Custom Clan's Jutsu Submission

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Gobi Gobletsson

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(Kōrudo no Ijisu) Δ Svalinn's Aegis
Rank: B-S
Type: Defense
Range: Short
Chakra Cost: 20-40 (-10 per turn)
Damage Points: N/A
Description: Korudo no Ijisu is based on the basics of Genki manipulation, using "Kūki no Yōna" or Ethereal energy in a purely defensive manner.. Once a sacrificial portion of chakra have been given, the user finds themselves capable of bending a Genki into submission, whether it is a generic genki or a specially summoned genki. Through such, the user will forcefully create an invisible dome reaching a short-range radius with the user as the epicenter. When anything attempts to enter said dome, the Genki will, upon its own will, turn tangible while simultaneously expanding outwards with ethereal energy. This allows the genki to push aside any and all in its path, leaving the user unharmed unless an attack of great enough power can break through the energy. Of course, the barrier takes on the strengths and weaknesses of said genki, and like other genki manipulation techniques would be able to pick and choose which solids it would affect when in a tangible state. A useful aspect of the barrier is when an attack that doesn't destroy but weakens the barrier hits, the user can replace the barrier with a brand new genki with a cost of one of the allotted usages, basically ''regenerating'' the shield. The most unique trait of this defensive mechanism is that it not only defends from attacks that aim to physically harm the user, but will also defend against foreign chakra through a process similiar to the technique (Hakai Sokushitsu) Δ Destructive Concubine. When foreign chakra is aimed to affect the user, instead of becoming tangible, the genki can opt to feed on the foreign chakra itself, according to rank of course. Meaning a B-rank genki used to create the barrier can eat away foreign chakra of a B-rank or lower technique and so forth. Korudo no Ijisu comes in different powers however, depending on the user's title within the House. Apprentices are yet unable to access this technique, while Initiates can only make use of the lesser version of the technique. Pledged, Elders and The Voice are capable of accessing the stronger version should they find it necessary. This technique comes with a usage limit, being four times per battle, and only 2 times for S-rank Genki.

✦ Declined, for starters if referencing another CCJ, link it's approval in the post for clarity. This needs a duration limit as well ( 1 for S with 1 more turn up to 3 for B rank ) and a clear no to regeneration. You reference two different Genki jutsu and both will need to be linked before this can possibly be approved. ✦
(Kōrudo no Ijisu) Δ Svalinn's Aegis
Type: Defensive
Rank: B – S
Range: Short
Chakra: 20 – 40 (-10 per turn)
Damage: N/A
Description: Svalinn’s Aegis is based on the bascis of Genki manipulation, using Ethereal energy in a purely defensive manner. Once a sacrificial portion of chakra has been given the user bends a Genki into submission, whether generic or specially summoned. Through such, the user will forcefully create an invisible sphere reaching a short-range radius with the user as the epicenter. When anything attempts to enter said sphere, the Genki will, upon its own will, turn tangible while simultaneously expanding outwards with ethereal energy. This allows the genki to push aside any and all in its path, leaving the user unharmed unless the sphere is broken through with a strong enough attack. Of course, the barrier takes on the strengths and weaknesses of said genki, and like other genki manipulation techniques would be able to pick and choose which solids it would affect when in a tangible state. The most unique trait of this defensive mechanism is that it not only defends from attacks that aim to physical harm the user, but will also defend against foreign chakra through a process similar to the technique (Hakai Sokushitsu) Δ Destructive Concubine. When foreign chakra is aimed to affect the user, instead of becoming tangible, the genki can opt to feed on the foreign chakra itself, according to rank of course. Meaning a B-Rank genki used to create the barrier can eat away foreign chakra of a B-Rank or lower technique and so forth. Svalinn’s Aegis comes in different levels of strength depending on the user’s title within the House. Apprentices are yet unable to access this technique, while initiates can only make use of the lesser version of the technique. Pledged, Elders, and the Voice are capable of accessing the stronger version. This technique comes with a usage limit, being four times per battle, and only two times for S-Rank Genki.





✦ Declined, it's like you either didn't read my last check or didn't care for it when I clearly told you the limitations on it and you didn't go with them anyway. In addition to that, how does a sphere of Genki eat through foreign chakra? Your wording seems to imply this can affect chakra that used inside the opponent without traveling, like Genjutsu, but if the sphere is made to be around you, this doesn't make sense at all because it doesn't have.to travel pass it... ✦
 
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Lord of Kaos

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✦✦ Thread Reopened ✦✦

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Alright, checked and the usual rules and things apply. Will finish the other threads soon and reopen as well. The posts this time weren't as long but seeing as there are more clans with full submissions now, I suspect that will sadly change this cycle or next....
 
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Zaphkiel

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Submitting as .

Kagune CCW for reference:
(Kagune) Shining Child
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-20 each turn active)
Damage: N/A (-40 to user upon Activation and on each shape change, -10 per turn)
Description: Kagune is a very unique custom weapon, as instead of being composed out of minerals or materials, it is a parasitic organism, similar to Kisame Hoshigaki’s Samehada’s. Samehada is a sentient weapon that feeds on chakra. Kagune is a similar case, however, as it lack any proper physical form on it’s own, and as it lacks any way to make judgements and actions on it's own, it needs the control of a sentient/intelligent being. It is surgically implanted into it’s hosts spine, near the Central Nervous System via Medical Ninjutsu, and through this, responds to the users commands. The shape of it outside the users body is not defined as it is almost fluid, as it is red blackish in color, and very slime like parasite. Kagune needs to be implanted into the users spinal cord close to the central nervous system and using extensions it can connect itself to the spine at will. Kagune will connect to the users spinal fluid via extensions allowing the nerves of the user to control the organism from within. This process causes minor or medium levels of internal damage, depending on the location Kagune is implanted. Kagune, like any other parasitic organism can feed on it’s Host’s Chakra, which it uses to expand and harden it’s form, giving it the nickname “liquid muscle”. When Kagune expands and hardens it releases itself from the back of it’s Host, between the bones, tearing through the skin. From this point on, Kagune is activated, constantly requiring Chakra from the Host, as well as causing damage to their body, so long as Kagune remains active. Kagune’s connection, and general requirements for it’s activation, mean that it is technically an additional organ/ limb that the user can control at will. This limb has the durability of an A-Rank and can play on par with elemental techniques. It seamlessly and passively regenerates from attacks A-Rank and below within moments of the clash ending. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than A-Rank will shatter the Kagune but it can regenerate from them a limited number of times, namely twice from S-Ranks and only once from a Forbidden rank. Any further damage from techniques above A-Rank will result in the weapon becoming unusable for the remainder of the battle.

As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’s body, with their own unique usages, advantages and disadvantages. The location where the kagune will project itself out of will be necessary to give it the shape needed. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.

(Ukaku || 羽赫) Shining Feather
The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.

(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length.

(Rinkaku || 鱗赫) Shining Scales
The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length.

(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length.

► Can only be used by Six Pāths
► Shape can only be changed four times per battle
► Each shape change counts as a move
► Initial release counts as a move

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

Vanguards of the Sunlit Garden ♎ – As one would imagine, this ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called Jugo's Clan Cells from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase the quotient of awareness (tracking capabilities) by a factor of x2 while at the same time infusing his body with Natural Energy to provide a subtle +3 points added to his base speed (this costs -10 per turn). This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, and some types of Futon techniques up to C rank and Taijutsu techniques up to B rank. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon immediately feeding chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, fire beams of concentrated Kurochi up to long ranged (S ranked in power, costing 40 chakra and dealing 80 damage). This can only be done 3 times per conflict. One must note however, that by using the Quinque he forfeits the ability of using the Kagune until the Quinque is destroyed or cancelled.​
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White Knights of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Firstly, instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body (allowing the wearer to passively resist elemental techniques up to C ranked and Taijutsu up to B ranked), the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques an impressive +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge actual techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to a subtle Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc. This ability costs a move, counts as an S ranked technique (costing 40 chakra), and can only be done 3x per conflict. Unlike the Kagune, the Arata can change form as many times as necessary during its 5 turn duration, excepting to the Bikaku form, which would cost a move and behave as mentioned.​
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Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. This clan technique details a strange fusion of the three properties--with a twist. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black as per the actual color of Kurochi. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost. Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. As one would imagine, the extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. Due to the immense stress it takes on the user's chakra as well as physical well-being to bring forth and boost the Kagune, this technique is able to take another turn where the Claymore manipulates the cancerous Kagune sac located on the spine to spread even more throughout their bodies, fusing with muscles and organs, turning their entire bodies into a sort of makeshift Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black from the Kurochi infusion. The purpose of this, is to allow the Kagune to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. The main ability of this faction ability is where the Centurion can detach his/her Kagune as a semi-sentient being, with eyes, mouths, ears, etc. This detached Kagune can take any shape really, and can even be made in their image, however it won't possess much intelligence and instead acts as a distraction or recon, capable of recording events with any of its given senses. Upon reuniting with the Centurion this information can be relayed immediately. The detached Kagune is A ranked in strength and is resistant to elemental techniques of the same rank and below, costs an extra -10 chakra per turn to keep active, for up to 5 turns. Can be done 3x per conflict.​
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As one could observe, The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait an entire turn for the Kagune Sac to regenerate and then get ready to deploy again. Each ability requires a chakra tax of -10 per turn to keep active and each lasts 5 turns, excepting the first: Vangaurds of the Sunlit Garden, which lasts 4 turns.

Note: Each faction ability can only be used 3 times per battle
Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Each faction ability lasts 5 turns each, excepting the first one pertaining to Vanguards, which lasts 4.
Note: To switch between faction abilities the user must wait one full turn.
Note: Each faction ability damages the user by -20 per turn while active.
Note: "Chimeric Centurions of Aogiri"'s mutated Kagune organs behave and operate just like the regular organs of the body and as such can be used to gather data like any other sensory organ.
Note: The user can use the created organs of the last form to feed, instead of needing to eat the organism on its own.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.

