
The second of the four specialized spirits which specializes primarily in offense and strength qualities. The polar bear spirits can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the polar bear prides itself on its strength. The user can access these attributes through object infusions, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the polar bear into an inanimate object will coat it in its ethereal essence, granting it offensive qualities. For example; should the user infuse the polar bear into a lump of rocks it will allow it to move of its own accord and gain the qualities of the polar bear. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the polar bear cause the object in question to gain incredible offensive abilities. Strikes made with the infused object will result in A-Rank physical damage. For example, should the user infuse the spirit of the polar bear into a sword it will cause the sword to naturally inflict A-Rank physical damage upon contact with targets.
Partial Infusion: A partial infusion with the spirit of a polar bear will allow the polar bear to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly offensive abilities for the duration of the infusion. The user’s Taijutsu, Kenjutsu, and Bukijutsu will gain +20 in damage for the duration.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the polar bear to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the polar bear will form around the user taking the size and shape of the polar bear itself. While not specialized in defense the polar bear’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal polar bear body formed around the user itself will possess no weight allowing it to move as fast as the user’s body is capable of without hindering them. The offensive abilities the polar bear grant while in this state allow strikes with its ethereal body to inflict A-Rank physical damage while in its tangible state. These strikes have a short-range reach. Additionally the user’s body becomes much stronger as well, allowing the user’s Taijutsu, Kenjutsu, and Bukijutsu to inflict +20 damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.​

Aspect of the Wolf; Ōkami no Sokumen (オオカミの側面)
The third of the four specialized spirits which specializes in speed. The wolf spirit can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the wolf prides itself on speed. The user can access these attributes through object infusion, partial infusion, or fullbody infusion. The spirit of the wolf itself can move quite quickly on the battlefield, being about twice as fast as a Kage-ranked ninja.
Object Infusion: Infusing the spirit of the wolf into an inanimate object will coat it in its ethereal essence, granting it agile qualities. For example; should the user infuse the wolf spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the wolf, allowing the speed of those rocks to move at twice the speed of a Kage-ranked ninja. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a wolf will allow the wolf to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain incredible speed and agility for the duration of the infusion. The user’s speed will increase to be equivalent to that of twice their normal speed. Subsequently, with the increase in speed their Taijutsu damage will be increased by +10.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the wolf to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the wolf will form around the user, taking the size and shape of the wolf itself. While not specialized in defense the wolf’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal wolf body formed around the user itself will possess no weight allowing it to move without hindering the user. Additionally the user’s body and the wolf will become able to move at three times the user’s base speed. Strikes made by the user and the wolf have a short-range reach and allows the user’s Taijutsu to gain +10 in damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.​

Aspect of the Chameleon; Kamereon no Sokumen (タコの側面)
The fourth of the specialized spirits which specializes in pure supplementary uses. The Chameleon spirit can vary in size but will typically be large enough to fit in short-range, however depending on the spirit summoned can also be smaller. As mentioned the Chameleon prides itself on its supplementary applications in battle. Its capability to change to various colours attunes with the user's elemental affinity in a variety of ways. The user can access these attributes themselves through object infusion, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the chameleon into an inanimate object will coat it in its ethereal essence, granting qualities pertaining the wielder's elemental affinity. For example; should the user infuse the chameleon spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the elemental affinity choosen, allowing said infusion to carry the properties of their elemental affinity, donning said object that is infused with a flame-like shroud of chakra donning the object. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a chameleon will allow the chameleon to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain a boon affiltrated to their elemental affinity. The user’s elemental affinity will increase equivalently to give a +15 damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the chameleon to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the chameleon will form around the user, taking the size and shape of the chameleon itself. While not specialized in defense, attack or agile speed as previously mentioned Genkis, the chameleon's ethereal body will remain in an intangible state, and does not offer some defensive capabilities, unlike the other varations of this technique. The ethereal chameleon body formed around the user itself would naturally possess no weight allowing it to move without hindering the user. Additionally the chameleon will further aid the user by giving another boon all entirely, however still affiltrated with the user's elemental affinity. After fullbody infusing with the chameleon it will grant powers alike to those in its partial infusion, however ontop of so make devoid of all hand signs and replace such with movements, hand gestures, and otherwise still warn-giving signs. This of course only pertains the users affinity. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.​

''Seishin Tenrai'' is not an exception of restrictions, and as such the user is capable of only summoning two Genkis per battle. Different Genkis can't be summoned at the sametime. If the user attempts 2 Fullbody Infusions in battle (ofc with different spirits), he'll die at the end of the second infusion. Should a Genki while under the influence of Object Infusion sustain damage, it is capable of receding from the object in time, and remain on the field for further use. A particular Genki can at maximum stay on the field for 6 turns. Object infusions reduce the time on field in 1 turn per use. Partial infusions reduce the time on field in 2 turns per use. Full body infusion can only be sustained for 4 turns max(However, should there only be three turns left of the time duration or less, being Fullbody infused allows it to remain on the field till the four turns are over.) but prevents the use of other infusions and, when terminated, willingly or for timing out, releases the Genki back into the Pure Realm. The techniques becomes available upon receiving the rank of Katsuryoku Initiate.

Mine

□ Approved. Edits made. □
[/I]
Resubmitting the above;

(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions. This consumes no time, allowing a spirit to be instantly summoned to the field in dire situations.

Aspect of the Tortoise; Kame no Sokumen (カメの側面)
The first of the four specialized spirits which specializes primarily in defensive qualities. Tortoise spirits vary in size. Typically, a tortoise can at maximum size reach up to short-range, however depending on the spirit summoned it can also be smaller. As mentioned the tortoise offers many defensive qualities, which the user can utilize in battle through either object infusion, partial infusion, or full body infusion.
Object Infusion: Infusing the spirit of the tortoise into an inanimate object will coat it in its ethereal essence, granting it defensive qualities. For example; infusing the tortoise into a simple rock will coat it in its essence, allowing the object to move of its own accord and gain the qualities of the tortoise. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the tortoise causes the rock to harden to a high degree and grants it defensive qualities that are within the strength of the ethereal energy (outlined in the clan submission). The object infused with the tortoise spirit will gain temporary resistance to S-Rank sources of damage.
Partial Infusion: A partial infusion with the spirit of a tortoise will allow the tortoise to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly defensive qualities for the duration of the infusion, becoming able to resist A-Rank sources of damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the tortoise to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of a tortoise will form around the user, taking the size and shape of the tortoise spirit itself. The tortoise’s body offers an A-Rank defense while in its tangible state and will interact with elements as per outlined in the clan submission. The ethereal tortoise body formed around the user itself will possess no weight, allowing it to move as fast as the user’s body is capable of without hindering them. Additionally, all other attributes added which are outlined in the Fullbody Infusion apply.

