Custom Clan's Jutsu Submission

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Alyx

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Basic Ganmi Genjutsu Techniques

( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:

  • Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.

  • Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.

  • Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.

  • Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.


A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:

  • Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.

  • Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.

  • Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.

  • Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.



A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, based on the 5 basic senses, similar to The Voodoo of the Headless Chicken.They fall under one of 5 category:

  • Anger: The changes done to himself will be perceived negatively. This is usually meant to create a decoy of focus that change or body part, and make the target want to destroy it. Ex: Create a reptile skin on someone's hands which will make them want to destroy it, and, with it, the hand itself.

  • Disgust: This is meant to guide the target away from the change. The user will not want to use the body part or focus on it. Ex: Create blisters on someone's hand, preventing them from wanting to use the to make handseals or hand gestures.

  • Fear: This is meant to paralyze or make a person suspect of the changed body part. The object of the illusion will cause great fear upon the target. Ex: Turn their feet into demons that will scare the target into paralysis.

  • Happiness: This is meant to calm and attract the target to the terrain feature. This could attract someone into it, or guide them in this way. Ex: Make someone's hands into a strawberry cheesecake, so yummy, making them want to eat their hands.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The body part will elicit more extreme of either defend from it or attack it. Ex: The user's eyes are blind, what's the point of even seeing or doing anything?


It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

Candmaker Exclusive Technique

( Ganmi Oujutsu: Kentan Keishi ⋓ Kami ) Taste Supreme Technique: Gluttony Execution ⋓ Ambrosia

Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 ( -10 to the user )
Description: Throughout the history of the clan, there hasn't been a technique as controversial as this one. It signifies prestige among clansmen, and the subjugation of others to your will. Because of it, Ambrosia, or, most colloquially known as "Last Drink", is the execution technique of the Ganmi clan. It is said that it is not the Candymaker the one who possesses the Gluttony Execution, but rather the one who possesses it that is the Candymaker. Using their innate knowledge of the mechanism behind the salivary glands, the Candymaker is able to infuse chakra and his own toxins onto the target's chakra system, which will overload the current around the glands, causing them to malfunction, and inflate and strain the chakra system, causing it to behave poorly. When the glands go haywire, they start to produce uncontrollable amounts of saliva. As it overloads the glands, the chakra will seal shut the target's lips, creating a strong chakra adhesive force, preventing the saliva from leaking out, forcing it into stomach, nose and lungs, until the target drowns in their own saliva. It is even more terrible when used against other Ganmi, as Ambrosia overloads not just the quantity of the saliva, but also its toxicity, causing horrid wounds as the corrosive saliva melts through any weakened section of the body, while the drowning is in place, leaving leaking holes on the target's throat, chest or gut. The place of contact will behave similar to a seal, carving the kanji for "Heavenly Taste" on the target's flesh, marking the target as guilty. The strain on the body causes a restriction onto the target's chakra system, through the overload that latches on and strains the chakra system, preventing the usage of chakra above C rank for the duration of the execution. The drowning happens within a turn, if the opponent is unable to block it. The kanji will have appeared on the user's, signaling the activation of this technique, before touching either the upper torso ( Chest or Back ), neck or head of the target, which will then execute the technique. This technique requires contact with the targeted area to implant the seal. The Heavenly Taste kanji will show on the user's hand upon activation, and glow, which will warn the possible target before contact is made. Afterwards, the seal can be destroyed by carving out the kanji, though that requires nearly-fatal wounds, like scalping or peeling one's skin. The user can still live for 2 turns, including the one where he performs the wound, but will die from the wound afterwards. This technique is preventable, but rather less block-able, as it fit the ultimate Ganmi technique. Opponents unable to prevent the user from tagging them will face the option of dying within a turn or ripping the seal, and attempting to kill the user within those 2 turns without chakra restriction. Otherwise, a third party can destroy the seal itself with any fitting technique.

This technique is exclusive to the current Candymaker
Activating this technique will seal away all Ganmi abilities for 5 turns, including the Taste Sensory, whether the technique follows through or not.
If the technique is executed, as in, contact is made, the restriction is maintained for the rest of the ongoing battle, the user regaining the abilities at the end of it, and maintaining them for the rest of an ongoing event, regardless of the technique being countered or not. This technique can only be used once per ongoing event/battle
The seal is functional on the user's hand for 2 turns, throughout which the user can attempt to touch a target. Afterwards, it stays 3 more turns carved on the user's hand. Through those 5 turns, the hand is useless to make handseals or release chakra.
Since Ambrosia is directly derivative of the Candymaker's saliva toxins, it can be healed by a proper Medical technique, or similar method.

Lima's Personal Techniques

(Ganmi Genjutsu: Kinomi ⋓ Kinomi ) Taste Illusionary Arts: Tropical Cocktail ⋓ Tutti-Frutti
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: There was once a time when Tutti-Frutti was the go-to technique that showcased the entirety of Ganmi's personality and Genjutsu expertises. It was used in all ranks of power and complexity because it was the most on-point application of the Ganmi's manipulation. It was the ability to make the opponent perceive food and tastes. The user casts Tutti-Frutti, and is able to change people's perception of themselves and the world around and turn their senses into fruits, and meats and eggs and all sorts of raw to exquisite cuisine. With Tutti-Frutti, one could go from turning the opponent's kunai into chocolate cookies, or make them see their arms shred into ribbons of grilled syrup bacon. It's only limitation is the user's creativity with food. Lima is able to produce any Primary Taste she possesses to encompass this illusion. Nowadays, as Lima's personal genjutsu, it is used to train her clansmen, from the low ranked 'Sils and Buds, to the experienced Paladar, she adjust the input of chakra to fit what she is trying to teach.

Independently of the Flavoron Paladar abilities, this technique can be used three times without waiting 1 turn for the toxins to take effect. Otherwise, the user is required to spend one turn describing a spread of toxins before being able to use this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
The user can perform this technique once every three turns. S rank can only be used 2 times and A rank 4 times. After using the technique, regardless of rank, 4 times, the user requires 1 handseal to use again. After 8 times, the user requires 2 handseals. Can't be used more than 10 times.


 All Approved  ... under the condition of 3 things:
-"bom senso" and you know what this means
-they all abide by the basic limits I defined in the clan
-when you spread the pheromone/toxin in the air, you need to state it and post the technique in that turn as the technique will take 1 turn to happen. Only if your opponent is unable to (by lack of method or simply because in RP terms his character has no means of detecting the pheromone/toxin before the effect) to cancel the pheromone, will the technique be triggered. I like Tutti Frutti a lot. A nice read. Good job Lili-Ojisama.
Updating with one minor edit to all three basic Genjutsu, nothing else changed. Posting as current clan leader

( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses[/b], similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:

  • Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.

  • Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.

  • Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.

  • Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.
A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous 3 turns within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others, based on the 5 basic senses,[/b] similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:

  • Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.

  • Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.

  • Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.

  • Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.

A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous 3 turns within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, based on the 5 basic senses, similar to The Voodoo of the Headless Chicken. They fall under one of 5 category:

  • Anger: The changes done to himself will be perceived negatively. This is usually meant to create a decoy of focus that change or body part, and make the target want to destroy it. Ex: Create a reptile skin on someone's hands which will make them want to destroy it, and, with it, the hand itself.

  • Disgust: This is meant to guide the target away from the change. The user will not want to use the body part or focus on it. Ex: Create blisters on someone's hand, preventing them from wanting to use the to make handseals or hand gestures.

  • Fear: This is meant to paralyze or make a person suspect of the changed body part. The object of the illusion will cause great fear upon the target. Ex: Turn their feet into demons that will scare the target into paralysis.

  • Happiness: This is meant to calm and attract the target to the terrain feature. This could attract someone into it, or guide them in this way. Ex: Make someone's hands into a strawberry cheesecake, so yummy, making them want to eat their hands.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The body part will elicit more extreme of either defend from it or attack it. Ex: The user's eyes are blind, what's the point of even seeing or doing anything?
It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous 3 turns within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

✦ Updates Declined, these are all okay as they are ✦
 
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Reborn

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(Waidan) Golden Elixir
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques.

Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios.
Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra.
Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra.
Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle.
Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian.

(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

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

Huquan (Tiger Fist)

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

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

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

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My PCCJ:

1. Kami no Te|Hand of God
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Hand of God refers to a set of tools created by Lucifer before his imprisonment, consisting of two rings known as Harō and Seinaru respectively, with one on each of the wearer's ring fingers. Each tool are forged with a different Sigil engraved on them, granting them different properties for battle.