✦ Declined, "subtle +3 to base speed" loool. I suggest you reread Korra's clan again as it appears you don't understand parts of the post; the abilities/guidelines for these are listed within the jutsu itself under the Specialists part. To recap it:

The Vanguards | 先駆者 | Senku-sha
Those who posses more offensive potential, are trained to be the Vanguards, the attackers of the clan. They are usually sent on stealth missions and overall raids, the first to be called upon for attack. Vanguards are very attack oriented and often times use their savagely hungry minds to block out all other minorities like pain. Vanguards are the fastest of the clan in physical speed. When Awakened, the Vanguard gains an impressive x2 speed bonus and a +10 boost to elemental techniques in this state while the Abyssal form grants x3 speed and +15 boost to elemental techniques. Their Awakenings are attack oriented having many blades and spikes and so on making them very fast and efficient in close quarters.

The Aegis Core | イージスコア | Ījisukoa
These were the 'tanks' of the clan, who were able to withstand crushing blows and pressure. They hold impressive strength to their Taijutsu techniques, even in free form they can easily break bones and sever limbs of their opponents. Their Awakened forms grants them +10 to regular Ninjutsu and clan techniques as well as +10 to Taijutsu while their Abyssal forms grants them +20 to regular Ninjutsu and clan techniques as well as +20 to Taijutsu. This faction's Abyssal and Awakened Ones normally have shields, plates, and other formations which usually emphasize on defense instead of mobility.

The Centurions | センチュリオン | Senchurion
These are the brains of the clan, they plan battle tactics and troop movements. Arguably the most important faction. Being naturally smarter Centurions have quicker minds and heightened senses, allowing their Awakened forms to grant them the tracking capabilities of a 1T Sharingan while increasing the damage to their Genjutsu by +10. The Abyssal form of Centurions then grant them the tracking abilities of a 2T Sharingan and adds a further +20 to Genjutsu techniques.
The abilities of this need to directly elate to this, not be altered drastically to the point you wouldn't be able to tell they are supposed to be these three specialists types. These things I bolded are what these specialists are supposed to be based on in relation to their powers. Heightened intelligence doesn't translate to a full body Kagune that doesn't have any intelligence... ✦

Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: E-S
Range: Short
Chakra Cost: 5-40 (-X per turn from target, -10 per turn active)
Damage: 10-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, subdermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".
Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat (carrying the damage of whichever ranked variant is active. E.g. The C ranked variant would allow the user C ranked damage with his attacks) as well as release Kureimoa to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the rank of each variant used, for example the C ranked version would allow C ranked applications. Costs a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few inches from the skin, which means the Kureimoa would have to be very close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.

Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of each variant used, for example the C ranked version would allow C ranked applications. Costs a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 3 meters should it be exposed.


Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the opponent of a mere 30 points of chakra, but as the contact is maintained, over time, this value begins to double for every turn the Kureimoa stays in contact with the enemy for a maximum of 5 turns. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.​

Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)

Note: Each variant lasts 5 turns each, excepting S which lasts 4
Note: A ranked variant requires a two turn cool down upon deactivation
Note: S ranked variant requires a three turn cool down upon deactivation and can only be done 3x an event. Once used the Kureimoa cannot perform clan techniques above A ranked for the next two turns after it ends.

✦ Declined, I started to make edits to make it approvable but the more I got going the harder it became. The third usage is too much how it is described; for starters, it's not going to absorb chakra on a doubled rate each turn. For five turns, that is 480 chakra last turn and 930 chakra in all, just from contact when the point of the clan is to eat chakra. Each form lasting 5 turns is a clear no, this also doesn't need to be multiranked from C to S, A to S is fine with Flow of Conquest being S while the other two are A. Conquest needs to last 3 turns max and at best, absorb 50 chakra in one turn. You aren't eating it thus aren't gaining as much ad you can gain that way. ✦

Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+20 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by passively coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi, and the ability to be manipulated by the Kureimoa whether from close or at a distance similar to how Kurochi is manipulated. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire, and the Kureimoa will be able to guide this fireball with Kurochi chakra control for a sure hit almost everytime. The infused element is in no way passively boosted by Cruel Hegemony as all techniquesn of said affinity will still carry their normal attributes like chakra cost and damage. This technique is passively applied to the Kureimoa's strongest chakra nature (primary affinity) of the five base affinities (I.e. no CE's, HA's, KKG, etc) and must be declared in the bio or at the start of the match. Cruel Hegemony can also be used as a trigger type technique to infuse other elements in the Kureimoa's arsenal including the special element of Rain (Ameton), by adding an extra 20 chakra to them in return for a damage boost of equal proportions.

Note: Must be stated on Kureimoa bio and/or at the beginning of each match
Note: Passive variant can be deactivated and activated at will
Note: Trigger type activation can be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Triggered activation enquires a turn cool down between usages.

✦ Declined, why is this unranked and passive? Just because the clan may or may not passive abilities does not mean you can just create one like I told Priest. This also needs to apply to elements and nature's you directly release from your person as well as have a duration limit. This is a normal boosting jutsu for all intents and purposes no matter how nicely worded it is and needs to be created/checked like other boosting techs and as such, needs a duration limit, restrictions on use and after use and an overall cap on how many times it can be used ✦
Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10/20 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire.Water techniques become severely discolored, looking very murky while Doton techniques become pitch black--even the tiny particles. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body such as the hands, mouth, feet, etc. When applied to the Kureimoa's strongest chakra nature (primary affinity) of the five base affinities (I.e. no CE's, HA's, KKG, etc) the technique takes only 10 chakra each time it is activated but 20 for all other elements.

Note: Lasts 4 turns with each usage
Note: Can only be performed 3x by Heartless Ones and below and 4x by Phantasmal Ones and up
Note: Can only be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Requires a 2 turn cool down once it ends.
Note: Usable members of Ghoul rank and above.

✦ Approved, took parts out ✦

Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: A-S
Range: Short
Chakra Cost: 30-40 (-X per turn from target, -10 per turn active)
Damage: 60-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, sub-dermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".

Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as a chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat which can obscure vision, helping in close quarters, or simply defend from free form attacks, as well as release Kurochi to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the Flow of Divinity's rank, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few meters from the skin, which means the Kureimoa would have to be close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.​
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Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of the Flow of Absolution, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 5 meters should it be exposed.​
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Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the target of 50 points of chakra, but as the contact is maintained, over time, this value stacks for 3 turns, adding up to 150 points of chakra removed at maximum. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.
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Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)

Note: The first two Flows can only be used 2x by Heartless Ones and below while 3x by Phantasmal Ones and above. The last Flow can only be done 3x, regardless of rank.
Note: Each variant lasts 4 turns each, excepting S-Ranked Conquest which lasts 3
Note: Flows of Divinity and Absolution require a two turn cool down upon deactivation
Note: Flow of Conquest requires a three turn cool down upon deactivation.

✦ Approved, edited bits. ✦
 
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Punk Hazard

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]Resubmitting as clan leader, Completely revamped for the most part, so no bolded.



Akuma no Wana|Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals

Seresutiaruintento|Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn
Note: S-rank and above requires the usage of two handseals

✦ Both Approved ✦

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn

✦ Approved ✦

Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A-S
Range:Short
Chakra: 30-40
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val can be either A or S-rank, with the S-rank version being usuable a max of three times per battle and requiring a cooldown of two before being used again, with the Enochian needing to be Archangel rank and above to make use of the S-rank version. Should the S-rank version be used, the user will be incapable of using S-rank and above Val techniques the same and following turn.

-Strength-Enhancement Sigil: As the name implies, this Sigil was created to enhance the strength of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a one-turn cooldown between usages. This Sigil cannot be activated at the same time as the Speed-Enhancement Sigil and the user cannot use any Val techniques above S-rank the same turn of activation.

-Speed-Enhancement Sigil: As the name implies, this Sigil was created to enhance the speed of the user, being written in Runes that translate to “Velocity” in the Enochian language. Like the Strength Enhancement Sigil, this Sigil grants the user the property of empowerment and draws in large amounts of Natural Energy, increasing the flow and creating a large boost in their physical energy. This boost in physical energy reinvigorates the Enochian, allowing them to push their bodies past their usual limits to move at faster paces, increasing their speed to levels equivalent of a Second Gate user when their body is in movement. While in use, the Sigil sustains itself by sapping -10 chakra from the user every turn it is activated, and limits the user to S-rank and below Val-related abilities while it is active. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a one-turn cooldown between usages. This Sigil cannot be activated at the same time as the Strength-Enhancement Sigil and the user cannot use any Val techniques above S-rank the same turn of activation.

- Hellhound’s Roar: The user will activate an S-rank Sigil located on the base of his palm that consists of two Runes, one appearing as a large fang intersecting a crescent moon, with the fang aligned vertically and the moon aligned horizontally and with Runes in the gaps that translate to “Hellhound” in the Enochian language. Once activated, the Sigil inscribes the user’s body with the crushing force property of Malefic Val. The effects can be spread throughout the user’s entire body, or focused through a particular point, such as a fist or foot. The crushing pressure is released outwards, capable of affecting objects upon physical contact with the user’s body. Upon striking a target, it would appear as though the user’s fist, foot, etc. has pierced into the target. In reality, the crushing force emitting from the user’s body would be released onto the point of impact, causing it to cave in due to the immense compression. The effect lasts for three turns, whether partially or completely manifested, and can be dispelled prior to this. Once dispelled, the shroud cannot be recreated for two turns and can only be used by Enochians of Archangel rank or above twice per battle. During the turn of activation, the user will be unable to utilize S-rank and above Val techniques.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of any A-rank and below Val technique by one rank and +15 to techniques of other natures. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a one-turn cooldown in between each usage by Enochians of the Archangel rank and above.