Aspect of the Polar Bear; Shirokuma no Sokumen (シロクマの側面)
The second of the four specialized spirits which specializes primarily in offense and strength qualities. The polar bear spirits can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the polar bear prides itself on its strength. The user can access these attributes through object infusions, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the polar bear into an inanimate object will coat it in its ethereal essence, granting it offensive qualities. For example; should the user infuse the polar bear into a lump of rocks it will allow it to move of its own accord and gain the qualities of the polar bear. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the polar bear cause the object in question to gain incredible offensive abilities. Strikes made with the infused object will result in A-Rank physical damage. For example, should the user infuse the spirit of the polar bear into a sword it will cause the sword to naturally inflict A-Rank physical damage upon contact with targets.
Partial Infusion: A partial infusion with the spirit of a polar bear will allow the polar bear to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly offensive abilities for the duration of the infusion. The user’s Taijutsu, Kenjutsu, and Bukijutsu will gain +20 in damage for the duration.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the polar bear to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the polar bear will form around the user taking the size and shape of the polar bear itself. While not specialized in defense the polar bear’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal polar bear body formed around the user itself will possess no weight allowing it to move as fast as the user’s body is capable of without hindering them. The offensive abilities the polar bear grant while in this state allow strikes with its ethereal body to inflict A-Rank physical damage while in its tangible state. These strikes have a short-range reach. Additionally the user’s body becomes much stronger as well, allowing the user’s Taijutsu, Kenjutsu, and Bukijutsu to inflict +20 damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.

Aspect of the Wolf; Ōkami no Sokumen (オオカミの側面)
The third of the four specialized spirits which specializes in speed. The wolf spirit can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the wolf prides itself on speed. The user can access these attributes through object infusion, partial infusion, or fullbody infusion. The spirit of the wolf itself can move quite quickly on the battlefield, being about twice as fast as a Kage-ranked ninja.
Object Infusion: Infusing the spirit of the wolf into an inanimate object will coat it in its ethereal essence, granting it agile qualities. For example; should the user infuse the wolf spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the wolf, allowing the speed of those rocks to move at twice the speed of a Kage-ranked ninja. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a wolf will allow the wolf to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain incredible speed and agility for the duration of the infusion. The user’s speed will increase to be equivalent to that of twice their normal speed. Subsequently, with the increase in speed their Taijutsu damage will be increased by +10.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the wolf to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the wolf will form around the user, taking the size and shape of the wolf itself. While not specialized in defense the wolf’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal wolf body formed around the user itself will possess no weight allowing it to move without hindering the user. Additionally the user’s body and the wolf will become able to move at three times the user’s speed. Strikes made by the user and the wolf have a short-range reach and allows the user’s Taijutsu to gain +15 in damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.

Aspect of the Chameleon; Kamereon no Sokumen (タコの側面)
The fourth of the specialized spirits which specializes in pure supplementary uses. The Chameleon spirit can vary in size but will typically be large enough to fit in short-range, however depending on the spirit summoned can also be smaller. As mentioned the Chameleon prides itself on its supplementary applications in battle. Its capability to change to various colours attunes with the user's elemental affinity in a variety of ways. The user can access these attributes themselves through object infusion, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the chameleon into an inanimate object will coat it in its ethereal essence, granting qualities pertaining the wielder's elemental affinity. For example; should the user infuse the chameleon spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the elemental affinity choosen, allowing said infusion to carry the properties of their elemental affinity, donning said object that is infused with a flame-like shroud of chakra donning the object. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a chameleon will allow the chameleon to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain a boon affiltrated to their elemental affinity. The user’s elemental affinity will increase equivalently to give a +20 damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the chameleon to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the chameleon will form around the user, taking the size and shape of the chameleon itself. While not specialized in defense, attack or agile speed as previously mentioned Genkis, the chameleon's ethereal body will remain in an intangible state, and does not offer some defensive capabilities, unlike the other varations of this technique. The ethereal chameleon body formed around the user itself would naturally possess no weight allowing it to move without hindering the user. Additionally the chameleon will further aid the user by giving another boon all entirely, however still affiltrated with the user's elemental affinity. After fullbody infusing with the chameleon it will grant powers alike to those in its partial infusion, however ontop of so make devoid of all hand signs and replace such with movements, hand gestures, and otherwise still warn-giving signs. This of course only pertains the users affinity. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.

''Seishin Tenrai'' is not an exception of restrictions, and as such the user is capable of only summoning two Genkis per battle. Different Genkis can't be summoned at the sametime. If the user attempts 2 Fullbody Infusions in battle (ofc with different spirits), he'll die at the end of the second infusion. Should a Genki while under the influence of Object Infusion sustain damage, it is capable of receding from the object in time, and remain on the field for further use. A particular Genki can at maximum stay on the field for 6 turns. Object infusions reduce the time on field in 1 turn per use. Partial infusions reduce the time on field in 2 turns per use. Full body infusion can only be sustained for 4 turns max(However, should there only be three turns left of the time duration or less, being Fullbody infused allows it to remain on the field till the four turns are over.) but prevents the use of other infusions and, when terminated, willingly or for timing out, releases the Genki back into the Pure Realm. The techniques becomes available upon receiving the rank of Katsuryoku Initiate.

¤ Declined, SIGNIFICANTLY decrease. This technique should not half of this length for what it is. ¤

Resubmitting;

[/url]

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

✦ Both Approved ✦

(Keshin no Jorth) Δ Jorths Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-40 (-10 per turn to sustain)
Damage points: 30-80
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Apprentice (C-rank) and higher ranked Katsuryoku Pledged (S -rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns, preventing usage of Clan techniques for 1 turn.