Seinaru
Seinaru, the golden ring worn on the left hand, offers a supplementary effect to empower the user, granted through a Sigil engraved on the ring written in the Enochian language for “Strengthen.” The Sigil constantly pulls in Natural Energy from the environment, similar to that of the bodies of Enochians, adding it to and increasing the flow of Natural Energy present in the body of the wearer in order to grant the user the property of empowerment. This heightened flow and volume of Natural Energy empowers the user’s body beyond its normal limits, leaving the user as physically powerful as a user of the First Gate. Due to the heightened flow of Natural Energy into their chakra system, the power of the user’s Enochian techniques and their affinities will be increased by one rank(S-rank and above increased by +10).

Harō
Harō, the earring adorned on the left ear, offers a defensive ability towards chakra infusions. The earring is engraved with a Sigil written in the Enochian language for “purity”. This Sigil grants and those who wear it and their chakra the property of immunity. Specifically, immunity to chakra infusions. This is accomplished through the Sigil granting Harō the ability to filter foreign energies; should they be infused into the user’s body, the flow will be redirected through the ring, and out into the surrounding atmosphere, where it dissipates into an inert, unusable form. This effect also applies to the user's techniques, rendering them immune to being infused with foreign energies with the exception of Natural Energy for the user's techniques. This also doesn't mean that normal, direct clashes between the user's techniques and another(such as a blast of fire hitting a wall of earth)won't occur as they normally would; simply that alterations to the user's jutsu through an infusion of foreign energy/chakra would become impossible.
Note: Hand of God functions as a Custom Weapon

✦ Declined, no type of restrictions at all? ✦



2. Tengoku no Hosuto|Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: B-F
Range: Short-Long
Chakra: 20-50
Damage: N/A(Depends on application)
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(B-S)
Through a mental command, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. The power of the technique can be adjusted to fit the user’s needs, with the S-rank version requiring a handseal to perform and only being capable of being used three times per battle. This technique cannot be invoked in consecutive turns.


Holy Fire(S-rank)
Upon the formation of two handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques above S-rank can be used within the same and following turns.

Holy Host(B-S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created through mental commands and hand gestures, though sapping up -10 per turn to be maintained. These constructs are capable of being through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body before being shaped into the desired form, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or form handseals, or wings to mimic flight, etc. within reason. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

Weapon of Heaven(F-rank)
The ultimate technique within the Host of Heaven, this usage was perfected and favored by Lucifer himself, seeing it as among his greatest of creations. Upon establishing eye contact with a target, the user will use it as the medium to transmit large amounts of Natural Energy to their target, forcibly blending it into their chakra system. Upon entering the target’s body, the Natural Energy will forcibly cause a severe imbalance between the target’s chakra and the Natural Energy inserted, causing their body to become overwhelmed. Once "infected," the Natural Energy's inherent capacity to induce transformation and turn individuals to stone will begin to set in as a series of gradual, grotesque transformations on the victim. During the turn infected, the target's flesh will be the first to change, with patches of stone forming throughout their bodies. These patches are the result of areas of their flesh and muscle becoming petrified, hindering the target's ability to move(halved speed, unable to form more than three handseals). During the following turn, the target's internal body will undergo grotesque transformations, causing their bones, and tissues to become disfigured in shape and placement. In the following turn, the process will complete itself, with the target being disfigured in the form of a grotesque statue. When this technique is initiated, the user becomes incapable of activating any Enochian techniques for three turns, with the exhaustion of releasing so much Natural Energy rendering them unable to use above B-rank Taijutsu and dropping their speed by two levels during the technique's duration. This technique can only be used once per opponent.

✦ Declined, remove the last one. Make it its own jutsu if you still want it. The rest need at minimum two seals, not mental commands. I also dont know why somrbare multiranked when they're simple things, especially the first one.; its just using Val and Natural Energy to prevent movement or alternatively to crush someone. Making it anything besides one rank is just an attempt to bypass usage restrictions on the sigil which are still needed on a minimal level. I also dont like the aspect of "bursting apart from the inside" as you alluded to with people. Items and things with less chakra it touches, fine and clear no to using it for handseals and other trigger based requirements for jutsu such as moving and things. Ultimately, narrow the ranks from B to forbidden rank to at least A rank , make the last one it's own jutsu and to avoid confusion or later issues, I'd prefer you to change Holy Fire to another name though this is just personal taste. ✦
_________________________________________

Resubbing these two with minor edits


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 becomes unable to use Val or Sigils above S-rank in order to avoid disturbing the flow of Natural Energy maintaining 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 use 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 or jutsu with higher chakra, 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
Note: While transformed, the user can only use Enochian techniques as well as their specialties

✦ Approved ✦


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 flows. The Sigil can be sustained so long as the user has sufficient stamina and chakra to maintain it, similar to that of skilled Dojutsu users.

✦ Declined, fine as is. It's not approved to mirror doujutsu, but sensing. ✦



1. Kami no Te|Hand of God
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Hand of God refers to a set of tools created by Lucifer before his imprisonment, consisting of two rings known as Harō and Seinaru respectively, with one on each of the wearer's ring fingers. Each tool are forged with a different Sigil engraved on them, granting them different properties for battle.

Seinaru
Seinaru, the golden ring worn on the left hand, offers a supplementary effect to empower the user, granted through a Sigil engraved on the ring written in the Enochian language for “Strengthen.” The Sigil constantly pulls in Natural Energy from the environment, similar to that of the bodies of Enochians, adding it to and increasing the flow of Natural Energy present in the body of the wearer in order to grant the user the property of empowerment. This heightened flow and volume of Natural Energy empowers the user’s body beyond its normal limits, leaving the user as physically powerful as a user of the First Gate. Due to the heightened flow of Natural Energy into their chakra system, the power of the user’s Enochian techniques and their affinities will be increased by one rank(S-rank and above increased by +10).

Harō
Harō, the earring adorned on the left ear, offers a defensive ability towards chakra infusions. The earring is engraved with a Sigil written in the Enochian language for “purity”. This Sigil grants and those who wear it and their chakra the property of immunity. Specifically, immunity to chakra infusions. This is accomplished through the Sigil granting Harō the ability to filter foreign energies; should they be infused into the user’s body, the flow will be redirected through the ring, and out into the surrounding atmosphere, where it dissipates into an inert, unusable form. This effect also applies to the user's techniques, rendering them immune to being infused with foreign energies with the exception of Natural Energy for the user's techniques. This also doesn't mean that normal, direct clashes between the user's techniques and another(such as a blast of fire hitting a wall of earth)won't occur as they normally would; simply that alterations to the user's jutsu through an infusion of foreign energy/chakra would become impossible. This effect only applies up infusions equivalent in amount to the cost of a standard S-rank(up to 40).
Note: Hand of God functions as a Custom Weapon

For LoK

✦ Declined, that one line does nothing to restrict this. Be logical, man. ✦

2. Tengoku no Hosuto|Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on application)
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.

Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

For LoK

✦ Approved ✦

3. Buki Tengoku|Weapon of Heaven
Type: Offensive
Rank: F
Range: Short-Long
Chakra: 50
Damage: 90
Description:One of the clan's ultimate techniques, the Weapon of Heaven was perfected and favored by Lucifer himself, seeing it as among his greatest of creations. Upon establishing eye contact, the user will use it as the medium to transmit large amounts of Natural Energy to their target (Absolutely not), forcibly blending it into their chakra system. Upon entering the target’s body, the Natural Energy will force severe imbalance between the target’s chakra and the Natural Energy inserted, causing their body to become overwhelmed. Once "infected," the Natural Energy's inherent capacity to induce transformation and turn individuals to stone will begin to set in as a series of gradual, grotesque transformations on the victim. During the turn infected, the target's flesh will be the first to change, with patches of stone forming throughout their bodies. These patches are the result of areas of their flesh and muscle becoming petrified, hindering the target's ability to move(halved speed, unable to form more than three handseals). (None of this) During the following turn, the target's internal body will undergo grotesque transformations, causing their bones, and tissues to become disfigured in shape and placement. In the following turn, the process will complete itself, with the target being disfigured in the form of a grotesque statue. When this technique is initiated, the user becomes incapable of activating any Enochian techniques for three turns, with the exhaustion of releasing so much Natural Energy rendering them unable to use above B-rank Taijutsu (Not a real restriction on it's own. 9/10 nobody even considering using taijutsu. 1/10 they consider it and say "nah") and dropping their speed by two levels (want's to cut a ninja's speed in half but they only drop 2 levels...) during the technique's duration. This technique can only be used once per opponent (Thought he was slick).