✦ Declined, first sigil doesn't really need to be A and S rank, one or the other will do. If A rank, a usage cap needs to exist; if S, the one now is good. Second sigil is fine, third is okay as well, though I'd feel better if it had either a larger gap in between usage or an overall usage cap. The fourth one, what does "partially or completely manifested" mean? If I understand this right, the malefic val would make it appear as if the item you're in contact with has caved in, similar to cartoon punches and manga hits. For obvious reasons, this cannot linger beyond the turn used it in or it's too much. For the last sigil, 1 rank to Val techs and +15 to natures directly released from your body. ✦
Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

✦ Approved ✦

Ketsugō Shi|Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes 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. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns(-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses(Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power(A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques as any higher would disrupt the flow of Nature Energy through the Sigil to the point of breaking its usage.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clanmembers, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly(not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to in a way become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves. While active, the user is limited to S-rank and below Val techniques as any higher would disrupt the Sigil, rendering it inactive.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against(so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns(-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques so as to not disturb the flow of Nature Energy.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.


Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on 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. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils, when activated, inscribes special supplementary properties onto the objects they are placed on.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere,. This effectively allows the user to “pollute” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil(A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques above A-rank or any other Sigils so as to not disturb the flow of Nature Energy needed, along with a two-turn cooldown before this Sigil can be used again.

-Path to Heaven: This Sigil(A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight(can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation(cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated(-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other S-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far(x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are(rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns(-10 chakra per turn) and can only be used three times per battle(A-rank).

(Kami no Te) Hand of God
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A(+1 rank to Val techniques)
Description: The Hand of God refers an object worn by each Horsemen and the Morningstar that are adorned with a powerful Sigil. The Sigil takes the form of a pentagram surrounded by what appears to be imagery of a sun. The Sigil translates to “Empower and Secure” in the Enochian language, and likewise grants the properties of protection and empowerment to the object. The Sigil empowers the object, and by extension the wearer, by allowing it to passively act as a magnet for Nature Energy, drawing it in from the wearer’s surroundings at which point it is then directed into their bodies and effectively doubling the amount of Nature Energy they have access too. In terms of protection, the Sigil grants the object indestructibility and only the designated wearer of the object is capable of removing it by any means; others that attempt to remove the object would instead find it impossible, as though it were attached to the wearer’s very body. In terms of empowerment, due to the Sigil granting the user larger access to Nature Energy, it also serves to sufficiently empower them as well, increasing their base speed and strength to that equivalent of a First Gate user. Because the user’s threshold of Nature Energy is increased, the damage dealt by their Val techniques are likewise increased as well.

Another effect of the Hand of God is an increased sense of perception. As the user's threshold of Nature Energy is increased, so is their connection to this energy as it flows around them; this enhanced connection allows the user to perceive the presence and location of objects by detecting the gaps they create in the flow of Nature Energy. While this doesn't allow the user to detect what the object is specifically, the user can deduce what they are through detecting the shape, size and positioning of the objects' gaps, as well as track these objects on par with a standard chakra sensor.
Note: Object must be specified in the user’s bio or at the start of battle
Note: Object can range among small items, such as rings, armbands, necklaces, belts, etc. but cannot be large/entire articles of clothing.
Note: Hand of God functions as a Custom Weapon for the Enochian clan
Note: Effects occur automatically so long as the object is worn

✦ All Declined, uhh...over just three jutsu I you have 13 sigils, a few possible of being combined. I don't plan on approving several jutsu with 3+ sigils in them when they could be merged together for fewer sigils or reduced. After the edits done to the ones submitted, I won't approve additional sigils unless PCCJ. Also, the last tech, the part about counting a a CW for the clan isn't how this works lol. The only clans that have "custom" weapons are ones that have them explained in their clan submission. You cannot create a custom weapon for the clan that essentially works as a passive clan boost. If you want these effects, it'll need to be an actual jutsu that is activated and last a set amount of time with suitable drawbacks. ✦
Ketsugō Shi|Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes 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. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on 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. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

✦ Both Approved, a lot of edits ✦
 
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Punk Hazard

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Final two CCJ of the Enochian clan

Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark smog. The mass of Malefic Val carries no additional defenses to the user's body, but offers several effects for their advantage. While active, the crushing force natural to Malefic Val emits from their body, albeit at a lesser extent; the force only reaches within short-range of the user and affects the movement of living creatures that may attempt to get close to the user, halving their speed. The second advantage is the ability for the user to manipulate the shroud of Malefic Val. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to mid-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai, surrounds and crushes a target upon impact, halting its momentum. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, along with causing the crushing force to flood the target so long as contact is established. Both the extensions and the projectiles deal S-rank damage if successfully striking the target, but only one can be used at a time(meaning, only one extension or one projectile, and never at the same time).

Note: Can only be used twice per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils
Note: Once deactivated, the user is unable to use Val techniques/Sigils above A-rank upon the turn of deactivation

✦ Declined, Forbidden rank that halves the opponent's speed, fires off S rank projectiles, capable of making S rank streaming attacks while lasting three turns each use, and only restricts the user from using A rank and up Val techs that same turn. Whew. This is like 3 different jutsu in one, I even asked others to be sure of this. Effects are too much, restrictions are practically non existent and this is just made poorly ✦

Daten-tai no Ame|Rain of Fallen Celestials
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.

Note: Can only be used twice per battle
Note: Requires a four turn cooldown between usages
Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn

✦ Approved, had to edit quite a bit. ✦
 
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Gutsy

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As new leader of the clan according to Pervy Sage:

I will be submitting a few techniques for the clan.

these CCJ are submitted as the 6/7th CCJ of the clan.


(Seinaru hi kindan no waza Reisu no sekai) Holy Fire : Forbidden Technique Wraith World
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: A secret technique used by only the most senior of the Noldor. This powerful genjutsu ability calls upon the holy fire to become almost tangible in it's reality. The Noldor will make a series of six handseals to initiate this jutsu usually, upon doing so their eyes will fill with holy fire, making direct eye contact will then allow the Noldor to cast the opponent in a very powerful illusion. However this illusion differs fundamentally from others in that both the user and opponent will be trapped inside the illusion. Inside said illusion the world will become as though it were shadows constantly shifting with clouds of thick mist and smoke constantly shifting around in essence it will be an exact replica of the previous terrain the user was standing in, however it will be far darker with the only light coming from bright flashes of grey smoke and mist that replaces everything in the terrain. For example buildings and lakes will now be composed of this mist form while still appearing tangible they will no longer truly be so unless the Noldor makes use of the mist terrain via his alteration ability, inside the illusion the Noldor and opponent will engage in what could be described as a purely mental battle, with both of them being able to access nearly all techniques they can use outside of the illusion and the effects of said jutsu will work as they do normally. However some abilities can not function inside the illusion, abilities that alter the terrain such as swamp of the underworld will not function, other genjutsu abilities will not function at all including abilities that layer or manipulate genjutsu. The Noldor is capable of manipulating the terrain through the use of the illusion and the cost of a move slot, to create alterations such as pillars spikes or other basic alterations similar to those you'd create with earth release techniques. Once inside the illusion the mental battle will continue as a normal battle would almost, the winner will be released from the illusion whilst the loser will be left in a comatose state unable to fight any longer and will not awaken for roughly a week (After the event ends if in the NW)Inside the illusion the Noldor gains an increase of four levels to his base speed and reactions this counts towards active boosts. This technique is a double edged sword as even the Noldor can fall prey to the effects of his own technique should he lose. It should be noted that those with powerful ocular dojutsu such as the rinnegan and mangekyo sharingan may alter the terrain in the exact same way as the Noldor by expending a move slot. However the genjutsu can not be broken by any traditional means such as kai or full body surges or even pain. The holy fire component of the genjutsu ensures that the illusion remains to it's end by constantly applying the illusionary chakra to all parties outside the illusion, however should someone outside of the illusion attempt to force chakra in to an afflicted party he too will be cast in to the wraith world illusion, his chakra becoming linked with whomever he tried to free, suffering their fate also when the illusion ends. Essentially this technique allows the Noldor to punish wrongdoers without killing them, and to also fight on terrain that suits themselves. Though it does pose serious risks.
Notes:
-May only be used by the Noldor
-This technique may be used by the Noldor if they're trapped inside another illusion, doing so will completely overwrite the genjutsu they are cast in, trapping the opponent inside the wraith world with them. The opponent being whoever cast the original genjutsu.
-May only be used once per battle, but may be used to cast multiple foes in to the wraith world at once if needed.
-If used to overwrite a genjutsu of the opponents the handseals and eye contact will not be required.
-Altering the terrain counts as a move slot

✦ Declined, besides Forbidden ranked Genjutsu not being allowed, this is ultimately no different than several Genjutsu that seemingly alter the terrain. This also clashes with existing self cast Gen that enhance the user's speed and skills. Time based jutsu like this (KOs the loser for a week) aren't allowable. An unbreakable Gen isn't allowable in any sense, and the Holy Fire aspect of this makes no sense at all as it does literally nothing of worth in regards to the CCJ or the Gen and to top it off, this isn't even related to Noldor CC abilities. I'm not sure what this was supposed to be but it doesn't make much sense nor is allowable. ✦

(Hijiri dōka) Holy Assimilation
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (Dependant on modified technique)
Description: Holy Assimilation is the Noldors unique ability to manifest their holy fire inside it's component elements or in raw chakra based abilities such as rasengan type abilities or even chakra barriers such as those created by fuuinjutsu. While creating a technique the Noldor will focus on the principles of the holy fire creating a tiny spark within the jutsu created. Then upon using the technique against an opponent, the holy fire spark will react to the opponents nature, should the opponent be of an evil nature or view the Noldor as a target the holy fire fire spark will erupt converting the entirety of the technique in to holy fire, this doesn't change the original effects of the jutsu in any way really. It simply augments the jutsu by changing the nature of it, to become akin to holy fire. In doing so the techniques will behave exactly as holy fire behave. They will also gain rather debilitating effects when used on opponents successfully. The holy fire will behave with an almost sticky quality when it does strike an opponent. Becoming latched on to their body causing a constant burning pain, this will cause a large loss of concentration and panic in opponents. Preventing them from using certain difficult techniques such as fuuinjutsu, medjutsu and genjutsu. Any techniques or abilities that require very precise chakra control in general can not be used until they're cleansed of the holy fire. Additionally the burning nature of the technique will cause damage to the opponents skin muscles and nerves causing them to lose 3 total speed levels every turn the fire remains on their body.
Notes:
-May only be used by the Noldor
-This technique may only effect the elements that make up holy fire, lightning and fire. As well as raw chakra based jutsu.
-May only be used four times per battle.
-While this costs a move slot, adding the spark of holy fire takes no time and is performed during the initial jutsu.