¤ Approved ¤
 
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The_Empire

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1 of 4 Personal Kiyoshi Custom Clan Jutsus

(Kamekameha) Kamekameha
Rank: B-S
Type: Offensive
Range: Short - Long
Charka Cost: 20 -40 (-10 to redirect the attack)
Damage Points: 40 - 80
Description: The user cuffs there hands and gather up there Pure Chakra in there hands into a sphere of energy. The user pushes there hands forward releases the energy out and create a big sphere in front and right behind it a stream of energy is connected to it. The user can also with additional chakra can redirect the steam of energy if trying to go around an obstacles and if someone avoids the stream of energy to try to attack them again. The user can only do that twice per usage.
-A rank only used 4 times per battle
-S rank only used twice per battle with a turn in between usage usage
-Redirection can only be redirected once with S rank usage

Some Looks

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¤ Declined, This has been done before. The only difference is the chakra source and as Kiyoshi Pure Energy isn't really unique in properties, there isn't much new to allow this. ¤
 
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Punk Hazard

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(Gantoretto no Mugen) Infinity Gauntlet
Type: Weapon
Rank: F
Range: N/A
Chakra: N/A
Damage: N/A
Description: A powerful artifact, the Infinity Gauntlet was forged through Mahou shortly after the formation of the wizarding school of Hogwarts. As the name implies, the artifact takes the form of a gauntlet; the gauntlet was forged by interweaving an Elder-type wand of Thestral Tail Hair into the mold of the weapon, magically bound to golden chakra metal to cover the wooden frame and complete the Gauntlet's form. As such, the Gauntlet is capable of functioning as the wearer's wand, carrying out all basic functions that a normal one would possess. Due to being forged through Mahou, the Gauntlet possesses several enchantments in both abilities and functionality. In the case of the latter, the Gauntlet allows the wearer to retain all the dexterity they would normally posses, doing nothing to hinder the functions of the hand while offering basic protection(freeform attacks and basic weapons). The true power of the Gauntlet comes in the form of an enchantment that allows the Gauntlet to store and harness the power of several magical items known as the Infinity Stones, two of which are naturally bound to the Gauntlet by default while the others can be collected and added(will be submitted as customs).

-Power Stone: The Power Stone is a purple gem embedded in the thumb of the Infinity Gauntlet. Representing the House of Slytherin, the Stone represents raw power and energy. The stone offers a passive boost to the user's power, granting them physical prowess on par with that of the Second of the Eight Inner Gates. This enhancement also applies to the user's magical abilities; the Stone and strengthens the user's Mahou, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one). Once every other turn, the user is able to access the active ability of the Power Stone, allowing them to increase the effectiveness of a technique, enhancing its abilities by either +20 to damage or chakra depending on the mechanics of the jutsu's functionality. This ability can only be activated four times per battle with a 2 turn break in between usages.

-Reality Stone: The Reality Stone is a red gem embedded in the index finger of the Infinity Gauntlet. The Reality Stone passively enhances the capabilities of the user's Transfiguration spells, allowing them to Transform matter into energy and vice versa, as well as Conjure forth hybrids of matter and energy. Once per turn, the user can access the Stone's active ability to enhance their Transfiguration spells further, allowing them to perform Transfiguration without a beam up to mid-range as well as contend with technique's up to one-rank higher than its normal capacity, not including Forbidden ranked Transfigurations. The Stone's active ability can only be activated three times per battle.

Note: The user can only wield the active power of a maximum of two Stones per turn
Note: When two Stones are actively used in a single turn, no Stones can be used in the next turn

¤ Approved, made edits ¤
 
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Drackos

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(Zokyo: Nendai no Shunketsu) – Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s physical body and attributes through an infusion of Prana. When activated the user's body will develop a dimly glowing aura of Prana to signify the change. Each Augmentation possesses four tiers; as the tiers ascend in level their drawbacks increase accordingly. Servant ranked Surgebinders and higher are capable of augmenting two of their attributes through a single use of this technique. Combining Augmentations, while effective, can only be performed up to a maximum combination of four. For example, the user could combine a Tier 3 and a Tier 1 Augmentation, or two Tier 2 Augmentations. The rank of this technique reflects the collective value of Augmentations used; one is B-Rank, two is A-Rank, and three and four are S-Rank. Only Servant ranked Surgebinders and higher can utilize Tier 3 Augmentations. Heroic Spirits and higher are capable of utilizing Tier 4 Augmentations. Each Augmentation lasts up to four turns and has the ability to be used twice per battle, however this technique in its entirety can only be used 3 times.

Strength of Heracles - The Twelve Labors
In this Augmentation the user will increase the physical strength of their whole body. The user will become capable of resisting and breaking out of physically restraining techniques equivalent to the rank of their Augmentation (B-Rank/A-Rank/S-Rank). The user becomes capable of lifting larger and heavier objects when augmented; tier one and two allows the user to lift objects like the Dropping Lid. Tier three and four allows the user to lift objects like the Great Stone Golem. Tier one activation increases Taijutsu damage by +15. This increases by increments of five per tier until Tier 4, which grants +30 damage. Through their heightened physical strength the user will also become able to leap far greater distances than they would otherwise. Tier one activation allows the user to leap in any direction by five meters; this is increased by an additional five meters per tier. Once this Augmentation ends the user’s physical strength, and subsequently their Taijutsu damage, will fall by the same value it was boosted by and they will become incapable of jumping for the same duration that it was used. The backlash lasts for as long as the Augmentation was kept active.

Speed of Atalanta – Huntress of the Wild
In this Augmentation the user will increase the speed of their whole body. This boost extends past simple running speed; it allows them to perform all actions with far greater speed, like their Taijutsu/Kenjutsu strikes. Tier one activation increase the user's speed by 1.5x. This increase by increments of .5x per tier until Tier 4, which grants 3.0x. While this Augmentation is active, the user can apply their enhanced speed to avoid techniques within logical limitations, taking into account size and speed. Doing so requires the user to use one of their three moves per turn, bar on the turn of initial activation. When this Augmentation ends, the user’s speed will fall by the same degree for the same duration it was active by. For example, using the tier 2 activation will cut the user’s speed to one-third of the original.

Invincibility of Achilles – Immortal Vessel
In this Augmentation the user will increase the durability of their body against external attacks. This enhancement extends past simple physical durability allowing the body to sustain massive forces without sustaining damage. During this Augmentation the user’s body becomes numb to pain, making pain release from Genjutsu impossible, and also become immune to burning, freezing, electrocution, and corrosion. Tier one activations renders the user immune to C-Rank and below techniques. This increases by increments of one rank until Tier 4, which grants immunity to S-Rank techniques and below techniques. This Augmentation does not constitute an immunity to internal techniques such as Fūinjutsu that seals the user or Genjutsu. When this Augmentation ends, the user’s body becomes a greater degree more fragile. Tier one backlash increases the damage the user sustains by 30, tier two backslashes increases the damage the user sustains by 40, tier three backlash increases the damage the user sustains by 60, and tier four backlash increases the damage the user sustains by 80. This vulnerable state persists for as long as the user kept the Augmentation active.