You submitted Sage Dojutsu, like, no. DNR
 
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Priest

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Updating Matyr Hands

Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates is usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.
♦White Priest | Shiro Sou: Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto
Daiaru", he will only absorb the impact of a technique, through anything that he touches be it tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a barrier that is fused with and surrounds the object and with this he can use inverse repel which is able to contain force within it. Though the user is not able to infuse himself directly to be able to absorb said force, he is able to use the technique on a clone by placing his paws on him and likewise, his clone can also fortify him. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu but the absorbed force can be used in conjuction with "Black Priest". In the situation where a clone/body is used as the absorber, it would increase their physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase their speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.
♦Black Priest | Kuroi Sou: The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling "aura" around them. The power of it is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). This can be used in conjuction with "White Priest" where the user after absorbing an attack with a said tool, he can then use the tool to attack with the absorbed damage however this also requires the user to use "Black Priest" spending a move but without spending chakra. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 4 turns after. Fortified weapon's power last 3 turns (if not used) or until when used once.
Restrictions and Drawbacks:
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it although this does not apply to tools that combines the ability of the White and Black Priest as one which can be used by normal member but that is all that is to it. However using 2 variants in a turn(apart from the "White and Black Priest Combo") takes a toll on the user thus he can not use any paw art in the next turn.
† Black Priest carries up to S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries up to A-rank damage(60 Damage point) for Normal members.
† A-Rank and above usages can only be done 4 times per battle.
† Can't use Ninjutsu above S-rank the next turn in which any variant is used.


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

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

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

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

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

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


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

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

Mine

□ Declined. Check stuff above. □

Paw Arts: Repel (Nykyujutsu: Oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass for normal Bartholomew, 50 times for Legends and 100 times for the Head of the clan. The point at which an object can be called forth around an opponent depends on the nature of the object. If the nature of the object is supplementary or defensive, then there is no restriction to where it can be called forth but if the nature of the object is offensive or brings an offensive result, then it can only be summoned at least 5 meters from the opponent. This restriction only holds for enemy ninja and nothing else. Calling forth the object is passive but counts as a move and the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled irregardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly irregardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

Alternatively instead of repelling to a location and recalling, the user can just use this to push his own jutsu or push back the opponent's jutsu that was sent towards him, repelling them by touching them hence, with the added repelling force, they gain a returning force greater than what they have before, thus physical techniques or objects of the user or that which is thrown at the user, is repelled back at twice their initial speed and they gain a +20 damage due to their added momentum and force. The object being pushed only move a linear path and don't have the dexterity to change path except if the are sentient. Even if sentient, they lose the 2x speed once they digress from their linear path. The weight factor does not apply with this since one is not sending an object/jutsu to another location. Can be used to push back jutsus up to one rank higher but this variant can only be used 1x every two turns.

✦ Declined, you confuse passive for none time consuming. If something is passive, it means that it doesn't cost a slot in the jutsu per turn. It doesn't mean that it doesn't take a place in the timeframe. You can't say that it's passive but it cost a spot in the timeframe as it contradicts. Fix the template btw. No spawning anything within 5 meters of the opponent, not just 'enemy ninja' alone. The second usage is too much for this jutsu itself lol, maybe as a variant of this. ✦
Paw Arts: Repel (Nykyujutsu: Oshi)
Type: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 2 times the users mass for normal Bartholomew, 5 times for Legends and 10 times for the Head of the clan. The point at which the repelled object can be called forth around an opponent is at least 5 meters from him except if the user is within short range of the opponent then it can be called at least 1 meter. Calling forth the object is passive but the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled regardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly regardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

For LoK

✦ Approved, drastically lowers the scale for the and size it can affect. 100x the user's mass is high for a B rank with little restrictions. ✦

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

First Pilgrim
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 15meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed.
The Bartholomew focuses chakra into his paw and repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instatenous speed. Just like (Paw Arts: Repel), upon repulsion, the bartholomew vanishes from view and appears at his destination in a near intanteneous manner. This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.

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

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

Illustration of 2nd and last
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 Approved 
Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

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

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

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

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

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

Illustration of 2nd and last
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Mine

□ Declined. See above. □

updating

Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensoring ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.


-Approved under the condition of the red part added-


Paw Paw Arts: Slapping Thrust Pressure Cannon - Nykyujutsu: Tsuppari Pad Hō)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Pressure cannon is a unique ability of the Bartholomew clan utilising "utilizing" the air pressure specifics of paw abilities in an offensive manner. To make thrusts more efficient and extremely faster than it use to be "normal", the Bartholomew discovered that, by balancing their weight and center of gravity, they are able to push at speeds beyond what they can initially achieve, making their thrust much more lethal (unnecessary). This makes slapping thrust a version of thrust that needs one to be completely still and firm on the ground to avoid recoil. The user first plant both their feet firmly on the ground by means of a sumo-style foot stomp. However this is only necessary should the user has "have" no other means of balancing himself on the ground. For example, he could use a jutsu to firm his feet on the ground which could be a replacement of the sumo stance. They then throw/jab their palms forward multiple times depending on the user (I want a concrete number/limit), equally firing a number of "pressure shots" at the enemy depending on how many jabs was "were" made. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. (Redundant, remove it) Slapping thrust is a thrusting open-handed strike about the upper chest and face, a technique in Sumo. Unlike "thrust", the speed at which the pressure bubbles move is thrice that of normal "thrust" (Pure fluff, remove it, just say thrice user's speed) or elaborately, thrice the user's speed. Slapping thrust requires one to spend S-rank chakra and can only be used 3 times per battle with a two turn rest inbetween usage. After using Slapping Thrust, the user can not use Paw Arts above A-rank in the next turn. The pressure shots move extremely fast, only sharingan of 3 tomoe can predict them or any other sensory ability capable of playing on the same level at which the shots move (Remove this, you don't need it upon specifying the speed of the technique).


How it looks
Slapping Thrust
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Fix based on my edits, give more concrete restrictions for multiple 3x fast palm strikes at S-rank.

Declined
 
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Gobi Gobletsson

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8th Basic House Tech.

(Roki no Omoide) Δ Reminiscence of Loki
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which comsumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and convinction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special is their ability to don themselves around an object or technique, preferably a technique of the user, which allows the Genki to share it's spiritual properties with the technique temporarily transfering the technique to the Pure World. While in the Pure World, the prescence of the technique is masked by the untrained eye. Similiar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transfered back becoming tangible once more. The technique lasts 3 turns when used, and can be used maximum of four times per battle.

reference to jorth;


✦ Declined, it'll have to cost a turn for it to return from the Pure World and at least 10 chakra each time. ✦
resubmitting

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

For LoK

✦ Approved ✦

Updating following techniques;

(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions.

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

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

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

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

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


 Approved  Editted here and there. The final note on turns means that Partial Infusions and Full Body infusions last 4 turns max. However, if you terminate the Partial before it times out, the Genki will still be in the field. Full Body will always release the Genki back. Changed how the chakra worked. It was too little chakra cost.
(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions. This consumes no time, allowing a spirit to be instantly summoned to the field in dire situations.

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

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

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

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

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

Mine

□ Approved. Edits made. □

(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.


 Approved 
updating;


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

Update Declined, passive means it doesn't take a place in the timeframe. By saying it's passive but counts as a place in the timeframe,you contradict it.


New sub;

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

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

Pending, we gotta talk about this one. Message me when you can
 
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(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

Approved w/ Edits

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Rather than focusing on the manipulation of raw Prana, the user will utilize it to enter the Throne or return entities that were previously transported such as chakra or techniques. In this sense, the use of Prana will only act as a medium to achieve the desired effects and will not be the end result itself, as is the case in Era of Gods. The first two uses, Conquest and Domination, will deal primarily with returning entities already in the Throne to the field. Thus these two uses tend to require absorptions to be made beforehand through Prana techniques such as Era of Gods before they can be used. The latter two uses, Dissension and Unification, involve first sending people to the Throne before returning their bodies or parts of them to the field.