✦ Declined, no to barriers, only elements. And Holy Fire doesn't have a "sticky" property, so that part doesn't fit either, the debilitating effects you added. You can't just create new properties of Holy Fire after its approved, that's not how it works lol ✦

Obliteration | Heisoku
Type: Supplementary/Defense
Rank: A
Range: Short-long (blast short range)
Chakra: 30
Damage: 60
Description: This is one of the unique jutsu of the Elves created for a quick retreat or counter in dangerous situations. The user will release a surge of holy fire around their body turning their skin to what looks like a solid layer of holy fire, almost like glass made of fire. This would be extremely bright like all other holy fire jutsu and so would blind any that look at this for one turn. At any point the user can release this shell, which would burst outwards like shattering glass, where the holy fire would be the tiny fragments of glass. This burst would be A rank damage hitting short range around the user and releasing a more intense burst of light for those who weren't initially blinded. Any who see this (apart from the elves) would be blinded for one turn afterwards. The main part of this jutsu isn't the blast, the blast is a distraction, where as the user turns them self into one of the shards of holy fire that is shot off in a chosen direction. In doing this the Elves were able to blind their targets, distracting them and escape in the process. The user can only remain in the holy fire form shard for one turn then they reform in a puff of light, a small light, but enough to give away their location to any who weren't blinded. In this form, they would be weak to the natural weaknesses of holy fire.
Note: Useable 4 times per battle
Note: Must wait two turns between uses.
Note: Cannot attack while in shard form.

✦ Approved ✦
Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application.This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used.. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns

✦ Approved, had to edit parts. No need for that much detail about the ranks lol ✦



Updating:

Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns

Permission to update -

✦ Approved ✦
 
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Penguin

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Penguin said:
(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique.
Restrictions:
Note: Can only be used twice per battle.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.

 Declined  Lower the rank. Make it so that iy can't be used together with either other Mandalorian Techniques active or, by extension, other Ninjutsu techniques. Needs some additional restriction considering you're travelling at 3rd gate speeds.




(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Rank: A
Type: Supplementary
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their primal instinct and forces it out from deep within in order to fight on par with an overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength, feeling the need to protect their reputation and having too much pride to lose a battle. Upon manifesting their sheer will, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank, and a plus fifteen increase to all taijutsu moves they use. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following turn. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following three turns.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.

 Declined  I think you need to explain the effect differently. Your clan revolves around using chakra armor. It would be more feasible that the armor overboosts your own performance to a drastic level which in turn comes at a big drawback for the following turns. I'm ok with the boosts, but not with the description of how they are achieved. Remember the core ability of your clan: chakra armor. Armor that uses mechanics that are fueled by chakra.




(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique. After undergoing a rigorous training session the user is capable of tapping into the knowledge of past Mandalorian's whom had become masters in a specific element. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their chakra within the armor, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques. The user is alternatively capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, but, as a consequence, will result in the "Fire Sage" enhancement to end prematurely.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that they become immune to fire C rank and below fire techniques and gain +15 damage to fire techniques. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to B rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one S-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they become immune to lightning techniques C rank and below and retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one S-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely as a result.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth along with immunity to C rank and below earth techniques. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one S-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques. Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to cease prematurely.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques and immunity to C rank and below wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one S-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques and the ability to perform water techniques without a water source while also gaining a C rank immunity against water jutsu. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one S-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for three.
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.

 Declined  Very OP. An the blue part makes no sense. I'm very strict when it comes to explaining the "why" behind something. Allowing you a mode which has no "end" and empoweres 2 elements to potencially +20 plus rendering you immune to up to 2 elements... Too oped. Has to come with a drawback, needs som clear defintions of how its achieved, etc etc etc
(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique. While using this technique, the user cannot use regular or elemental ninjutsu or have any said techniques active as they perform this jutsu.
Restrictions:
Note: Can only be used twice per battle.
Note: The user cannot use any Mandalore techniques in the same turn and S rank and higher ones next turn.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.

Approved

(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.

Approved

(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over and while it is active.

Approved, edits made.


 All Pending  Ok, now I am confused. Is your clan going to revolve around unique armors summoned in battle to replace the basic one, techniques used through the basic armor or a mix of both? I have members submitting one things, members submitting another, eladsership changing and changing the abilities of the clan mid way... Its getting a bit all over the place... To the point where I might need to once again intervene directly. Please, first decide the direction of the clan, submit all 8 basic techniques and only then will I check personal ccjs. Additionally, on the next submission the clan leader makes, (dunno if it will be you or not) I request that all approved techniques are quoted. No need to quote the ongoing submissions. I'll treat that post as the starting point.
Yoake no Ku - Ward of Dawn
Type: Supplementary/Defensive
Rank: F-rank
Range: Short
Chakra: 50 (-20 per turn)
Damage: N/A (-20 due to exhaustion)
Description: This technique was made by Ashitaka as counter to energy based attacks that cannot be blocked by elemental ninjutsu. After channeling energy throughout every point of his body and armor, then by extending his hands outwards, parallel to the ground, Ashitaka would begin to mold the energy outwards trough his armor and form a 3x3 meter purple orb composed of the same type of energy found in the clan's repulsor beam attack, glowing with power. Due to the special traits of the Ward of Dawn, no type of energy or chakra could be spawned inside the area that the Ward of Dawn covers. Along with that, the orb would made with so much chakra that it would be able to nullify one f-rank attack, or two s-rank attacks respectively regardless of damage. What makes the Ward of Dawn special compared to other absolute defenses, is that the Ward of Dawn has two minor abilities: Blessing of Light and Weapons of Light. While the user can only choose one 'perk' for the Ward of Dawn, it is usually enough to help the user fight the toughest of opponent's in the most dire of circumstances. If the user chose to add the Blessing of Light perk onto their Ward of Dawn, whilst inside and outside the Ward, the user's armor would begin to glow in a purple hue, creating a pseudo overshield around themselves that would negate twenty points worth of damage from an incoming attack. If the user however chose to add the perk Weapons of Light onto their Ward of Dawn, the user's next attack would begin to glow in a purple cloak of energy from the Ward, causing said attack's damage to increase by twenty points.

Note: Can only be used once per battle
Note: Can only choose one of the perks, not both
Note: Ward only lasts four turns unless broken
Note: No Mandalore techniques above A-rank whilst sustaining the Ward
Note: Can only be taught by Penguin


 Declined  This is simply a chakra defensive shield that you produce using the abilities of the basic mandalore armor. Nothing more. Nothing really special. Despite this, I'll allow this to be done if its S-Rank, Weapons of Light and Blessing are better defined, the whole "negating chakra inside" nonesense removed and a note saying that this stays in one place even if user moves around is added.
Yoake no Ku - Ward of Dawn
Type: Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40-70 (-10 per turn)
Damage: N/A
Description: This technique was made by Mand'alor the Indomitable as a quick and near instantaneous defensive counter-measure to incoming attacks. After channeling energy throughout every point of his body and armor, then by extending his hands outwards and parallel to the ground, the user would begin to mold the energy outwards trough his armor and form a five by five meter purple orb composed of the same type of energy found in the clan's repulsor beam attack, glowing with power. What makes the Ward of Dawn special compared to other absolute defenses is that the Ward of Dawn has two minor abilities: Blessing of Light and Weapons of Light. While the user can only choose one 'perk' for the Ward of Dawn, it is usually enough to help the user fight the toughest of opponent's in the most dire of circumstances. If the user chose to add the Blessing of Light perk onto their Ward of Dawn, whilst inside and outside the Ward, the user's armor would begin to glow in a purple hue, creating a pseudo overshield around themselves that would negate twenty points worth of damage from an incoming attack. If the user however chose to add the perk Weapons of Light onto their Ward of Dawn, the user's next attack would begin to leech energy from the ward, glowing in a purple cloak of energy from the Ward, causing the respective attack's damage to increase by twenty points. Due to the user constantly sustaining energy into the Ward as well as being restricted to only using Mandalore techniques, it would regenerate from damage that wouldn't completely break it (A-ranks and lower). Alternatively, in more dire situations, the user is capable of surging an extra thirty chakra into the ward to enhance the Blessing of Light or Weapons of Light affects by two. This in no way adds more defense to the Ward itself, just enhances the affects it brings onto the user.

Note: Can only be used twice per battle
Note: Can only choose one of the perks, not both
Note: Ward only lasts four turns unless broken or cancled
Note: Can only use Mandalore techniques and non elemental abilities whilst sustaining the ward
Note: The Ward itself is stationary, being unable to move
Note: Can only be taught by Penguin

Declined, can't approve the regeneration effect. Also, not sure what you mean by enhancing by "two" as that's quite ambiguous and should be clarified more
 
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Mudo

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(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement; its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.


(Hijutsu no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement; it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.


✦ Both Approved ✦
(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection or in pill form.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement (the exception to this are Giseiryu and above, who are capable of taking it directly without having consumed the previous enhancement, due to their bodies being used to the effects; this is a similar concept to the difference between an EIG user and EIG master); its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.

✦ Approved, no more updates. Once is generally enough, two and you begin to alter the original concept of the jutsu. Made slights edits as well, Self isnt a range. ✦

(Higan no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement (the exception to this are Giseiryu and above, who are capable of taking it directly without having consumed the previous enhancement, due to their bodies being used to the effects; this is a similar concept to the difference between an EIG user and EIG master); it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.