~Declined~
I said in my previous check if you were to go with the tier augmentation route, you'd have to condense your jutsu into 2 primary abilities at most. I feel you could lump together durability and strength and reduce the potency for one of them if you're adamant about having both abilities together.
(Zokyo: Nendai no Shunketsu) – Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B – S
Range: Short
Chakra: 20 – 40
Damage: N/A
Description: The technique deals primarily in augmenting the user’s physical body and attributes through an infusion of Prana, which is signified by a dim emitted glow. Each Augmentation possesses four tiers; as the tiers ascend in level their drawbacks increase accordingly. Servant ranked Surgebinders and higher are capable of augmenting two of their attributes, strength and speed, through a single use of this technique. Combining Augmentations, while effective, can only be performed up to a maximum combination of four. For example, the user could combine a Tier 3 and Tier 1 Augmentation, or two Tier 2 Augmentations. The rank of this technique reflects the collective value of Augmentations used; one is B-Rank, two is A-Rank, and three and four are S-Rank. Only Servant and higher ranked Surgebinders can utilize Tier 3 Augmentations, and can combine up to three. Heroic Spirits and higher are capable of utilizing Tier 4 Augmentations, combining up to the maximum of four.

Strength of Heracles – The Twelve Labors
In this Augmentation the user will increase the physical strength and durability of their whole body. During this Augmentation, the user’s physical form becomes capable of shattering physical restraining techniques equivalent to the rank of the Augmentation. The user also gains an immunity to pain, making pain release from Genjutsu impossible. Because their body is honed, the user becomes immune to burning, freezing, electrocution, and corrosion. . The user is now able to lift significantly larger objects when augmented; augmentation up to tier 2 allows the user to lift objects like Dropping Lid. Augmentation to tier 4 allows the user to lift objects like the Great Stone Golem. Tier 1 activations increase the user’s Taijutsu damage by +10, and grants immunity to D-Rank and below techniques. This increases by increments of five damage and one increased rank of immunity until Tier 4, which grants +25 damage and immunity to A-Rank and below techniques. After this Augmentation ends, the user’s body suffers backlash and becomes weaker and significantly more vulnerable. The user’s Taijutsu will fall by the same value it was boosted by and they will sustain increased damage from injuries by the same amount as their durability was boosted by. This vulnerable state persists for as long as the user kept the Augmentation active.

Speed of Atalanta – Huntress of the Wild
In this Augmentation the user will increase the speed of their whole body. This boost extends past simple running speed; it allows them to perform all actions with far greater speed, like their Taijutsu and Kenjutsu strikes. Tier 1 activations increase the user’s speed by 1.5x. This increases by increments of .5x per tier until Tier 4, which grants 3.0x. While this Augmentation is active, the user can apply their enhanced speed to avoid techniques within logical limitations, taking into account size and speed. Doing so requires the user to use one of their three moves per turn, bar on the turn of initial activation. Likewise, the user becomes able to leap far greater distances than they would normally. Tier one activation allows the user to leap in any direction by five meters; this is increased by an additional five meters per tier. When this Augmentation ends, the user’s speed will fall by the same degree for the same duration it was active by. For example, using the tier 2 activation will cut the user’s speed to half.

¤ Declined, okay so I'm not going to allow the mixture of these and the drawbacks for some seem non-existent. There is no real drawback to using the higher rank abilities such as no x abilities for y turns. Increased damage when techs land needs to be coupled with that, for example, in the case of the first one. I personally don't allow x3 or +30 in strength or speed without some tradeoff in exchange, i.e. something needs to drop or be lowered as a tradeoff for going beyond the normal cap (+20/x2) while in use. Also, no duration limit? I notice one in the quoted version but not the new submission. ¤


(Busou: Seiki no Senshuken) – Surge of Armament: Centuries of Champions
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Summoned within short-range)
Chakra Cost: 40
Damage Points: N/A
Description: This technique employs the use of generic Noble Phantasms that can be sorted into seven different 'classes'. No two Noble Phantasms will be identical in appearance as thousands of these generic weapons exist within the Throne. They can be made of any material and may also exhibit appearances which aren't reflective of their composition. All of the weapons in every class will possess special traits, augment the user's body in some way and possess a 'release' ability. The one trait all of the weapons share is that all of them are capable of levitation and will remain in a state of suspended animation when not being wielded. Upon contact with a Noble Phantasm, the process of leaking prana into the user's body occurs both instantly and passively. These enhancements vanish when the user is disarmed or if the weapon is released but it will occur again when contact is re-established. Noble Phantasms will also possess 'Release' abilities where the weapon will emit prana, elementally-infused prana or prana-infused elemental attacks. These abilities as well as those which stem from a weapon's unique composition can be initiated with a simple mental command. This requires no other input from the user, allowing them to be performed while the user is free to use other techniques. Summoned weapons will last indefinitely but this will prevent the user from calling up from further Noble Phantasms while they're on the field, though they can be returned to the Throne instantly. The user can only summon one of the Noble Phantasms contained within this technique once every four turns.

Blades of the Saber
The user will summon an indestructible sword of any type from the Throne, be it a katana, a scimitar, a cutlass or any other bladed weapon that possess a hilt. Each sword will belong to one of five categories, namely the basic five elements. Fire-based swords will seamlessly melt through whatever they touch and lightning-based ones will fatally electrocute upon contact. Earth-based ones will immediately petrify whatever they touch, turning them into brittle stone upon striking something. Wind-based ones will phase through whatever they touch but this means they will also incapable of blocking anything themselves (e.g. it will allow the opponent's weapon to pass through it during weapon clashes). In the case of people, the blade will cut their chakra network after phasing into them, preventing the affected parts of the body from molding chakra. Water-based ones will have the have the fluidity of a liquid, allowing it to flow like water and be reshaped accordingly. However unlike wind, the water can be made to exhibit solidity and clash with tangible entities. It should be noted that the effects only apply to the blade of the sword and not the hilt/handle. Upon contact with the user's body or attire, the hilt will also leak a copious amount of prana into their body. This will enable handsealess usage of the chosen element while the weapon is being held and will augment their chakra system every time a technique containing that particular nature is used, which will boost it's by potency one rank or +20 damage in the case of S-Ranks and above. Once per turn, by swinging the sword, prana-infused arcs/crescents of the chosen element in the shape of the user's slashing motion will be emitted from the blade. This is A-Ranked, has a mid-range reach and will count as a move.

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

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Noble Phantasms in this class will be split into the basic five elements. While the user's body/attire is in contact with their Noble Phantasm, it will leak prana into their body to augment the power of the chosen element in the same way as Blades of the Saber. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon use and can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased. Wind, Fire and Lightning-based ones will instead be capable of releasing S-Rank prana-infused beams, waves or blasts of the chosen element from anywhere on the Noble Phantasm. This can be done once per turn, has a long range reach and will count as one of the user's three move slots.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. Upon making contact with the user's body/attire, prana will flood into their body and this will augment the movement speed of their whole body, granting them a x2 speed boost. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Once per turn, the user can release the chakra within the weapon to coat the tip in an S-Rank layer of prana-infused lightning. This coating can be a maximum of short-range in dimensions, can be any shape and will last until neutralized. Noble Phantasms in this class will possess the ability to enter and exit the Throne instantly, the entire process occurring as fast as Minato's Flying Thunder God technique. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will not possess any of the abilities barring flight and control via mental commands. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all of them will collectively count as one move. The extension ability will only count as a move when it is used to attack.