Conquest of Alexander - Bastion of Achaemenid
Through this ability, the user will gain the capability to return absorbed objects, techniques, parts of the terrain and other Surgebinders (no summoning other members) to the field. They will be manifested on the field in the form of the ethereal energy before becoming corporal and usable as tangible entities. Upon becoming corporeal, the transported entities will exhibit all of the effects and properties they possessed prior to being absorbed (I don't really understand why this is necessary, you'll need to explain it to me later). They will continue to move with the exact same speed and momentum that they had. It will be almost as if time was stopped and then resumed for them, given the 'stasis' they were under while they existed in the Throne as prana energy. It could be summoned facing a different side and/or in a new location altogether. Targets that were not motion prior to being absorbed cannot be propelled or made to move through this technique. The only exception to this is summoning them in the air so that they succumb to gravity and descend on whatever is below them. Techniques returned to the field through this ability will possess the same damage they did prior to absorption while objects and parts of the terrain will assume the damage of their rank (Don't like this. You could turn a kunai thrown at freeform into S-rank by this logic).. Returning Surgebinders within the Throne to the real world is normally done to interfere with their use of Unification of Arthur, effectively cutting short their stay in the alternate dimension. B-Rank uses will encompass transporting objects and people, A to S Rank uses will encompass transporting parts of the terrain while the rank of transported techniques will reflect their own rank (We'll rank this proportional to technique rank/matter of size and complexity) The S-Rank version of this ability can only be used once every four turns and no Prana in the user’s next turn.

Domination of Vlad - Tower of Yggdmillenia
Rather than returning techniques themselves to the field, the user will concentrate on returning the chakra contained within to their bodies. The user will systemically isolate all of the chakra contained inside of every technique they've sent to the Throne, even if that chakra is the only competent present (in the case of raw chakra techniques and similar abilities). All of that chakra will then be purified to rid it of harmful effects and foreign taint, effectively rendering it raw, unmolded chakra. (This was discussed partially, there are cases where this is impossible and the clan does not have the means to "purify" chakra to suit the ability) It will then be returned to the user's body as prana energy in order to seamlessly integrate it into their chakra network. The prana will travel through their chakra system until it reaches the point(s) where the user's chakra is stored and contained, whereby it will be converted back into it's chakra form and deposited there for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 500 chakra points (too high). This does not mean this ability will always return that amount, the value will always be dictated by how many techniques the user has absorbed and how much chakra they contained. If, for example, the user managed to absorb 10 standard A-Rank techniques, that would only increase the user's pool by 300 chakra. This is a B-Ranked (You're not cute, this is S-rank) ability and has a cooldown of two turns in between uses (I see why you aint want me to check this, I'm just bending you over aren't I, turns to be discussed). Techniques that this ability is applied to, if later used with Conquest of Alexander, will no longer carry their previous damage value and will instead be classified as a terrain usage (Don't understand what you mean by "if later used with Conquest of Alexander" If you using this application on a technique you're not using Conquest of Alexander on the same technique...). Naturally this will only be possible with matter-based elements and not those composed of energy as they will lose their form without chakra.

Dissension of Hassan - Fortress of Alamut
This ability can only be used while the user has at least one clone on the field. The user will instruct their clone(s) to surge a large amount of prana throughout every chakra point in their body. From an outside perspective, the clone(s) will disappear in a flash of light that reflects the colour of the user's Prana. This will signify their return to the Throne and the first part of this technique's use. The next stage of this technique will take advantage of the user's ability to return the chakra within entities sent to the Throne to their own body. All of the chakra within the clone(s) will be siphoned from their bodies and transported back to the user's own passively. Their initial travel to the Throne will count as a move but the process of returning the chakra will neither cost a move nor take a slot in the timeframe. Regardless of how many clones use this ability at the same time, it will still only count as one usage of this ability and one of the user's three moves per turn. For each clone that uses this technique, it will cost 30 chakra per clone (e.g. if four clones use this, it will cost a total of 120 chakra). This is an A-Ranked ability and can only be used four times per battle. This particular ability can only be used by clones, never the main body and once this is used, they cannot return to the field/real world under any conditions. The chakra siphoning process is done fully, rather than partially, and upon completion the clone(s) are dispersed.
A whole lot of no. This won't be allowed



Unification of Arthur - Kingdom of Camelot
The user themselves will surge a large amount of prana throughout every chakra point in their body in order to enter the Throne. Their body and everything on their person (including held items and Noble Phantasms) will disappear in a flash of light that reflects the colour of their Prana. They will instantly re-appear amidst another flash of light, at a location of their choosing; the entire process occuring as fast as Minato's Flying Thunder God technique. This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing all of that Prana with chakra. Twice per battle, the user can utilize a stronger version of this ability to prolong their stay in the Throne. This will allow them to exist within the alternate dimension as prana energy, which effectively places their body in a 'stasis'. This will halt blood loss, the propagation of poisons, the duration of active techniques/abilities and any other ailments or conditions. This will happen for as long as the user is within the Throne and the user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield or in the same landmark then using this technique will not count as escaping a battle. If the user opts to re-appear in a different landmark, then they will effectively forfeit the battle and be out of the event. This only applies if the user utilizes Unification while engaged in a battle and not for simple travel purposes. The first usage is considered an A-Rank and can only be used once every four turns. The second usage is considered an S-Rank, can only be used twice per battle and has the same cooldown. If the user remains in the Throne for a duration longer than two turns, they will be unable to use S-Rank or above Prana on the turn they return.

Beyond the scope of the jutsu and too much without adequate restriction so not happening


Declined - Heavy Restrictions and downsizing required. The last two parts of this jutsu are not to be resubmitted.


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

Crown of the Ruler
It is the prerogative of rulers to expand their territory and consolidate their sphere of influence. In this variant the user will augment their chakra system through prana to increase both the efficiency and scale of their techniques, allowing them to travel farther and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of techniques can be influenced with this ability (this may not infringe on rules that regulate how far techniques can manifest near enemies. 3 to 5 meters away unless the base technique used already allows for conjuring on or near an opponent like Swamp otU). While this ability is active, short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. Nor are techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but it's maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions.

Helm of the Avenger
To annihilate indiscriminately is the very essence of vengeance (Wait, how? If you're vengeful aren't you discriminating against...whatever made you vengeful in the first place? tf you mean indiscriminate?). In this augmentation the user will augment their chakra system with prana in order to increase the strength and power of their techniques. This augmentation can selectively be applied to certain elements and abilities or all of them but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. This ability can also affect advanced elements without being applied to one or any of their individual components. Naturally this ability can only be applied to offensive techniques and/or those which have a stated damage value. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. When this ends, for the same duration Helm of the Avenger was active, offensive techniques of all of the elements or fields that were boosted will now be decreased by one rank. Since this ability does not boost solely defensive and/or supplementary jutsu or those with "N/A" damage, such techniques will not experience this backlash even if they fall under one of the chosen skills.

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Personally, I'd go with the first one because you can pack more power into a refined technique rather than trying to have multiple abilities.


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

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

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

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

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

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

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

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

~Declined~
We're going to talk about this one and resubmit it together.
 
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The Batsuit (Sono Kōmorisūtsu)
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Batsuit was designed by Bruce Wayne aka The Batman. He made the suit to hide his identity and protect the shinboi world. This suit is different from any Mandalorian armors just because of how it is set up and modifications(enhancements or same abilities as the basic armor.

Passive Abilities:
General
-Basic Protection: The Batsuit is made of lighter but more durable in increase strength and speed. The suit has the ability to still free form Bladed Weapons, Ninja Tools, Explosive Tags and attacks that's no damage(N/A). This suit also protects against B rank and below Taijutsu attacks and also D rank ninjutsu. This suit sill can't negate momentum and kinetic forces. The user speed is increased by times 2.
Helmet
-Mask: The suit doesn't have a full helmet. The helmet doesn't cover the mouth. This suit has a separate attach that the suit uses and always is with it to protect against harmful gases, toxins, or airborne pathogens. This basically purify the air for Bruce Wayne but if it was to go against techniques it always protection against B rank and below techniques and always Bruce to swim under water for three turns before running out of air.
-Communication: This allows him to communicate with anyone that has a wireless communication devices over a great distances. The communication also allows him to see images in the visors of helmet.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to C rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.
-Cape: The suit also has a cape attach to it that can be removed with Bruce will. The cape is made of memory cloth which when the user focus chakra through the cape, it transforms into a wing like glider. Also when focus chakra into the cape can defend against the same things as the armor can defend against. This can be used when focus with chakra to attack someone with and deliver up to D rank damage.
-Gauntlets: His gauntlets on both of his forearms have three blades that can be retract and even shot out passive like projectiles up to same range as any throwing weapon. They can be attach back again if the suit wearer retrieve them.