✦ Update Declined, the current version is fine as it is. Can't allow this be used how the update suggests. ✦

_______________________________
New Submission:

Hijutsu no Yakuza: Soshipiru| Yakuza Secret Technique: Elemental Pills
Type: Supplementary
Rank: A-Rank
Range: Self
Chakra: 30 (-20 per turn)
Damage: N/A
Description: These pills allow the user to temporarilly access their elemental chakra. They contain drugs to stimulate the user's chakra pathway system aswell as a pre-applied small amount of the respective elemental chakra to serve as a catalyst to make it easier for the user to access it. There are 5 kinds of pills, one for each of the basic elements: the red one allows access to fire chakra, the blue allows access to water chakra, the brown allows access to earth chakra, the yellow allows access to lightning chakra and the white allows access to wind chakra. This obviously doesn't allow the user's to perform any kind of ninjutsu or other type of techniques, it only allows them access to elemental chakra which can only be used in a very rudimentar way: by flowing it through their weapons and limbs, similar to other samurai techniques involving chakra. Although it gives their techniques, the unique proprieties of the respective elements, it does not make the techniques any stronger.
- If used by a Fukuryu (Crouching Dragon): 2 pills can be used per battle, however, they must be of the same element, meaning at this rank, it only gives access to one of the five basic elements. Lasts 5 turns
- If used by a Giseiryu (Sacrificing Dragon): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), giving access to 2 different elemental natures.
- If used by a Hitsuryu (Dragon Head): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.


 Approved 
(Higan no Yakuza: Yōso no Gan'yaku) - Yakuza Secret Compound: Elemental Pills
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: N/A
Description: These pills allow the Yakuza to temporarily gain access to their elemental chakra. They contain drugs that stimulate their chakra pathway system, as well as a pre-applied small amount of the respective elemental chakra to serve as a catalyst as a means to make it easier for them to access. There are five kinds of pills, one for each of the basic elements; each grant their own unique ability pertaining to the elemental nature that they are associated with, along with allowing the user to harness the chakra in a rudimentary way; by flowing it through their weapons, limbs and torso, similar to other techniques involving chakra (i.e, NB taijutsu/elemental kenjutsu) -- these, however, do not allow the user to perform ninjutsu of any kind. Additionally, when a specific chakra nature is infused within the Yakuza's sword, they become capable of contesting against any enemy attacks from that chakra nature within logical reason (for example, if one administers the fire pill, flows fire chakra into their sword, and the opponent sends a small fireball at them, they can cut through and disperse the attack):

Aka 赤: Aka, the fire pill, calls forth the samurai's innate ability to manifest their dormant fire chakra. It can be channeled and formed from any part of the body, providing the effect of being able to inflict burns up to the fourth degree (free-form strikes, be they taijutsu or kenjutsu can only inflict up to second degree burns). The Yakuza can also use this pill as a means of performing cauterization on any open wounds by focusing the fire chakra on the afflicted area(s), causing it to manifest directly on those spots.

Ao 青: Ao, the water pill, calls forth the samurai's innate ability to manifest their dormant water chakra. It can be channeled and formed from any part of the body, although it provides no natural damaging effect, as the essence of water release relies on being able to create water in order to cause blunt force damage, something that cannot be achieved through water chakra alone; although it can be used to suppress any pain caused through burns by focusing the water chakra on the afflicted area(s).

Shiro 白: Shiro, the wind pill, calls forth the samurai's innate ability to manifest their dormant wind chakra. It can be channeled and formed from any part of the body, providing the effect of being able to imbue slicing damage into the Yakuza's taijutsu attacks, along with increasing the slicing damage of their kenjutsu. Each taijutsu strike inflicted will not only cause damage due to the initial attack, but moderate, minute cuts all over the part of the body that the strike connected to; kenjutsu attacks will simply be capable of cutting into the target deeper regardless of the force behind the swing.

Ki 黄: Ki, the lightning pill, calls forth the samurai's innate ability to manifest their dormant lightning chakra. It can be channeled and formed from any part of the body, providing the effect of being able to not only increase the cutting damage of kenjutsu strikes, but inflicting minor, brief moments of paralyses around the muscles where the strike cut into. Taijutsu strikes will also cause brief moments of paralyses (i.e, a strike to the opponent's right shoulder area will cause a brief delay in the opponent's ability to rotate the shoulder and thus delay the movement of their entire arm).

Kasshoku 褐色: Kasshoku, the earth pill, calls forth the samurai's innate ability to manifest their dormant earth chakra. It can be channeled and formed from any part of the body, providing the effect of being able to increase the sturdiness of weapons or the body in general where the chakra is channeled toward; the Yakuza will be capable of striking objects which would otherwise shatter weapons or break bone unharmed.


Restrictions:
Note: If used by a Fukuryu (Crouching Dragon): 2 pills can be used per battle, however, they must be of the same element, meaning that at this rank, it only gives access to one of the five basic elements. Lasts 5 turns.
Note: If used by a Giseiryu (Sacrificing Dragon): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), giving access to 2 different elemental natures.
Note: If used by a Hitsuryu (Dragon Head): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.
Note: For all intents and purposes, any elemental chakra produced through these pills are treated as being able to reach up to S-rank in strength.

✦ Declined, for starters, it won't be allowed to extend to body so that update part can be removed - limbs and weapons only. Second given the updates done and added on, the duration limit needs to resonably decrease as well as drawbacks increase. You even have a restrictions part with nothing listed. This also isn't an unranked jutsu, the previous rank was accurate. ✦


Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance

Type: Supplementary
Rank: N/A
Range: Self
Chakra points: 30 (-15 second turn)
Damage points: N/A (negates up to 150 damage)
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. The broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, any bleedings have stopped and the bones have mended. The pills though, cannot regenerate internal organs or severed limbs though the regeneration will burn chakra, healing the user for 2 turns.
- Fukuryu (Crouching Dragon), can only take this pill once per battle. Ranks above can take it twice per battle
- The user must wait three turns before consuming the pill again.


 Approved  Edited
Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: N/A (-15 second turn)
Damage points: N/A (negates up to 150 damage)
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body. The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. The broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn following consumption of the pill, any bleeding has stopped and the bones have mended. The pills though, cannot regenerate internal organs or severed limbs though the regeneration will burn chakra, healing the user for 2 turns. Similar to the Truth pill, Renaissance can be administered before any injuries have been sustained or outside of battle, its effects activating on the turn in which the injuries occur (the Yakuza must still wait a full turn in order for the healing process to complete; this method only serves to eliminate having to administer the compound in the heat of battle).
- Fukuryu (Crouching Dragon), can only take this pill once per battle. Ranks above can take it twice per battle
- The user must wait three turns before consuming the pill again.

✦ Update Declined, jutsu is fine as is. Using this ahead of time doesn't exactly work like the one referenced. ✦

Final two BCCJ:

(Higan no Yakuza: Senshi Kyōka) - Yakuza Secret Compound: Warrior Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: N/A
Description: This is usually the first compound that is introduced to the most junior of the Yakuza clan, one which serves to bolster their prowess in the art of Bushidō as a means of distinguishing them from the lower echelon of regular samurai. Senshi Kyōka is a compound that works to augment the chakra output and nerve response of the Yakuza relating to any form of samurai or iaijutsu. The compound contains a mixture of stimulants that serve to both increase the amount of chakra produced during the release of these techniques and accelerate nerve impulses derived from muscle memory; being that the Yakuza are most familiar with samurai jutsu, these are the only techniques which benefit from the increase of faster twitching nerve impulses. The resulting effects increase the strength of all samurai-bound techniques by one rank, along with the speed of any iado-based techniques by one rank (in the case of the latter, rank increase is referring to the rank of the user; if they hold the highest rank of official sage, it simply adds three additional speed points to iaijutsu). Bushidō attacks which revolve around releasing waves or projectiles of chakra also gain an extended range (from short to mid, or mid to long). This compound can be administered via injection, pill form, or in a liquid state (from a vial).
Restrictions:
Note: Can only be taken twice per battle.
Note: Lasts two turns if taken by a Yanguryu (Young Dragon), four turns if taken by a Fukuryu (Crouching Dragon), five turns if taken by a Giseiryu (Sacrificing Dragon), and for the rest of the battle if taken by a Hitsuryu (Dragon Head).

✦ Declined, given recent updates to the Bushido jutsu, this cannot be allowed. The +3 boost to Iaijutsu doesn't carry over well as well nor fit when you talk about one rank increase then suddenly, if you gave the highest rank of Sage, it some how's jumps up +3. Also, Self isn't a range and this needs a rank, not N/A. ✦

(Yakuza Kakusareta Gijutsu: Chōetsu) - Yakuza Secret Technique: Transcendence
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: 超越 Chōetsu is the epitome of a Yakuza's overwhelming resolve to exceed the limitations of their bodies in order to bring forth their true selves; it is a technique much akin to the Akimichi clan's fabled Calorie Control, only taken a step further due to the samurai's mastery over shape manipulation and sheer willpower. Through years of using the three main enhancements, they have become capable of calling forth the very power of these enhancements from within, manifesting the visage of their samurai spirit in the form of raw chakra simultaneously. In addition to receiving the bonuses equivalent to that of the last main enhancement, the Yakuza creates a shroud, or form of chakra that varies in its appearance depending on each individual member. The manifestation of their samurai "spirit" can range from growing chakra wings, claws, horns, to animalistic figures such as a dragon that coils around them or a Bodhisattva figure with multiple arms. While these chakra apparitions can vary in appearance, they can never exceed a size that goes past the Yakuza's short ranged vicinity, although their size can be manipulated within the confines of short range (claws of chakra can be extended using the samurai's expertise in shape manipulation, for example). Depending on the Yakuza's form, they can also grant the ability of flight (via the use of chakra wings or if their form takes the appearance of a dragon, bird, etc). The Yakuza will also have the ability to use their form as a shield to defend themselves from incoming elemental attacks such as ones that are too large-scale to evade by normal means, or to release slashes of condensed chakra from their sword (both of these interact neutrally against the five basic elements, slashes can only reach up to mid-range); however, the shroud can only defend up to the equivalent of one S-ranked attack per turn. Any more damage sustained by the shroud above that and it disappears, ending the technique prematurely. After the Yakuza's mode ends, they become incapable of consuming any compounds for the following two turns.