Armour of the Berserker
The user will summon an armour on to their body, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. It can also possess additional limbs and appendages such as spikes, tendrils, prehensile tails and wings capable of flight. These armours will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will destroy the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts. Normally armours are powerless in defending the user's body against large-scale techniques. Thus armours created for this class of Noble Phantasm are constructed to absorb impact forces so effectively that the user will sustain no damage beneath it even when they fall from colossal heights or are struck by massive techniques. All armours in this class will be capable of reshaping and extending weapons, limbs or protrusions. The second ability will occur upon the armour making contact with the user's body or attire, as a large concentration of prana is flooded into their being. This will augment the strength of their entire body to the point all of their physical Taijutsu and Kenjutsu techniques increase by +20 damage. Once per turn, through movement, A-Ranked katon-infused blast(s) of prana in the shape of the motion will be released from the armour. These blasts will burn on contact, have a mid-range reach and will cost a move.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their ability to mold and control chakra. This will essentially bolster their chakra control beyond to the point they will become capable of using the Chakra Transfer technique. Techniques that require the user to slam their hands on the ground can instead be performed by stomping a foot. It will also translate to an increased skill in performing techniques which require expert control chakra, namely Genjutsu and Fuuinjutsu. This will enable handsealess usage of both skills and will also boost the rank of A-Rank and below techniques of both fields by one. However this boost will not be applicable to Fuuinjutsu techniques which seal, limit or restrict the opponent's ability to use techniques (e.g. Multiple Infinite Embraces). The prana infusion will also render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. If the user releases the phantasm or is somehow disarmed, they can control it's movement through mental commands in order to return it to their grasp. Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a cloak and mask from the Throne onto their body, with the former manifesting over their current attire and the latter forming around their face. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. Upon contact with their body or attire, the mask will leak a concentrated amount of prana into the user's body. This will translate to an increased skill in performing basic Ninjutsu techniques, allowing them to be used without the need for handseals. Meanwhile the cloak will employ a prana infusion in order to render the user's body immune to all forms of sensory abilities and techniques. Their increased proficiency in performing Basic Ninjutsu will grant the user the ability to use advanced versions of the most basic skills (canon E-Rank ninjutsu). The Water Walking technique will become applicable to swamp and all other liquids, allowing the user to walk, run and stand on these surfaces. The user will also become capable of creating illusionary projections of chakra that appear completely real until they're attacked, both instantly and passively. Once per turn, the user can release a prana-infused mist from the cloak that's ten times heavier than air, making it impossible to blow away. The mist is A-Ranked, spreads out to mid-range and costs a move to use.

~Declined~
We're going to talk about this one and resubmit it together.
(Busou: Seiki no Kihei) – Surge of Armament: Century of Cavalry
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long (Summoned within Short-Range)
Chakra: 40
Damage: N/A
Description: This technique is used to summon generic Noble Phantasms that can be sorted into a ‘Cavalry’ class of warrior. All weapons in the Cavalry class will possess special traits, augment the user’s body in some way, and possess a ‘release’ ability. All weapons are capable of levitation and remain in a state of suspended animation when not being wielded. Coming in contact with a Noble Phantasm causes the Prana to leak into the user’s body. These enhancements vanish when one is disarmed or if the weapon is returned to the Throne but will occur again when contact is re-established. The release ability allows the weapon to emit Prana, elementally-infused Prana, or Prana-infused elemental attacks; these abilities are performed with simple mental commands. Summoned weapons remain on the field indefinitely, but this will prevent the user from summoning additional Noble Phantasms while they’re on the field, though they can be returned to the Throne instantly. The user can only summon one Noble Phantasm contained within this technique once every four turns and prevents the user from summoning other Noble Phantasms from other techniques for two turns.

Chariot of the Rider
The user will summon a chariot, golem, fortress, or anything else that can be ridden or mounted. All Noble Phantasms in this class are formed from Prana-infused Earth and are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to survive an A-Rank technique. The golems can come in any shape or form, whether it’s animalistic, humanoid, hybrid, or monstrous. Large-scale Phantasms will displace the user’s body in the same way as summons do if they’re manifested beneath them. While the user’s body is in contact with the Noble Phantasm, it will leak Prana into their body to augment the user’s Earth Release. While the Noble Phantasm is composed of Earth, it is actually hollow and filled with a viscous fluid from the Swamp of the Underworld. This enables the Noble Phantasm once per turn to release Prana-infused blasts of swamp at a target, its size being restricted to the size of the Noble Phantasm summoned. This counts as an A-Rank ability.

Grimoire of the Caster
The user will summon a ‘spellbook’ onto their person. Despite its appearance, the book sustains the ability to defend against A-Rank and below offensive techniques without taking damage. Upon contact with the user’s body, the book leaks Prana into them and supplements their ability to mold and control chakra. This enhancement enables the wielder to utilize the Chakra Transfer Technique, given their significantly improved chakra molding capabilities. Techniques that require greater chakra control are also enhanced in their efficiency, namely Fuuinjutsu. This reduces the strain on the user’s chakra reserves, reducing their effective chakra cost by half. The user becomes able to perform Fuuinjutsu with half the required hand seals. Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user summons a cloak and mask from the Throne onto their body, with the former manifesting over their current attire and the latter forming around their face. Both cloak and mask can defend against all freeform damage. Unlike other Noble Phantasms, the Masks of the Assassin do little to augment the user’s body or strength; rather it serves to augment the user’s ability to perform deceptive techniques with greater control and prowess. This enhancement is conferred upon contact with the user’s body with both cloak and mask. The user’s basic Ninjutsu is improved allowing them to create illusionary projections of chakra that appear completely real until they’re attacked, both instantly and passively. These illusionary projections, while inherently harmless, are restricted only by the user’s imagination and the situation they are in at the time. Within the cloak are numerous daggers formed from Prana-infused metal. These daggers, used identically to kunai, effectively produce no noise when thrown or used. This includes even noise from air resistance and collision with other objects. Once per turn, the user can release a Prana-infused mist from the cloak that is ten times heavier than air, making it nearly impossible to blow away. The mist Is A-Ranked, spreads out to mid-range, and costs a move to use.