Active Abilities:
Helmet
-Enhanced Vision: The visors can be activated(5 chakra points per turn) and can basically mimics the tracking speed of a 2 Tomoe Sharingan. The visors also allows the user to see night vision and thermal(infrared).
-Sensing: The helmet also gives off a chakra pulse when activated(10 chakra points per turn) which bounces off of objects and gives the visors a rudimentary sonar view of the surrounding area of the suit. This allows the user to know if a person/animal, elements, or even tools(weapons or whatever).
-Genjutsu: Just as the basic armor with one enhancement with the the turn usage, "The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 2 turns, counts as a move)".
Body Armor
-Jet Pack: The armor has two chakra vents which are located in the footing of the suits. "The chakra vents uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only 2 times faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move)".
-Vibration Batarang: The suit has two large which has a handle on the bottom of them like this and are the same length as a regular long katana. The batarangs uses the chakra from the suit wearer to create a high level vibration to increase the damage of them each. This can be used for any kenjutsu. As such, when uses, physical Kenjutsu techniques gain +10 damage from each batarang. The batarangs each drains 10 chakra points per turn when used(free form chakra infusion and increase to the damage of kenjutsu)
-Cloak: This suit hides the user's charka signature even from charka sensors(only when using "(Meisaigakure no Jutsu) - Hiding with Camouflage Technique") and heat signature(passive).
-Armor Strengthening: "As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns"

-No CW can be used with this suit.

View of the suit but also can be different colors:
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(Gurappurugan) Grapple Gun
Type: Supplementary
Rank: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Grapple Gun is an unique weapon that is created by using the Mandolorain clan's technology. This is a weapon that is created by Bruce Wayne himself. It is made into near shape of a "L". It has a trigger on it to shoot a wire that has a hook on the end. The wire has three other wires with it that can be attach to the gun to be used once one wire is used. The wires can hold up to 350 lbs each. The length of the wire it can go up to is mid range. The wires are retractable, detachable, and of course replaced by one of the three other wires the user would have on them. The wires are held into a tube like object. The wires can focus chakra through them so the wire can go into the direction Bruce or whoever would like the wire to go but still only up to mid range.It's mainly used for climbing and swinging over gaps/large structures. Second use of the Grapple Gun is used to pull a target towards the user of the Grapple Gun but also used to pull the user to the target but also used to knock out someone with one hit from the hook that shoots out. This is a weapon so everything it is used for is passive.
-Must be placed in the user's bio or beginning of the battle/war.

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Penguin did give permission to start submitting personal custom clan jutsus.

Both Declined
Resubmit when unbanned
 
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I have permission to submit this from LoK:

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

Declined

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

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

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I'll resubmit this as an exception. Their working principle are very similar.
Merging Grand Exorcism with Pulsus Coration and revamping.



As discussed with Scorps through vm


updating to personal ccj


Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/Defense
Range: Self/Close
Chakra: 40
Damage: N/A
Description: After creating the sacred "Pulsus Coration", Priest created another which is a more supplementary approach but still impinging the usage of paws on oneself. Grand exorcism according to its name, is grand and with the usage of the paws push/repel ability the user is able to acquire more efficient use though not as powerful as curing yourself in regards to Pulsus Coration but it is as potent in more effective ways than the latter.
The user would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness), induced foriegn substance and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out of the person, containing all the Fear, fatigue and foreign chakra/substance thus while instantly gaining freedom from some jutsus(Genjutsu, sakki, poison and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns.
However, unlike "Pulsus Coration, the bubble cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
++Note++
~Useable only 2x per match by Normal Bartholomews while Legends are able to use this upto 3x
~2 turns in between usage for Normal Bartholomews while Legends and above have only one turn inbetween usage but as soon as they use this after one turn, the 2x power-ups(reflex, reaction time and agility) refreshes and would not add up.
~Cannot be used to push out pain and enormous fatigue(exhaustion)
~Priest's Personal Ccj


 Approved 
Updating this as its old..
To correct some anormalies.
-The pain reverting to the user might not be logically possible as the pain is contained in a bubble and can not suddenly teleport back to the user in an instant so i'm going with a more logical reasoning that is: it causes a devastating effect.
-The restriction about not using the paw any more is totally ridiculous. The paw is not in any way damaged in the course of using the jutsu, only the user is exhausted and the exhaustion is being removed, also this technique is not even forbidden ranked.


Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area.
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~Can only be used after the two turns have passed.
~No Paw jutsu for the next 2 turns
Note: Pulsus Coration means Healing Push, in Latin.
||Approved||
Too much revamp so did not bold

Healing Push
Type: Defense/Offence/Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
Healing push is an ability of the Bartholomews to use their paws to push and rid themselves or others, something other than matter (Don't understand this part of the sentence). With this ability, they have control over pain, fear, fatigue and even chakra. There are two ways which this ability can be utilized.

Exorcism | A/S Rank
A more defensive and supplementary aspect of healing push but still impinging the usage of paws on oneself and others (Redundant, healing already implies supplementary or defensive usage). Exorcism according to its name, is grand and with the usage of the paws push/repel ability the user is able to acquire more efficient use though not as powerful as curing yourself in regards to "Healing" but it is as potent in more effective ways than the later (run on sentence, incoherent, tells us nothing about what the jutsu does yet).

The user would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness), induced foreign substance (move to the other section) and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out of the person, containing all the fear, fatigue and foreign chakra/substance thus while instantly gaining freedom from some jutsus(Genjutsu, sakki, poison (move to other section) and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns. However, unlike "Healing", the bubble cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
The user can use this offensively albeit to damage or not to damage a target. Either way, they would be disposing them of some of their chakra. The user would though need to make paw contact with the target and with each push, he would be able to dislodge 100 chakra points. The user is able to execute '2 pushes' max with single contact of the paw, with a single push being equivalent to A-rank while a double push is S-rank. This means the user is able to dislodge up to 200 chakra points from the target using this technique. After pushing the chakra, the chakra is dislodged into a paw bubble with size depending on the rank of the push used. And the user either cause the bubble to explode or call it back into his paw thus absorbing the chakra into himself. A-rank bubble is the size of a basketball, carrying 100 chakra and its explosion spans 5m radius, carrying A-rank damage. S-rank bubble doubles the size A-rank bubble, carrying 200 chakra and its explosion spans 10m radius, carrying S-rank damage. S-rank versions can only be used 2x for each usage(defensive and offensive) by Normal Bartholomews while Legends are able to use this upto 3x. However, there is 2 turns in between usage for Normal Bartholomews while Legends and above have only one turn inbetween usage, though as soon as they use this after one turn, the 2x power-ups(reflex, reaction time and agility) refreshes and would not add up. Exorcism cannot be used to push out pain. (Whole bunch of nope righ chere)

Healing | S-Rank
A Bartholomew will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they may be going through. With this, they are able to once again regain their normal mental state. With this ability, one is able to at the same time, remove the cause of pain only if its chakra based. If the cause of the pain is something physical like a wound, a cut, the user would still require to heal it with other healing method to save himself albeit the work of this variant is so that once pushed out, they won't be able to feel pain for a period of time(5 turns) thus its advisable to heal oneself before the time elapses else, one would begin to feel the pain once more. Once pushed, a huge red air bubble in the shape of a paw appears on the other side of the push, containing all the pain and exhaustion extracted, which can be then redirected to a new person at twice the speed of the user. If the bubble happens to burst without touching anyone (if hit with a strong enough power (S rank and above)), the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area(10meters).(Boy, bye)
Healing can be done 1x per battle for normal Bartholomews while Legends are able to utilize this twice with 3 turns inbetween usage. Healing requires one to spend S-rank chakra.
If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubble size, it will explode. No other S-rank and above paw arts the same turn Healing is used.

NOTE: This special kind of paw ability would not react with any kind of matter whatsoever and would only interact with those aforementioned. This means the user can still purge himself regardless of if he's wearing any armour even if its chakra based.
NOTE: Individual restriction resides in their specific descriptions.

Declined
Ok, I'm fine with you giving minor buffs with this through healing and everything, but you're not turning this offensive against opponents in anyway.

That entire first paragraph in Exorcism, you can basically get rid of that. That is a waste of a read. Anything dealing with physical poisons or pathogens move it to the "Healing" section of your jutsu. Keep the exorcism to all that bs about fatigue and genjutsu since I know that's what you really want it for. "Healing" as it is, it rather useless so might as well give it the ability to get rid of physical inhibitions that are tangible.

Last thing, please get somebody to proof read your jutsu before you submit them again. Take this as a jab if you will, but it is difficult to read and understand some of the things you say.
 