“The warrior guided by the spirit serves humanity, the warrior without, serves the ego.”

Restrictions:
Note: Can only be used once per battle.
Note: While this technique is in effect, the user cannot consume any of the main enhancement compounds. If either the first, second or last stage enhancements are consumed while this technique is in effect, the drug will counteract the technique's effect along with its own, resulting in the effects of this technique immediately disappearing and the enhancement that was taken to not provide any effect.
Note: Each member that gains access to this technique must state in their Yakuza biography exactly what their form looks like in detail. The technique cannot be used in battle until this prerequisite is fulfilled.
Note: Lasts three turns for Fukuryu, four for Giseiryu, and five if used by a Hitsuryu; the user is capable of canceling the technique during any turn that it is active.
Note: No Yakuza compounds of any kind can be administered for two turns after this technique ends.

✦ Declined, this isn't within the clans abilities ✦
 
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Gobi Gobletsson

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Resubmitting:

(Shojun no Hel) Δ Hel's Alignment
Rank: C-A
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-30
Damage Points: 30-60
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: only one spirit can be "controlled" at any given moment.


 Approved  Edited slightly.

On a sidenote: I apologise for misswording. No bacterias. The ''exit'' part is a term we use in Danish, fixed it now.
Updating;

(Shojun no Hel) Δ Hel's Alignment
Rank: C-S
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.

(Keshin no Jorth) Δ Jorth's Personification
Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-30 (-10 per turn to sustain)
Damage points: 30-60
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.
Updating the above, heres a link should quote not suffice;

(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 ✦
 
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Lord of Kaos

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✦✦ Thread Opened ✦✦
Me knowing this will be spammed soon but someone gotta check it.


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Sidenote: will check CC submissions next week so make all last edits or submissions needed​
 

Punk Hazard

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Final two CCJ of the Enochian clan

Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark smog. The mass of Malefic Val carries no additional defenses to the user's body, but offers several effects for their advantage. While active, the crushing force natural to Malefic Val emits from their body, albeit at a lesser extent; the force only reaches within short-range of the user and affects the movement of living creatures that may attempt to get close to the user, halving their speed. The second advantage is the ability for the user to manipulate the shroud of Malefic Val. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to mid-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai, surrounds and crushes a target upon impact, halting its momentum. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, along with causing the crushing force to flood the target so long as contact is established. Both the extensions and the projectiles deal S-rank damage if successfully striking the target, but only one can be used at a time(meaning, only one extension or one projectile, and never at the same time).

Note: Can only be used twice per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils
Note: Once deactivated, the user is unable to use Val techniques/Sigils above A-rank upon the turn of deactivation
✦ Declined, Forbidden rank that halves the opponent's speed, fires off S rank projectiles, capable of making S rank streaming attacks while lasting three turns each use, and only restricts the user from using A rank and up Val techs that same turn. Whew. This is like 3 different jutsu in one, I even asked others to be sure of this. Effects are too much, restrictions are practically non existent and this is just made poorly ✦

Daten-tai no Ame|Rain of Fallen Celestials
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.

Note: Can only be used twice per battle
Note: Requires a four turn cooldown between usages
Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn

✦ Approved, had to edit quite a bit. ✦
Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.

Note: Can only be used twice per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank
Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns

✦ Declined, seems like you just rephrased this with almost the same benefits. A rank immunity to one tech, I'm assuming B rank immunity is implied from this. Long range Malefic Val that can stop them moving or deal direct damage, with size ranging from a kunai to the largest ninjutsu projectile tech shown, dwarfing Kirin. And a mid range A rank shroud manipulation as well. This is still like three distinct techs in one Forbidden ranked jutsu. contrary to popular belief, the higher the rank doesn't mean the more stuff it can have. Forbidden ranked jutsu arent generally allowed 2-3 different abilities. You want two different abilities to fire Malefic Val plus A rank immunity to one tech per turn. Remove one of these abilities, your choice or make this usable once per turn. The duration is fine. ✦
 
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Penguin said:
Yoake no Ku - Ward of Dawn
Type: Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40-70 (-10 per turn)
Damage: N/A
Description: This technique was made by Mand'alor the Indomitable as a quick and near instantaneous defensive counter-measure to incoming attacks. After channeling energy throughout every point of his body and armor, then by extending his hands outwards and parallel to the ground, the user would begin to mold the energy outwards trough his armor and form a five by five meter purple orb composed of the same type of energy found in the clan's repulsor beam attack, glowing with power. What makes the Ward of Dawn special compared to other absolute defenses is that the Ward of Dawn has two minor abilities: Blessing of Light and Weapons of Light. While the user can only choose one 'perk' for the Ward of Dawn, it is usually enough to help the user fight the toughest of opponent's in the most dire of circumstances. If the user chose to add the Blessing of Light perk onto their Ward of Dawn, whilst inside and outside the Ward, the user's armor would begin to glow in a purple hue, creating a pseudo overshield around themselves that would negate twenty points worth of damage from an incoming attack. If the user however chose to add the perk Weapons of Light onto their Ward of Dawn, the user's next attack would begin to leech energy from the ward, glowing in a purple cloak of energy from the Ward, causing the respective attack's damage to increase by twenty points. Due to the user constantly sustaining energy into the Ward as well as being restricted to only using Mandalore techniques, it would regenerate from damage that wouldn't completely break it (A-ranks and lower). Alternatively, in more dire situations, the user is capable of surging an extra thirty chakra into the ward to enhance the Blessing of Light or Weapons of Light affects by two. This in no way adds more defense to the Ward itself, just enhances the affects it brings onto the user.

Note: Can only be used twice per battle
Note: Can only choose one of the perks, not both
Note: Ward only lasts four turns unless broken or cancled
Note: Can only use Mandalore techniques and non elemental abilities whilst sustaining the ward
Note: The Ward itself is stationary, being unable to move
Note: Can only be taught by Penguin

Declined, can't approve the regeneration effect. Also, not sure what you mean by enhancing by "two" as that's quite ambiguous and should be clarified more
Yoake no Ku - Ward of Dawn
Type: Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: This technique was made by Mand'alor the Indomitable as a quick and near instantaneous defensive counter-measure to incoming attacks. After channeling energy throughout every point of his body and armor, then by extending his hands outwards and parallel to the ground, the user would begin to mold the energy outwards trough his armor and form a five by five meter purple orb composed of the same type of energy found in the clan's repulsor beam attack, glowing with power. What makes the Ward of Dawn special compared to other absolute defenses is that the Ward of Dawn has two minor abilities: Blessing of Light and Weapons of Light. While the user can only choose one 'perk' for the Ward of Dawn, it is usually enough to help the user fight the toughest of opponent's in the most dire of circumstances. If the user chose to add the Blessing of Light perk onto their Ward of Dawn, whilst inside and outside the Ward, the user's armor would begin to glow in a purple hue, creating a pseudo overshield around themselves that would negate twenty points worth of damage from an incoming attack. If the user however chose to add the perk Weapons of Light onto their Ward of Dawn, the user's next attack would begin to leech energy from the ward, glowing in a purple cloak of energy from the Ward, causing the respective attack's damage to increase by twenty points.
Note: Can only be used twice per battle
Note: Can only choose one of the perks, not both
Note: Ward only lasts four turns unless broken or cancled
Note: The Ward itself is stationary, being unable to move
Note: Can only be taught by Penguin

✦ Approved, removed the +40 boost part. ✦
 
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Ashi no Michi - Way of the Paw
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a unique fighting style of Bartholomew Priest. Combining the power of the paw with his hand to hand combat prowess, he is able to bring out the art and beauty in the usage of the paw. The style is divided into different testaments which shows the diverse of ways through which the paws can be incorporated ranging from its basic force repel ability to the advanced emotion repel ability, force absorption ability to even the absorption and repulsion of concept of nature itself.

Testament of Repentance

The first testament uses the basic application of force repel which makes this entirely an offensive usage of this fighting style. The user would create invisible paw bubbles and clad his limbs through which he uses for close combat in a fitted paw bubble. This could either be one of the user's hand or both, a single foot or both, knee, elbow, sheen or even the shoulder depending on which of them he aims to use for taijutsu. The paw bubble would be an added advantage for the user through the usage of taijutsu or freeform. The force repel ability of the paw would send a repelling force into the target upon contact and separately from the damage the attack would do normally, also pushes the target further away. This ability is able to be used to augment taijutsu, increasing the damage done by a taijutsu by 20 and it can be used as a standalone technique, used with freeform close combat assault. When used as a standalone move, it packs a B-rank punch for normal bartholomew, A-rank for Legends. The repelling effect further adds to the distance a target is pushed back to. For example, if a normal punch or taijutsu would push back a target to short-range, the paws effects makes it goes further to mid-range. The bubble last 3 turns and requires the user to spend 20 chakra for activation and then 5 chakra for every turn it is active. When used with taijutsu, it can be used in the same timeframe with the taijutsu technique.

Testament of Endurance

The second testament employs the inverse repel option and relates it with the user's physical combat. The ability to absorb force impact comes into good use when expressing it through hand to hand combat. By creating fitted paw bubbles around the limbs, part of the body or the entire body, the user is able to absorb the force from a punch or kick either by intercepting it with one's limb or by tanking the attack while the paw bubble is worn. Due to the level of absorption of the paws, everything relating to the "force" of impact of a physical hit that is absorbed, stops. This includes momentum, speed and power. One can easily use this as a quick window to outmanoeuvre an attacking opponent, by quickly throwing them off balance immediately the attack is absorbed. This can be done by quickly moving one's hand to divert the attacking limb and throw them or put them in a submission hold depending on the placement and position of the attacking body with respect with the user's stance. Depending on the user, the bubble can be made with lesser or more strength so that it balances out the attack without any recoil damage to the attacking body. This means the user can determine the power of the paw bubble's rank and he spends chakra accordingly, though for a particular rank of paw bubble, it is able to absorbed impact, one rank higher, following the logic of "impact dial" and since its purely defensive and can not be used for offensive purposes. A-rank and above usage can only be used 4x.