(Busou: Seiki no Kishi) – Surge of Armament: Century of Knights
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Summoned within short-range)
Chakra Cost: 40
Damage Points: N/A
Description: This technique is used to summon generic Noble Phantasms that can be sorted into a ‘Knight’ class of warrior. Noble Phantasms can be made of any material and may exhibit appearances which aren’t reflective of their composition. All of the weapons in every Knight class will possess special traits, augment the user’s body in some way, and possess a ‘release’ ability. All weapons are capable of levitation and remain in a state of suspended animation when not being wielded. When one comes into contact with a Noble Phantasm, the process of leaking Prana into the user’s body occurs. These enhancements vanish when the user is disarmed or if the weapon is returned to the Throne but will occur again when contact is re-established. Noble Phantasms’ Release ability allow the weapon to emit Prana, elementally-infused Prana, or Prana-infused elemental attacks; these abilities are performed with simple mental commands. Usage of the Release abilities allows the user to simultaneously perform other tasks. (vague. Letting you know rn, that if you're trying to tack on multiple techniques in a time frame it will likely not happen as long as I'm checking) Summoned weapons remain on the field indefinitely but this will prevent the user from summoning additional Noble Phantasms while they’re on the field, though they can be returned to the Throne instantly. The user can only summon one Noble Phantasm contained within this technique once every four turns.

Blades of the Saber
The user will summon a sword of any type from the Throne, be it a katana, scimitar, cutlass, or any other type of bladed weapon that possesses a hilt. Each sword belongs to one of five categories, namely the basic five elemental natures. These blades possess characteristics that match with their elemental nature. Fire-based swords seamlessly melt through whatever they touch. Lightning-based swords fatally electrocute those who make contact with them. Earth-based swords petrify whatever they touch, turning them into brittle stone upon striking something. Wind-based ones slice through targets cleanly. Water-based swords have the unique ability of being shaped into forms that the user desires (Then it's not a sword, come up with something more relevant within the bounds of the saber class). It should be noted that these above effects only apply to the sword itself, not the hilt that it is attached to. Upon contact with the user’s body or attire, the hilt will also leak Prana into their body. This enables handseal free usage of the chosen element while the weapon is being held and augments their chakra system every time a technique of that particular element is used, which boosts its potency by one rank, or +20 damage in the case of S-Ranks and above. (Bootleg 7 swordsman abilities) Once per turn, by swinging the sword, Prana-infused arcs/crescents of the chosen element in the shape of the user’s slashing motion will be emitted from the blade. This is A-Rank, has mid-range reach, and will count as a move.

Really generic, ripoff of Seven Swordsman abilities. Nothing in this is really unique other than the defined base properties of the swords for each element. Try focusing on that and less about the other enhancements. Not going to grant no-hand seals for elements. That is already too overplayed with other weapons.

Armor of the Berserker
The user will summon an armor on to their body, which will envelop them fully or partially. In the case of full body armors, by default they will not conceal the user’s eyes or mouth unless specified otherwise. Summoned armors can possess additional limbs and appendages such as spikes, tendrils, prehensile tails, and wings capable of flight. These armors will be both weightless and flexible at the joints, meaning they do not hinder the user’s movement. The armors are incredibly durable, able to survive damage from A-Rank and below techniques (except at the joints, where the armor is weakest, let's add that bit of realism. Oh and B-rank, since there does not seem to be a turn limit for how long these things last). The armor is also capable of blocking one S-Rank technique, but this results in the armor being returned to the Throne. The armor is insulated from electrical currents and extreme heats and can absorb huge amounts of force from massive impacts (remove, pointless to include since we already established this as a jutsu tank.). When coming in contact with the user’s body the armor leaks Prana into the user’s body; this results in all physical techniques, Taijutsu and Kenjutsu, are increased by +20 damage. Once per turn, through movement, A-Rank fire-infused blast(s) of Prana will be released from the armor. These blasts will burn on contact and have mid-range reach. (Not very armor like, remove it)

This is descent. Only qualm is the A-rank tanking quality for a non-turn specified jutsu. If you had this for a clear turn limit, that would be another story. I'll let you keep the 1 S-rank tank. This can also translate into 2 A-ranks, an A and a B-rank, or any combination of techniques equating to a standard S-rank technique. Find something else than a blast to put at the end of this. An armor is something that shields/makes you more durable. Keep in line with that.


Spears of the Lancer
The user will summon a two-meter long spear, staff, lance, or polearm from the Throne into either of their hands. When the weapon makes contact with the user, Prana will flood their body and this augments their movement speed, granting an x2 speed boost. The weapons are slightly elastic, allowing use for pole vaulting and can be used to extend their length (define a length). The speed of extension is twice of the user’s base speed, while retraction occurs at the same speed. Once per turn, the user can release the chakra within the weapon to coat the tip in an S-Rank layer of Prana-infused lightning. This coating can be a maximum of short-range in dimensions, can be formed in any shape (spear like shapes only), and lasts until neutralized.

Probably the most solid one.

Chariot of the Rider
The user will summon a chariot, golem, fortress, or anything else that can be ridden or mounted. All Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to survive A-Rank techniques. The golems can come in any shape or form, whether it’s animalistic, humanoid, hybrid, or monstrous. Large-scale Phantasms will displace the user’s body in the same way as summons do if they’re manifested beneath them. Noble Phantasms in this class are split into the five basic elements. While the user’s body/attire is in contact with the Noble Phantasm, it will leak Prana into their body to augment the power of the chosen element in the same way the Blades of the Saber. Earth-based Phantasms will be constructed of rock while Water-based ones will be made of water that is effectively solid. This water can be used as a source for Water Release techniques; when used for such purposes, the Noble Phantasm is capable of regenerating lost water passively (no, you'll need to have continuous chakra pouring into it for such a thing). Since the water is infused with copious amounts of Prana, it can’t be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased (hell no). Wind, Fire, and Lightning-based ones will instead be capable of releasing S-Rank Prana-infused beams, waves, or blasts of the chosen element from anywhere on the Noble Phantasm. This can be done once per turn and has a long range reach, counting as a move. (.............)

This one is the most iffy since it's just a structure and you try to do too much with it for what it actually is or is supposed to be.

Overall, this is still too long. It can be condensed by removing a lot of the unnecessary things like trying to generate some offensive functionality to clearly supplementary or defensive entities (armor, chariot, etc). Certain things in here require sustained chakra so you should do that for the chakra info part of the jutsu. Certain things also need a turn counter. Also, that "attire" thing where you try to maintain the functionality of your specified boost when you may not actually be touching it is a no no. So work on that, work on shortening this. Work on not listening to NK because he has some bad habits I'm noticing are being passed onto you in your submissions.

Let's also get some drawbacks or restrictions going on in here.