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Nykyu No Mi Tsumetai chikara: Paw Arts Cold Force
Type: Supplementary/ Attack
Rank: S rank
Range:short (How you going to say this here)
Chakra:40
Damage:80
Description:
Having been one of the smaller of the Bartholomew clan members due to being a female Mashiro had developed a unique clan jutsu. This was to compensate for some of the lacking power she had. She would start out by placing both her hands on the ground. Now by building up and channeling her paw chakra up to mid range (And then say this?) under the ground she could setup a trap underground. The air bubbles will be stored under ground around the enemy in a full range diameter circumstance (How tf...). Lying dormant under the ground is 100 small paw bubbles which are compressed to an immense state. These bubbles are similar to that of land mines. Once pressure from above is applied to the bubble that lies just under the surface the bubbles will expel a chain reaction of explosion type force. The reaction will trigger all of the bubbles in the radius sphere layout to release a forceful blast upwards capable of completely altering the radius into a large crater.

Epicenter:
Mashiro sometimes lacking the patience would apply three handsigns to the bubbles after laying them into the ground this would reinforce them and have them float up from the ground without the need of weight trigger. Once above ground the second someone uses chakra the bubbles would swarm that person and attach to them sending the full blast directly onto them. The bubbles will latch onto the chakra signature or anything chakra infused at the instant chakra is used.

Restrictions:
+useable twice per battle.
+ Cannot use any other paw abilities in the same turn
+ Cannot use above A rank in the same turn as this jutsu.
+can only be taught by Juha

How is any of this within the scope of the Bartholomew skillset....DNR

Nykyu No Mi Sarutan Gaijo : Paw Arts Sultans Removal
Type: Supplementary/ Attack
Rank: Forbidden
Range:short
Chakra:50
Damage:80
Description:
Having fully honed and trained to the absolute highest degree of understanding. Mashiro began to dabble in the forbidden arts of her clan. Having the ability to precisely remove fatigue and damage from a body wasn’t enough for her, and she wanted more power. While uniquely enough one day she accomplished such a feat. She was able to harness her paw ability even further than some of the oldest legends. She focused her paw chakra while holding her hand above one of the limiters on the human body. These limiters were the chakra gates which were well known for the gate users. By focusing a paw bubble around one of the limiters she was able to remove the limiter all together. When one would forcibly open a limiter the chakra would flow through it in a much fast state. Now completely removing a limiter had slightly different alterations. The shinobi would gain a larger then normal muscle tone and mass increase, And There Bodies Would Grow Slightly In Height And Weight As well. Increasing there taijutsu destructive force by +20. The next and most recognizable change was the chakra output and speed. The increased speed was even greater then opening the first two gates because that limiter was completely gone and could not be closed off again until 3 turns had passed. After this time the paw bubble would automatically recall the limiter. The speed difference was that of 2x normal speed. There are however restrictions as to how many limiters the user can remove being that only 2 can physically be removed at a given time. This suspended animation of the limiters will be very taxing on the human body and will result in the user losing the ability to mould chakra over S rank in power jutsu for the duration of 2 turn’s.

Restrictions:
Cannot use above S rank jutsu for 2 turns afterwards.
Limiters remain removed for 3 turns
Raw chakra jutsu will gain a +30 boost in damage ie rasengan type jutsu.
Cannot use any other paw abilities in the same turn this jutsu is used.
Cannot use above S rank during the usage.
Can only be taught by Juha

You're not slick, DNR


Nykyu No Mi Hanmichi : Paw Arts Halfway
Type: Attack
Rank: A Rank
Range: Short
Chakra:30
Damage:60
Description:
The user of the most terrifying taijutsu aspects that rival the gods. Having formed a considerably denser
Denser chakra around there hands the user of this technique will be constantly releasing chakra during this passive ability (After activation). The users hands will look like (Mickey mouse type hand/gloves) this is due to the fact that the condensed paw chakra is residually being released during battle. The coating will afford the user the ability to smack away C rank and below jutsu with ease being energy based (How tho? I don't think "smack" is the right word for this) or solid matter based. The swirling compressed air (where did this come from?)will make a harmonic noise which will cause disruption for sound based jutsu directed at the user. This will only nullify up to B rank sound jutsu and can interfere with sound detection methods as well. (um, no) While utilizing this passive fist style of the clan the user will apply a +20 boost to any hand related taijutsu that this is applied with. The effects of being hit with either fist while active will cause severe blood clotting after being struck. The chakra being applied will be capable of causing coagulation throughout the point of impact. This can limit a shinobi’s ability to move that region of there body. Making the limb or point feel extremely heavy and or numb. The duration of the jutsu will last for three turns and during that time no other jutsu can be molded from the hands.



Restrictions:
Cannot be applied to NB Tai
Cannot pair with S rank and above taijutsu
Can only be used by Bartholomew legends
Can only be taught by Juha

3/3 Declined
1/3 Revisable

I think we can call this a good day right?
Edits were bolded

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Nykyu No Mi Hanmichi : Paw Arts Halfway
Type: Attack
Rank: A Rank
Range: Short
Chakra:30(10 per turn after activation)
Damage: (+20 to Taijutsu and or any free form or weapon usage)
Description:
The user of the most terrifying taijutsu aspects that rival the gods. Having formed a considerably denser
Denser chakra around there hands the user of this technique will be constantly releasing chakra during this passive ability (After activation). The users hands will look like (Mickey mouse type hand/gloves) this is due to the fact that the condensed paw chakra is residually being released during battle. The coating will afford the user the ability to redirect by deflecting it by palming methods C rank and below jutsu be it energy based or solid state. This form once activated will not be visible to the naked eye. However sensory and doujutsu will pick up on the passive chakra jutsu.While utilizing this passive fist style of the clan the user will apply a +20 boost to any hand related taijutsu that this is applied with. The effects of being hit with either fist while active will cause severe blood clotting after being struck. The chakra being applied will be capable of causing coagulation throughout the point of impact. This can limit a shinobi’s ability to move that region of there body. Making the limb or point feel extremely heavy and or numb. The duration of the jutsu will last for three turns and during that time no other jutsu can be molded from the hands. Once per turn the user is capable of applying this chakra to any weapon they are holding and use it to boost the damage of those weapons. Be it kunai, shields, swords, etc. This will cost anything you are carrying with the same chakra and apply principles to them as well. Say you apply it to Fuin tags or paper bombs it will make them harder to diffuse or counter.


Visual of usage against energy blasts from 1:10 to 1:17



Restrictions:
Cannot be applied to NB Tai
Cannot pair with S rank and above taijutsu
Can only be used by Bartholomew legends
Can only be taught by Juha

□ Declined. Clarify by what you mean on the Fuuin tags being enhanced with this? This needs a usage limit, and it lasting three turns is a no. □

Nykyu No Mi Oshi Hermes : Paw Arts Push Of Hermes
Type: Supplementary/defensive
Rank: S Rank
Range: Short-mid
Chakra:40
Damage: 80
Description:
This jutsu requires the user to be still for a split second while also holding their hands flat against each other. The user will cycle their paw chakra through forcefully together. Allowing the chakra to build immensely inside the body. This will swarm and bloat the user making them slower in the process but doing another thing entirely. This works to flush out foreign chakra from the chakra network by fully condensing all the tenketsu with paw chakra. The user once they release the hands from touching will then expel the paw chakra in a 360' radius up to mid range from the user. It's will look like a giant barrier erecting. This blast has slightly less power then almighty push and the range is limited even more as well. It is a condensed air type push instead as well.
While inside the erected sphere of condensed paw chakra the user will be capable of instantly closing the range from short to mid range in linear fashion only though. The sphere of chakra will only remain until it hits mid range so the user must be fully prepared to make the move forward. This will boost the speed for a brief time to allow first inner gate speed level.


Restriction:
-Useable once per battle.
- cannot use paw abilities for one turn after usage.
- Cannot use S rank or above paw abilities in the same turn.
- Shockwave blast covers 360' up to mid range and including mid range
- Can only be used by a legend rank.

□ Declined. I'm a bit confused, is this a paw repel type of technique, where you use the paws to repel yourself faster, or is it a shockwave, because it being a combination of the two, as well as a Genjutsu purging technique is a no. This needs to be worded better. □
 
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Lord of Kaos

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✦✦ Thread Opened ✦✦
Took too long, sorry for that. I'm going to try to get it done asap now, though most of my checks will likely come on weekends now. I'll try to work out a better system for CCJ as well so that it works better because the current one, well...