Testament of Breakthrough

The third testament involves the usage of the same basic paw repel abilities used in testament of repentance. However, this is purely supplementary in nature. The user is able to instantly create small paw bubbles that pushes pressured air in a particular direction. With immense training, the user was able to use this to create pressure to increase his own punch/kick speed. With precision, he can create a paw bubble already caressing the rear of the limb its augmenting and as the paw repels, the said limb would be moved at speed greater than what it was moving or was meant to move coupled with a further jacking motion. For example, the user can form the bubble behind his elbow while punching forward or he's about to, then the paw repels the hand only to make it move at immense speed and not harm the user. This can be employed to every other body parts of the user to augment the speed at which they move and this would proportionally increase the damage done by the attack. The user can use this with a dashing movement, by forming the bubble at the sole of his feet to propel him at greater speed. Apparently he'll be dashing at speed greater than his current speed intended for the dashing. The user can increase his jumping speed and manoeuvrability by using the bubble to augment their acrobatics. For example, the user can create the bubble underneath his foot to make him jump higher and at incredible speed as the bubble repels him from beneath while he skillfully controls himself to a direction of his choice. The user can form the bubble while in mid-air, below his foot to redirect himself or on his shoulder so that he is able to do a spin. The bubble increases the speed of the moving limb by 2 folds thus augmenting the damage done by the limb by +20. This ability can be used as a standalone or incorporated with a taijutsu move, is c-rank and chakra is spent accordingly when used every time.
Alternatively, one can use this on the opponent albeit by instantly forming the bubble on their limb to abruptly turn them or disrupt their balance. For example, the bubble could be made at the back of their right shoulder, while it repels and make them spin unintentionally to their left. The bubble could be formed on their sheen to push the leg backwards and make them fall forward. However, this would not do any damage to them, albeit only meant to disrupt their movement and stance. For this to work, the opponent must be at most, mid-range from the user.

Testament of Sacrifice/Redemption

This testament employs the paw repel ability to push out any other thing other than pressured air, things like substances within the body, chakra and even emotion. The user would form a fitted bubble around his limb and through contact with the opponent either via a punch or kick, the user is able to push out/dislodge some of the targets chakra which would be forced outside of the body of the target and encapsulated in a small paw bubble. The bubble isn't able to do any damage on itself but just draining the target's chakra(50 chakra). However, the punch, kick, etc that is augmented by the bubble would do damage accordingly thus one is able to incorporate this ability with other taijutsu move or freeform. The chakra capsule dislodged from the target can be called back to the user's paw thus the chakra drained is absorbed into the user. Alternatively, the user can cause the chakra capsule to undergo a sharp detonation with an explosion spanning a 3m radius area. This ability is A-rank and can only be used 1x every 2 turns. The dislodging of the target's chakra sometimes, would work in his favour in instances where the target is in a genjutsu(non sharingan), dislodging his chakra would create a sudden imbalance in his chakra network, halting the flow for a brief moment which is akin to a spike. This would involuntarily break the target out of genjutsu(non sharingan) and in other cases due to break in chakra flow, disrupt any technique the target might be sustaining through chakra.

Testament of Judgement

The last testament revolves around the paw's ability to remove/increase friction or pressurise air itself. By forming fitted paw bubbles around body parts used for close combats, the user would through a strike, repels through the body of the target. This however, does not affect externally but internally with the repulsion compressing the air within the target or pressurising the air within the target. This would affect mostly parts within the body that contains air, like spaces between organs which would cause the organs around it to constrict and rupture- and organs like the lungs, trachea causing loss of breath and rupture etc. The pressured air would suffocate the organs from within and cause the target to bleed from the nose, eyes and ears and an eventual death due to suffocation and organ damage if not purged out before the end of the second turn. This ability can be used as a standalone close combat attack or incorporated with another taijutsu technique. Requires the user to spend S-rank chakra and can only be used 3x per battle with 2 turns inbetween usage. Should the target free himself from the effect of the paw before it comes to total fruition, he would still suffer effects from partial suffocation. He would be short of breath, breathing heavily for one full turn while his speed is reduced 2 folds and he'll be unable to make handseals correctly. Lastly he'll be unable to mold chakra above A-rank for a turn.

Notes

Only one testament can be used per move. Meaning two testaments can not be combined in one single move. However, testaments can still be combined with taijutsu, occupying the same time frame as the taijutsu.
Can only be used by Bartholomew Priest
Priest's last personal CCJ

✦ Declined, not approving any more unranked CCJ or ones that mimic CFS. At best, reach testament needs to be ranked and restricted enough. At worse, this needs to be broken into several CCJ but either way, it won't be approved unranked. ✦
 
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Final CCJ of the Gyojin Clan's "canon"
Sea king summons are to be submitted as personals

(Gyojin Karate: Funsei To) - Fishman Karate: Fishmen Complete Basics
Type: Supplementary/Defense/Offensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: The Gyojin Clan's basic revolves around the ability to manipulate water and water molecules within the air to effect targets around them without so much of a hint of their location, well this technique works as the basic and advanced tactics that can be achieved with said technique. The advanced applications of water molecule manipulation will provide the user the ability to move objects, not just in an offensive manner through shockwaves, but as supplementary usage or even defensive. It can also be used offensively: the (shock)waves can harm a human heavily, having effects similar to lead, being directly sent at a target or surrounding the target and causing several attacks at once. One can change the properties of water through the constant chakra charge in the water molecules, such as changing the temperature and as a result producing heat underwater or creating explosions of water.

Wave Control: By skillfully manipulating the water molecules, the user can create and manifest harmless shockwaves that can be used to move objects at rapid speed and/or push them around to diferent directions depending on where the shockwave is manifested, doing so in an explosive manner by conjuring the molecules into a single spot and then bursting into each other all at the same time; if used to change location/move objects it does so at the user's base speed, +5 (however the application is instant and once the user stops moving, it ends). This can also be used to block elemental or attacks by causing an explosion infront of a technique of equal rank (equal to the rank this is used in, from C to S, 1 rank higher if water element) to forcefully disrupt the jutsu. By manipulating the water molecules in the surroundings, the user can create a "path" in which the object will move; this is done by creating more smaller "explosions" with the water molecules, thus it will appear as if the user is controlling the object's path through their mind, when in reality, small bursts of water keep pushing the object torwards a guided direction by the user. In order to achieve these actionts the user must logically be manipulating the molecules constantly with their fingers or hands depending on the drastic applications. Ie, a simply burst to push something up to Mid range would be done so with a snap, changing it's trajectory as it moves would require both hands to do so.
Wave Jujutsu: Fishman Jujutsu is another martial art that is practiced by the fishman race, seemingly alongside Fishman Karate. It is an underwater style that revolves around manipulating the water around them as if it were a tangible material. How the fishmen are able to do this is through high concentration on the water molecules. It provides them with a massive advantage in underwater combat. But, advanced users have been known to use it outside of water, simply by expanding and gather water molecules from the air itself, it would appear as if they are manifesting water out of thin air, but the reality is much more simple: they are accumulating and expanding the water molecules already present around them. The user initiates by first performing a bowl-shaped gesture with his webbed hands (one hand over the other) underwater (or in open space for high ranking members) before giving the water itself around him a mighty yank. This allows the user to physically grab and redirect currents as if he were manipulating cloth. This can be used to cause quakes inside a large body of water, creating large tides and crushing waves, while advanced applications allow the user to form the grabbed water into diferent shapes and dynamics to serve numerous purposes.
Wave Ignition: Using chakra, the user alters the state of the water molecules, this can allow them to heat up water techniques by heating up the molecules within the water itself, or seperate the molecules from each other so much that the technique slows down and breaks apart to the point it disperses into simple splatter. This can be used as a defensive mechanism against water techniques and other liquid based attacks/elements. Altering the water molecules can allow the user to converge them spontaneously into a single spot to reate explosions. However this is only do inside water, thus the explosions only occur within a water body and if a target is inside, the user can use use the explosions to harm them. It's possible to charge chakra into the water molecules to instead of seperating them, the user makes them brush against each other rapidly, creating heat within the body of water, causing the water to boil for more damage (this can be done to the user's water techniques or to heat up water bodies on the field). How hot the water is depends on the rank and chakra used, S rank could deal 3rd degree burns, while C rank would cause mild pain at best.
Wave Dynamic: Gathering the water molecules around their body, the Fishman (clan member) users their abilities to let these molecules rest around their whole body or selective body parts. Doing so allows the user to release small but powerful explosive shockwaves upon physical contact or force being made with their body. This allows the user to land stronger blows, as their taijutsu will be provided with a +5 bonus in damange, depending on the rank used (D rank is 5) increasing +5 depending on the rank. This however is merely a side use, as the real point is to soften damage received, upon being met by brute force or etheral attacks, the shockwaves burst in the point of contact (even around the whole body) to soften the damage or neturalize it entirely. The shockwaves can counter jutsu of the same rank as the one used for this technique ( A rank usage can neutralize A rank elemental attacks). The usage of this technique is almost instant as water molecules are virtually everywhere already. The technique can last up to 3 turns if made independent at the cost of -10 chakra per turn. Because the technique gathers and locates shockwaves around the body, the user's Gyojin techniques get an +15 increase in damage when used under this technique's influence.

- Wave Ignition and Wave Dynamic can only be used thrice per battle.
- Wave Control can only be used thrice with 2 turn cool downs.
- Can only use S rank variations in between turns, ie 1 turn cooldown atleast.
- Depending on the rank within the Clan, members are restricted to how high of a rank they can use. Ryujin Rank and below can use up to B rank, Suijin can use up to A rank, Mazu and Poseidon ( Leader) can use up to S rank and below. Clan Leaders don't have to wait 1 turn between S rank applications.
- The user cannot utilize more than 2 Wave techniques in a single turn, however they can be used at the same time given they fall under the same technique, so long as the user pays chakra cost.
- Each usage counts as a move.