Declined
(Busou: Seiki no Kishi) – Surge of Armament: Century of Knights
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long (Summoned within short-range)
Chakra: 40
Damage: N/A
Description: This technique is used to summon generic Noble Phantasms that can be sorted into a ‘Knight’ class of warrior. All weapons in the Knight class will possess special traits, augment the user’s body in some way, and possess a ‘release’ ability. All weapons are capable of levitation and remain in a state of suspended animation when not being wielded. Coming in contact with a Noble Phantasm causes the Prana to leak into the user’s body. These enhancements vanish when one is disarmed or if the weapon is returned to the Throne but will occur again when contact is re-established. The release ability allows the weapon to emit Prana, elementally-infused Prana, or Prana-infused elemental attacks; these abilities are performed with simple mental commands. Summoned weapons remain on the field indefinitely, but this will prevent the user from summoning additional Noble Phantasms while they’re on the field, though they can be returned to the Throne instantly. The user can only summon one Noble Phantasm contained within this technique once every four turns and prevents the user from summoning other Noble Phantasms from other techniques for two turns.

Blades of the Saber
The user summons a sword of any type from the Throne. Each sword belongs to one of five categories, namely the five elemental natures. These blades possesses characteristics that match that elemental nature. Fire-based swords seamlessly melt through whatever they touch, lightning-based swords fatally electrocute those who make contact with them, earth-based swords petrify whatever they touch, wind-based ones slice through targets cleanly, and water-based ones have the ability to disarm opponents through a thinly lined layer of viscous water. This water, acting as a glue-like solvent, attracts other weapons and sticks them to the blade. They can then be dropped off the weapon afterwards. These effects only apply to the sword, not the hilt that it is attached to. Prana will leak into the user’s body when in contact with the sword. This augments their chakra system every time a technique of that particular element is used, which boosts its potency by one rank, or +20 damage in the case of S-Ranks and above. Once per turn, by swinging the sword, Prana-infused arcs/crescents of the chosen element in the shape of the user’s slashing motion will be emitted from the blade. This is A-Rank, has mid-range reach, and counts as a move.

Armor of the Berserker
The user summons an armor on their body, which will envelop them fully or partially. In the case of full body armors, by default they will not conceal the user’s eyes or mouth unless specified otherwise. Summoned armors can possess additional limbs and appendages such as spikes, tendrils, prehensile tails, and wings capable of flight. The armors are weightless and flexible at the joints, meaning they do not hinder movement. The armor can survive B-Rank and below techniques through its durability except at the joints. The armor at the joints can only survive up to C-Rank techniques. The armor is capable of blocking one S-Rank technique, but this results in the armor being returned to the Throne. When coming in contact with the user’s body the armor leaks Prana; this results in all physical techniques, Taijutsu and Kenjutsu, are increased by +20 damage. Once per turn the user is able to release an A-Rank fire infused defensive wave of Prana from their armor. This wave, acting as a defensive shell, can reach up to short-range from the user’s position. The wave will burn on contact and transport non-living material and energy to the Throne, with respect toward chakra values.

Spears of the Lancer
The user will summon a two-meter long spear, staff, lance, or polearm from the Throne into either of their hands. When the weapon makes contact with the user, Prana will flood their body and augment their movement speed, granting an x2 speed boost. The weapons are slightly elastic, allowing use for pole vaulting and can be used to extend their length by up to 15 meters. The speed of extension is twice of the user’s base speed, while retraction occurs at the same speed. Once per turn, the user can release the chakra within the weapon to coat the tip in an S-Rank layer of Prana-infused lightning. This coating can be a maximum of short-range in dimensions, forming any spear-like shape possible. Lasts until neutralized.

Bow of the Archer
The user summons a bow as well as a quiver full of arrows onto their back. The quiver appears with a strap that is fastened to the user’s body. Upon contact wit the bow, the user’s body is flooded with Prana. This enhances the user’s sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity allows them to see through clouds of dust, mist, or heavy rain. Their eyes become capable of following quicker targets, translating to a tracking increase of x3. Because the arrows are infused with Prana, they will not be subject to air resistance or gravity and will continue perpetually. The arrows exhibit an extreme sharpness against generic weapons and tools, allowing them to cleanly slice through without being deflected off their trajectory. Once per turn, by pulling back on the bowstring and releasing it, long stream(s) of wind-infused Prana will be emitted from the front of the bow. This wind takes the form of a large arrow which, when fired, will track be directed toward a foreign target with the greatest chakra signature. This counts as an A-Ranked ability and possesses a long-range reach.


¤ Declined on request ¤

New Submission (8th CCJ of the clan, assuming these others get approved):

(Zokyo: Shinpi no Jidai) – Surge of Augmentation: Era of Mystery
Type: Supplementary
Rank: D – S
Range: Short
Chakra: 10 – 40
Damage: N/A
Description: The Era of Mystery deals primarily in augmenting the user’s vision to perceive beyond what is physically possible. When any of these augmentations are applied the user’s iris will shift to a dimly glowing color usually matching the user’s Prana. Unlike other Augmentations, these can only be used exclusively of each other and can never be used in conjunction. Each Augmentation can last for varying periods of time and has a period of drawback which lasts proportional for the amount of time that the augmentation was used for. Regardless of application, Era of Mystery can only be used thrice per battle.

Eyes of the Beast
In this augmentation the user will infuse their eyes with Prana to confer the ability of nature and emotional awareness. Eyes of the Beast is the lowest rank Augmentation, D-Rank, because it does not confer the ability to see longer distances, track greater speeds, or allow various forms of precognition. This skill is akin to emotion sensory in that it enables the user to visually become aware of another’s current nature and emotional state, which reveals itself as a shift in color of the person within the user’s gaze. For example, an enemy in combat will appear a shade of red to the user which signifies their killing intent. Another may appear blue for peaceful emotions, or purple for lustful emotions. While similar to the nature of sensory abilities, one must have a line of sight to their subject. Eyes of the Beast lasts up to four turns; because of the limited abilities of this augmentation, the drawbacks will only limit the user from utilizing other Augmentations for the same time that this skill was active for. Eyes of the Beast becomes available to Surgebinders of the Guardian/Wraith rank.

(Sounds good, tho D rank is too low imo and it kinda resembles a more visual Emotion Sensing)

Archer’s Perception
In this augmentation the user will infuse their eyes with Prana to confer a small array of visual enhancements necessary for high speed combat and archery. Archer’s Perception is a B-Rank application of Era of Mystery. When activated, the user’s tracking and reaction capabilities are enhanced by 2x. The user also gains access to varying levels of telescopic sight, depending on their rank within the clan. Servant ranked members become able to see through objects one landmark beyond their position, while Heroic Spirit and higher ranked members become able to see up to two landmarks from their current position. Archer’s Perception lasts up to four turns. When Archer’s Perception expires, the user will suffer drawbacks for the same duration that it was active for. The user’s tracking speed will be reduced by 25% of their current level. The user will also suffer from hyperopia; becoming unable to see through objects, the user’s vision will become blurry and obscure things beyond mid-range of their position. Archer’s Perception becomes available to Surgebinders of the Servant rank.