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Paw Paw Arts: Slapping Thrust Pressure Cannon - Nykyujutsu: Tsuppari Pad Hō)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Pressure cannon is a unique ability of the Bartholomew clan utilising "utilizing" the air pressure specifics of paw abilities in an offensive manner. To make thrusts more efficient and extremely faster than it use to be "normal", the Bartholomew discovered that, by balancing their weight and center of gravity, they are able to push at speeds beyond what they can initially achieve, making their thrust much more lethal (unnecessary). This makes slapping thrust a version of thrust that needs one to be completely still and firm on the ground to avoid recoil. The user first plant both their feet firmly on the ground by means of a sumo-style foot stomp. However this is only necessary should the user has "have" no other means of balancing himself on the ground. For example, he could use a jutsu to firm his feet on the ground which could be a replacement of the sumo stance. They then throw/jab their palms forward multiple times depending on the user (I want a concrete number/limit), equally firing a number of "pressure shots" at the enemy depending on how many jabs was "were" made. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. (Redundant, remove it) Slapping thrust is a thrusting open-handed strike about the upper chest and face, a technique in Sumo. Unlike "thrust", the speed at which the pressure bubbles move is thrice that of normal "thrust" (Pure fluff, remove it, just say thrice user's speed) or elaborately, thrice the user's speed. Slapping thrust requires one to spend S-rank chakra and can only be used 3 times per battle with a two turn rest inbetween usage. After using Slapping Thrust, the user can not use Paw Arts above A-rank in the next turn. The pressure shots move extremely fast, only sharingan of 3 tomoe can predict them or any other sensory ability capable of playing on the same level at which the shots move (Remove this, you don't need it upon specifying the speed of the technique).


How it looks
Slapping Thrust
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Fix based on my edits, give more concrete restrictions for multiple 3x fast palm strikes at S-rank.

Declined
Paw Paw Arts: Slapping Thrust Pressure Cannon - Nykyujutsu: Tsuppari Pad Hō)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Pressure cannon is a unique ability of the Bartholomew clan utilizing the air pressure specifics of paw abilities in an offensive manner. To make thrusts more efficient and faster than [/b]normal[/b], the Bartholomew discovered that, by balancing their weight and center of gravity, they are able to push at speeds beyond what they can initially achieve. This makes slapping thrust a version of thrust that needs one to be completely still and firm on the ground to avoid recoil. The user first plant both their feet firmly on the ground by means of a sumo-style foot stomp. However this is only necessary should the user have no other means of balancing himself on the ground. For example, he could use a jutsu to firm his feet on the ground which could be a replacement of the sumo stance. They then throw/jab their palms forward upto 10 times depending on the user, equally firing a number of "pressure shots" at the enemy depending on how many jabs were made. Slapping thrust is a thrusting open-handed strike about the upper chest and face, a technique in Sumo. Unlike "thrust", the speed at which the pressure bubbles move is thrice the user's speed. Slapping thrust requires one to spend S-rank chakra and can only be used 3 times per battle with a two turn rest inbetween usage. After using Slapping Thrust, the user can not use Paw Arts above A-rank in the same and next turn. Due to the stress on the arms, the user is not able to use arm related taijutsu above C-rank the next turn


How it looks
Slapping Thrust
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✦ Approved, small edits ✦
 
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(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

Approved w/ Edits

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Rather than focusing on the manipulation of raw Prana, the user will utilize it to enter the Throne or return entities that were previously transported such as chakra or techniques. In this sense, the use of Prana will only act as a medium to achieve the desired effects and will not be the end result itself, as is the case in Era of Gods. The first two uses, Conquest and Domination, will deal primarily with returning entities already in the Throne to the field. Thus these two uses tend to require absorptions to be made beforehand through Prana techniques such as Era of Gods before they can be used. The latter two uses, Dissension and Unification, involve first sending people to the Throne before returning their bodies or parts of them to the field.

Conquest of Alexander - Bastion of Achaemenid
Through this ability, the user will gain the capability to return absorbed objects, techniques, parts of the terrain and other Surgebinders (no summoning other members) to the field. They will be manifested on the field in the form of the ethereal energy before becoming corporal and usable as tangible entities. Upon becoming corporeal, the transported entities will exhibit all of the effects and properties they possessed prior to being absorbed (I don't really understand why this is necessary, you'll need to explain it to me later). They will continue to move with the exact same speed and momentum that they had. It will be almost as if time was stopped and then resumed for them, given the 'stasis' they were under while they existed in the Throne as prana energy. It could be summoned facing a different side and/or in a new location altogether. Targets that were not motion prior to being absorbed cannot be propelled or made to move through this technique. The only exception to this is summoning them in the air so that they succumb to gravity and descend on whatever is below them. Techniques returned to the field through this ability will possess the same damage they did prior to absorption while objects and parts of the terrain will assume the damage of their rank (Don't like this. You could turn a kunai thrown at freeform into S-rank by this logic).. Returning Surgebinders within the Throne to the real world is normally done to interfere with their use of Unification of Arthur, effectively cutting short their stay in the alternate dimension. B-Rank uses will encompass transporting objects and people, A to S Rank uses will encompass transporting parts of the terrain while the rank of transported techniques will reflect their own rank (We'll rank this proportional to technique rank/matter of size and complexity) The S-Rank version of this ability can only be used once every four turns and no Prana in the user’s next turn.

Domination of Vlad - Tower of Yggdmillenia
Rather than returning techniques themselves to the field, the user will concentrate on returning the chakra contained within to their bodies. The user will systemically isolate all of the chakra contained inside of every technique they've sent to the Throne, even if that chakra is the only competent present (in the case of raw chakra techniques and similar abilities). All of that chakra will then be purified to rid it of harmful effects and foreign taint, effectively rendering it raw, unmolded chakra. (This was discussed partially, there are cases where this is impossible and the clan does not have the means to "purify" chakra to suit the ability) It will then be returned to the user's body as prana energy in order to seamlessly integrate it into their chakra network. The prana will travel through their chakra system until it reaches the point(s) where the user's chakra is stored and contained, whereby it will be converted back into it's chakra form and deposited there for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 500 chakra points (too high). This does not mean this ability will always return that amount, the value will always be dictated by how many techniques the user has absorbed and how much chakra they contained. If, for example, the user managed to absorb 10 standard A-Rank techniques, that would only increase the user's pool by 300 chakra. This is a B-Ranked (You're not cute, this is S-rank) ability and has a cooldown of two turns in between uses (I see why you aint want me to check this, I'm just bending you over aren't I, turns to be discussed). Techniques that this ability is applied to, if later used with Conquest of Alexander, will no longer carry their previous damage value and will instead be classified as a terrain usage (Don't understand what you mean by "if later used with Conquest of Alexander" If you using this application on a technique you're not using Conquest of Alexander on the same technique...). Naturally this will only be possible with matter-based elements and not those composed of energy as they will lose their form without chakra.

Dissension of Hassan - Fortress of Alamut
This ability can only be used while the user has at least one clone on the field. The user will instruct their clone(s) to surge a large amount of prana throughout every chakra point in their body. From an outside perspective, the clone(s) will disappear in a flash of light that reflects the colour of the user's Prana. This will signify their return to the Throne and the first part of this technique's use. The next stage of this technique will take advantage of the user's ability to return the chakra within entities sent to the Throne to their own body. All of the chakra within the clone(s) will be siphoned from their bodies and transported back to the user's own passively. Their initial travel to the Throne will count as a move but the process of returning the chakra will neither cost a move nor take a slot in the timeframe. Regardless of how many clones use this ability at the same time, it will still only count as one usage of this ability and one of the user's three moves per turn. For each clone that uses this technique, it will cost 30 chakra per clone (e.g. if four clones use this, it will cost a total of 120 chakra). This is an A-Ranked ability and can only be used four times per battle. This particular ability can only be used by clones, never the main body and once this is used, they cannot return to the field/real world under any conditions. The chakra siphoning process is done fully, rather than partially, and upon completion the clone(s) are dispersed.
A whole lot of no. This won't be allowed



Unification of Arthur - Kingdom of Camelot
The user themselves will surge a large amount of prana throughout every chakra point in their body in order to enter the Throne. Their body and everything on their person (including held items and Noble Phantasms) will disappear in a flash of light that reflects the colour of their Prana. They will instantly re-appear amidst another flash of light, at a location of their choosing; the entire process occuring as fast as Minato's Flying Thunder God technique. This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing all of that Prana with chakra. Twice per battle, the user can utilize a stronger version of this ability to prolong their stay in the Throne. This will allow them to exist within the alternate dimension as prana energy, which effectively places their body in a 'stasis'. This will halt blood loss, the propagation of poisons, the duration of active techniques/abilities and any other ailments or conditions. This will happen for as long as the user is within the Throne and the user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield or in the same landmark then using this technique will not count as escaping a battle. If the user opts to re-appear in a different landmark, then they will effectively forfeit the battle and be out of the event. This only applies if the user utilizes Unification while engaged in a battle and not for simple travel purposes. The first usage is considered an A-Rank and can only be used once every four turns. The second usage is considered an S-Rank, can only be used twice per battle and has the same cooldown. If the user remains in the Throne for a duration longer than two turns, they will be unable to use S-Rank or above Prana on the turn they return.