✦ Declined, this is pushing it and you know it. Ignition is a clear no, the first one and Jujutsu are literally the already created CCJ for the clan just in a single jutsu with more benefits; you can't claim this as the basics when the basics literally exist. The benefits to most of these are crazy too ✦

(Gyojin Karate Ogi: Mawashigeri) ➳ Fishman Karate Secret Technique: Arrow Military Requiem
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90
Description: A technique restricted only to those of the two highest ranks, or otherwise the current leader of the clan. Through this technique, the fishman uses his incredible water control and shockwave emission in combination. They must stand still briefly to collect water, concentrating a large quantity of water vapor into various spheres which they conceal around their person and above them (these would be translucent, nearlyt invisible given that they are composed of water vapor and molecules). When released, these spheres expand dramatically in size and fired like arrows at the same time, once contact is made against a surface they implode and grow into a substantial water shockwave, with a 2 meter diameter each arrow shockwaves. Imbuing these spheres in this fashion serves to greatly enhance their destructive potential to the extent that they can easily destory concrete structures, subsequently obliterating the impaled target/object. This technique covers a wide range, covering an entire mid range radius, but reaching far longer (as it merely uses water moisture in the air to move and propagate), thus it is required for the user to be distanced from the intended target; it can naturally, also be used underwater, where the source is already more abundant (water) thus gaining 15 damage, used underwater means they can be fired underwater or shot up from it. After using, the user's hands shake abnormally the same and next turn and they take 10 damage of recoil. The arrows can also be split into diferent directions to target numerous targets but the damage is naturally divided.

Note: Usable once per battle or twice per event (but not twice in the same battle).
Note: Cannot use any S rank Fishman Karate in the next turn, or any Forbidden ones in the same and next turn.
Note: The user is unable to use S rank water in the next turn.
Note: Fishman Karate techniques lose -15 damage for the following 3 turns after using it.
Note: Can only be taught to and used by those 2 or 1 rank beneath Clan Leader.
Note: Loki's personal CCJ (1/4)

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✦ Auto Declined ✦
 
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[Nykyu Nykyu No Mi: Don'yoku No Kitsune No Tsumi, I , Okubyō] - [Paw Paw Art: The Fox's Sin of Greed, I , Cowardice]
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A (- 5 chakra per turn)
Damage: N/A
Description: A trademark of the Prince of Bartholomew's, Baan which was created upon Baan's rise to one of the clan's infamous Legends. Every one knows what a coward Baan is but while others saw this as a bad thing, Baan looked at the from another perspective and saw a bright side to his cowardice, one that could aid him in battles.
Adapting the principles behind one of the clan's techniques..."Paw Paw Arts: Impact Dial - Nykyu Nykyu no Mi: Inpakuto Daiaru". The user mindlessly releases paw pulses momentarily (at all times) in an omnidirectional fashion which would be in form of invisible paw bubbles that is repelled away from the user and instantly absorbed back into the paws but does not interact negatively with anything nor does it affect anyone. The paw bubbles are only saddled with the responsibility of simply distorting when it passes through matter (humans, clones, animal summons, constructs etc) that happens to be present on the terrain and while they return to the paws, the acquired information is registered into the User's chakra network, thus allowing the user to passively sense all forms of matter within the terrain/range. The range at which the pulses can reach depends solely on hierarchy within the Bartholomew. Normal members can only reach up to roughly 0.5 kilometer around themselves while Bartholomew Legends can reach up to 2 kilometers around their entity, though it is significant to note that regardless of the distance, it takes an instant for the pulses to be repelled and absorbed back to the paws while considering the instantaneous speed of the repel and absorb capabilities of the parent technique which is especially one of the reason its near implausible to notice.
These Paw Bubbles works independently and would not influence the User's techniques in any way. However, the technique siphons some of the user's
chakra per turn to keep active and would be ineffective whenever the user is depleted completely of chakra.
∆ Its on par with the cannon chakra sensing
∆ Personal Custom Clan Custom Jutsu to Thaal Sinestro
∆ Must be mentioned in bio or at the beginning of a battle as part of active techniques.


[Nykyu Nykyu No Mi: Don'yoku No Kitsune No Tsumi, II, Gōkei Shōmetsu] - [Paw Paw Arts: The Fox's Sin of Greed, II , Total Annihilation]
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Around the time Baan Bartholomew attained the title of one of the clan's Legend, with his in depth knowledge of the clan's workings, he set out to utilize what he has learnt by creating a set of his own personal techniques accessible to himself and others he believes to be worthy. However, in his quest he embraced the Evil side of the arts more than the Holy Side which he saw to be boring and useless in heated confrontations.
Modifying the tenets of the clan's..."Paw Paw Arts: Train Wreck - Nykyu Nykyu No Mi: Toren Keigei" - The First Pilgrim, The Bartholomew would focus chakra into his paw(s) and repel the air in front of his entity spanning up to 15meters outwards and forwards around a 90-180 degrees originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the air in the affected regions. Upon repulsion, It would seem that the Bartholomew had removed the entire air in the affected and designated area which he turns into a complete inert vacuum for a whole turn.
The Bartholomew positions his paw(s) towards the direction and repels resulting into the area immediately be void of air which turns that location into an empty vacuum volume. The devastating effects happens to be doubled in relation to living beings such as humans, clones, animal summons etc while they remain within the space within that turn since they would be unable to breathe due to the
absence of air. Similar to outer space; The Moon, this vacuum gap is unable to be traversed through without assistance from any form of boosts that could equal to relatively 4 times the normal body which would be just about enough to be able to scale through the vacuum at the cost of being extremely slow. Without the required boost, the moving matter would
immediately assume an inert state, unable to move and loose all its available speed and momentum. A Bartholomew is able to transverse through the inert vacuum, Although, He is not invulnerable to the respiratory effects as He would also run out of breathe within moments of being within the allotted vacuum.
Realistically, Due to the lack of air and the inert space intangible elements would not be able to take form. For example, The absence of Air makes it impossible for the opponent(s) to manipulate air into
Wind Techniques except the types that are made from within the opponent(s).
Air essentially fuels Fire Techniques but since there is none, Fire becomes void within the vacuum. There are a lot of possibilities to this advantage even though all the resultant effects of the vacuum are also a downside to the user since his non-physical elements would be declared null and void within the vacuum, having core significance to a double edged sword. Paw Paw Arts, However, are able to be used within the Vacuum.
NOTE
∆ Can be used two times per battle requiring a three turn cool down within both usages and lasting only A full turn.
∆ No Paw Paw Arts above S rank for two turns after its usage.
∆ Personal Custom Clan Custom Jutsu to Thaal Sinestro
 
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Shinta

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(Puraimaru Shihai) - Primal Innervate
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra: 20-40 (+10 to the user per turn, as long as the chakra sensing is used)
Damage: 40-80
Description: A very basic technique and one of the very first a Valentine learns it is in essence the ability to absorb ambient Natural Energy and use it to initiate animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal, muscle, bone, or even organ structure of any given organism. This allows for a Valentine to take on animalistic traits and gain abilities relative to the transformation a Valentine is able to source a transformation from any species of non-mythical animal. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use rivalling the freedom of even the passive transformations granted by simply being a Valentine.
Where these transformations differ from the passive transformations of the clan is their refined power and ability to be used to defend and counter other techniques. If a proper transformation is adopted a Valentine can counter various ninjutsu techniques or taijutsu techniques rather easily. This also allows the Valentine to take on various additional senses examples being Infra-red Sensing like that of a snake by adopting heat pits like a snake, or Night vision, like a feline by increasing the number of rod cells in the eyes. The Valentine can also adopt traits such as a nictitating membrane that negate visual genjutsu; Hyperosmia like that of a dog or a wolf, heightened auditory perception, and heightened somatosensory (sense of touch.) Augmentation of a sense counts differently when compared to something like creating nicticating membranes in the eyes which would be an example of previously stated animalistic transformations. Any transformation would be extrapolated to the user's relative size.
While under the effect of any transformation be it animalistic or sense related the Valentine's life-force sensing is amplified exponentially due to his attunement to the natural world around him/her and to those very life-forces around them. This equates to the ability to not only sense a person's life-force but their very consciousness their very conscience it grows to the level of an emotion sensing ability able to sense fear, jealousy, lust, envy, wrath, anger, rage, joy, pain, killing intent, and any other emotion tied to the conscience of a person. It becomes second nature to the Valentine to understand anyone even their motives, and morals due to the in depth way a Valentine senses a person not originally by their chakra but their very life essence who they are on a level deeper and more profound then mere chakra.
The final ability that can be derived from this jutsu, is the ability to mold the ambient Natural Energy they're absorbing to form senjutsu chakra thus allowing the user to sense chakra in the vicinity. This chakra sensing isn't rudimentary and is very refined able to tell the differences between chakra nature due to the changes in said chakra I.E the various changes in flow, speed, temperature and frequency. This chakra sensing is slightly better then those derived from the various forms of Sage Mode. This can be accessed by first posting the jutsu, and then continuing the process throughout as many turns as wanted. When doing so this jutsu cannot be used again and no other senses or transformations can be derived from this jutsu. Since the user isn't spending chakra to use this after the first turn (-30 chakra), and is instead creating more senjutsu chakra from it he does not lose chakra he gains it in the form of senjutsu chakra.
Notes and Restrictions:
-Added senses will double the person reactions, and only a single sense can be augmented at any given time
-B-A rank variation can only be used once per turn
-S rank variation can only be used thrice with a turn cool down between S rank uses

✦ Declined, for starters with everything trying to be squeezed out of this, this cannot be multi ranked nor low ranked. No to the Genjutsu negation part as well as most of these other enhancements via transformations. If you want transformations with abilities like this, they need to be made into individual, specific transformations, not a generic vague CCJ. I also don't see any valid way how turning into a Tiger or Bear like creature will increase your sensing either....that's a huge stretch. Using this will also not increase your chakra pool, that's a definite no. To sum it up, this doesn't have much chance of being approves due to the generic vagueness of everything in it. I'd recommend making specific transformations and not vague CCJ like this that can have a plethora of effects depending on the animal chosen which can make judging it as a sole CCJ transformation near impossible. ✦
 
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