(This is just Byakugan's vision based abilities replicated and made better for higher ranks. The telescopic part is a no)

Clairvoyance
In this augmentation the user will infuse their eyes with Prana to confer the ability of Clairvoyance. As the highest rank of Augmentation, Clairvoyance is an S-Rank application of Era of Mystery and is only available to Heroic Spirit ranked members and the Divine Spirit. Unlike Archer’s Perception, when Clairvoyance is activated it confers no tracking enhancements, allows the user to see no further than they would normally. Instead, it enables the user to see both past and future with clarity. Because Clairvoyance only confers knowledge and precognition upon the user, it makes it unsuitable for swift use in battle; the user is unable to track faster attacks, and even if they know an attack is coming they may be unable to react beforehand simply because of the limitations on their body’s speed. That said, Clairvoyance stands as the strongest application of Era of Mystery and allows the user for its duration to see both past and future with impunity once per turn. Clairvoyance lasts for a maximum of three turns. After which the user becomes unable to access the Era of Mystery for four turns. The user also becomes unable to use Prana-based skills, other than Noble Phantasms already present on the battlefield, for two turns.

(I'm very skeptical and wary of any time based abilites, and seeing the future or past isn't outside of that; the only way I'd allow anything of the sort is through custom clans that are designed for time based abilities and require direct contact for it to be used and lasts while in contact.
 
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Penguin

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Mjolnir: Mark IV - Mjolnir: Maruku IV
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark IV is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark IV upgrades were made with , making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark IV variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke or mist to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark IV's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark IV was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark IV.

Repulsor Intake System: One of Mjolnir: Mark IV's final upgrades was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S-ranked or higher, the Repulsor Intake System can passively boost the jutsu by twenty points with a three turn cool-down usage before re-use. In the case of elemental attacks, the repulsor intake system can benefit the user's primary elemental specialty by the same level of power by coating the jutsu in the same repulsor energy.

Solar Panel Enhancements: The Mjolnir: Mark IV armor was chakra taxing, as well as the Mandalorian clan techniques. To combat this, Mand'alor the Indomitable enhanced his armor with one final upgrade that was more simple than he first imagined. The Mandalorian Warlord installed solar panels on parts of his armor that integrates the energy into his armor, and when the weather permitted it would begin to store chakra at a rate of 20 per turn. However, if someone were to use a b-rank fire jutsu to create thunder clouds, manifest a downpour of rain that covers the sky, etc. the panels would have a harder time leeching energy from the sun, only reserving a measly ten chakra per turn, decreasing it's efficiency by half. The armor's threshold for energy storage caps out at 400 chakra points, with chakra efficiency being Mjolnir: Mark IV's biggest strong suit.

The only downside to the Mjolnir: Mark IV armor is that the technology is just not advanced enough to have all of these abilities activated at one time, lest the armor short-circuit and become unusable for the rest of the battle. The Solar Panel Enhancements and the Repulsor Intake system are the only technologies of the armor that cannot be used in conjunction with each other, even though they are passive boosts, because the Solar Panel Enhancements are similar to that of a "low power mode" whereas the Repulsor Intake System is based off the opposite principles sacrificing chakra efficiency for power . Every other ability of the armor can be active with either of the two abilities. The user of Mjolnir: Mark IV can mentally activate/deactivate one of the two modes at the beginning of their turn, with the ability being passively activated.

Note: Must post Mjolnir: Mark IV and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: Only one of the boosts can be used per turn, not both
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

~For LoK~

¤ Update Declined, the Repulsor being used on above S rank powered attacks is still a no. Explain clearly what the stored chakra is used for as that's the only way it will be allowed to be used, not alongside any latent fuuinjutsu or other chakra enhancing abilities. Basically, the stored chakra will only be allowed to do what this jutsu states it is used for. ¤
Mjolnir: Mark IV - Mjolnir: Maruku IV
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark IV is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark IV upgrades were made with advanced technologies the rest of the world have yet to posses, making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark IV variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke or mist to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark IV's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark IV was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark IV.

Repulsor Intake System: One of Mjolnir: Mark IV's final upgrades was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using the Repulsor Energy jutsu , the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. This has no affect on forbidden ranked techniques. In the case of elemental attacks, the repulsor intake system can benefit the user's primary elemental specialty by the same level of power by coating the jutsu in the same repulsor energy.

Solar Panel Enhancements: The Mjolnir: Mark IV armor was chakra taxing, as well as the Mandalorian clan techniques. To combat this, Mand'alor the Indomitable enhanced his armor with one final upgrade that was more simple than he first imagined. The Mandalorian Warlord installed solar panels on parts of his armor that integrates the energy into his armor, and when the weather permitted it would begin to store chakra at a rate of 10 per turn. However, if someone were to use a b-rank fire jutsu to create thunder clouds, manifest a downpour of rain that covers the sky, etc. the panels would have a harder time leeching energy from the sun, only reserving a measly five chakra per turn, decreasing it's efficiency by half. The armor's threshold for energy storage caps out at 200 chakra points, with chakra efficiency being Mjolnir: Mark IV's biggest strong suit. The energy stored in the armor is simply a reserve for the user to conserve their energy, nothing more. The wielder of the armor can use the stored energy as an alternative source for chakra related techniques instead of drawing it out of their own chakra pool. This makes long, drawn out battles easier on the Mandalorians due to their powerful chakra taxing abilities.

The only downside to the Mjolnir: Mark IV armor is that the technology is just not advanced enough to have all of these abilities activated at one time, lest the armor short-circuit and become unusable for the rest of the battle. The Solar Panel Enhancements and the Repulsor Intake system are the only technologies of the armor that cannot be used in conjunction with each other, even though they are passive boosts, because the Solar Panel Enhancements are similar to that of a "low power mode" whereas the Repulsor Intake System is based off the opposite principles sacrificing chakra efficiency for power . Every other ability of the armor can be active with either of the two abilities. The user of Mjolnir: Mark IV can mentally activate/deactivate one of the two modes at the beginning of their turn, with the ability being passively activated.

Note: Must post Mjolnir: Mark IV and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: Only one of the boosts can be used per turn, not both
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin

¤ Approved, made edits to better fit WSE usage ¤
 
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