Beyond the scope of the jutsu and too much without adequate restriction so not happening


Declined - Heavy Restrictions and downsizing required. The last two parts of this jutsu are not to be resubmitted.

I've split Unification of Arthur (from Dynasty of Kings) into its own technique and renamed it, as per the recommendation. Techniques are generally shorter now. Dissension of Hassan removed.



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

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

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

✦ Declined ✦

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

✦ Declined, notes edited in ✦

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Each Augmentation can last up to three turns and can be used a maximum of twice per battle, however this technique can only be used three times in all. After an Augmentation ends, the user suffers a blacklash related and proportional to the ability used and how long it was active. This backlash, if its results in a debuff to the user’s techniques, will not be subject to the debuffing rules due to their self-harming nature.

Crown of the Ruler
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. They must maintain a range of 3-5 meters from their target. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. Nor are techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions.

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

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

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

~Declined~
Per the LoK, just resubmit it next time. I'm like 90% sure it's approvable as it is.



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

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

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

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

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


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

Probably the most solid one.

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

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

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

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

Declined
 
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Punk Hazard

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(Fukugen)-Restoration
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The Restoration spell(Restorum) is a powerful Charm; initially created as a means to aid wizards in everyday life, spell quickly found its way into battle when its usages as a variant of the Transfiguration spell were discovered. The user, after saying the incantation "Restorum," will release a dark-blue jet of Mahou from their wand towards a desired object. The targeted object is infused with Mahou, enchanting it with form-restoring properties akin to that of the Transfiguration spells. Specifically, the object/its extensions is enchanted with self-restoring qualities, allowing it to reverse any outside alterations administered to it. Destruction to the object, save for damage from attacks of greater chakra than that of the Mahou infused into it, would become instantly repaired, with the object pulling itself back together or regrowing damaged portions. Similarly, attempts to alter the object's shape, make-up, positioning, etc. via infusing energy into it would become undone, with the infused Mahou immediately purging out the foreign energies whilst simultaneously reversing any changes managed to be done. This enchantment can be applied from basic items, such as kunai, shuriken, or other "freeform" tools, to techniques that carry a physical form(i.e., not Genjutsu, spiritual attacks, etc.), or the terrain itself. Additionally, due to being performed via the user's Mahou, the object is capable of "recognizing" the user's own energies and Mahou, allowing them to bypass the enchantment's defenses.

Note: Can only be used twice per battle, lasting a total of three turns each time.
Note: The user cannot enchant an object whilst another is also enchanted.
Note: Enchantment cannot be applied on living beings.
Note: No S-rank Spells can be used within turn of activation or the next

✦ Declined, inconsistencies; you state its a charm but keep comparing it to a Transfiguration while explaining it as if a Charm. This also can't last multiple turns given how you set it up; its a beam that has to hit something per your wording. Lasting multiple turns implies it will be in constant effect as you note it can be used on freeform items, meaning you're always emitting this beam which I don't think is the intention. Remove the turn limit and note it can only apply to corporeal mahou creations. Its implied for normal ninjutsu but it needs to be stated clearly for Mahou. ✦
 
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Baba Yaga

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Permission from Priest to submit CCJ's:
Paw Arts: Impure Oasis of Calm- Nykyu No Mi: Ochitsuki no nai kegareta oashisu
Type: Supplementary
Rank: A
Range: Short-long
Chakra: 30
Damage: N/A (-20 if airborne)
Description:
The user claps his hands together or slaps them on the ground generating a translucent paw bubble that immediately expands till it seemingly disappears from sight. The bubble is unique in that as it expands, it coats every artefact (this cat deadass said AND misspelled artifact) on the field in an aura whose function is to absorb all contact forces (This is very unclear. No idea what you're talking about). Not only the ground but objects touched as the bubble expands all lose the ability to complement with other structures in terms of generating contact forces. The aura works by allowing gravitational forces to continue acting in one direction but absorbing the resultant opposite force into itself via an inverse-push mechanism. This can liked to how an indefinitely absorbent spring would function. Contact forces are essential in generating force for motion and lift, and their absence inhibits basic actions such as performing taijutsu, jumping, and even walking since all these actions rely on a person applying a force to the ground and relying on the resulting opposite but equal force to facilitate movement. The aura renders people trapped by it incapable of locomotion for the duration of the technique.
In addition to stifling locomotion, the technique also messes with the perception of sentient beings. Voiding contact forces such as the normal force has no real consequences in reality but causes a perception of weightlessness on sentient beings. To sentient beings, weightlessness translates into a perceived state of perpetual freefall. The juxtaposition between the constant feeling of freefall and the real sensations creates a mental conflict which accrues mental toll on opponents resulting in a severe case of vertigo, confusion, and nausea. The mental tolls imposed by the technique results in a temporary loss of mental strength. Consequently afflicted people cannot use techniques that require a great deal of concentration (S-rank and above normal+elemental ninjutsu) nor are they able to utilize skills that require deep concentration and/or are from highly advanced disciplines such as gen, fuin and mednin. Additionally opponents involved in any sort of vertical motion when this technique is activated or within the duration of the technique suffer 20 mental damage when they land due to added stress (They perceive a relatively larger degree of free fall that shocks their senses when they land). Consequently after such an occurrence an opponent can’t form jutsu above A-rank for two turns.
:: The technique lasts for 3 turns or until cancelled.
:: Usable twice with a 2 turn cooldown required.
:: Bartholomew clansmen able to perform the technique are immune to its effects.
:: Can only be taught by Eggsy.

Ok, so idk what the hell you tryna do. Called some people, had them look into it. Sounds like something stupid and outside the boundary of your clan and physics (more than normal I mean) so

DNR


Paw Arts: Unyielding Resolve - Nykyu No Mi: Kenjitsuna kaiketsu
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 for activation [-5 for each paw called into action]
Damage: N/A
Description:
Users sacrifice a substantial portion of their chakra in order to strengthen their resolve in battle. The technique protects users from any form of spiritual/mental influences by blocking any influx of external chakra, in any form whatsoever, thus granting users absolute autonomy to fight. To activate this technique users clap their hands while channeling immense amount of chakra into their paws. This causes black inscriptions of paws (20 in total) to originate from their palms and slide down their hands, spreading unto various parts of their body like tattoos (The effect is similar in appearance to an activated curse seal). After their creation the 20 paws will work individually or in partitions to repel as many chakra infusion-reliant attacks (such as gen) as they can until all paws are spent. (no) Additionally, upon activation of the technique any foreign chakra that may already reside within the user will be pushed out (This will work, but only because you expelling S-rank chakra. However this would only work on A-rank and below genjutsu). Each paw immediately disappears after repelling the full amount of chakra it is capable of. Disappearance of a paw inscription is felt mentally by the user such that he remains aware of the number of paws remaining. Each paw drains 5 chakra when called into action but is able to push away foreign chakra equivalent to 10 chakra points due to the fact that the paws simply divert/push foreign chakra away from the user rather than try to fight said chakra head-on. After activation of the technique, the repulsion of foreign chakra occurs passively. The technique ends when all the paws are spent or the user performs the activation ritual again reversing the technique and allowing the inscriptions to slide back into his/her paws.
:: No other paw arts can be used in the same turn as activation.
:: Activation of the jutsu counts as two of the user’s 3 moves per turn.
:: The technique is capable of pushing away a maximum of 200 chakra from foreign sources trying to invade a user.
:: With the technique active, no foreign chakra, even from allies or medics, can infiltrate the user’s body making it difficult for users to receive treatment when needed.
:: The technique can be activated twice. Traditionally the second activation is done after the first has ceased. Traditional Activation requires a 3 turn cool down after the last paw disappears or is removed. However in dire situations users may decide to perform the second activation to boost the first. In this case, up to 10 new paws will be added to how many remains with the total paw count never exceeding 20 via this method. Also the booster activation only counts as one move per turn.
:: Should activation be done in a state of amplified paw abilities such as when Nykyu Nykyu no Mi: Nykyu Engi - Paw Paw Arts: Paw Amplification is active, an additional 25% extra paws are created.

:: While this is active normal Bartholomew can’t use clan techs above A-rank. Legends can’t use clan techs above S-rank.

~Declined~
Here's what you're gonna do. If you have Fuinjutsu, you can store some chakra into a paw shaped seal and have it repel Genjutsu or foreign chakra that way. I'd allow you to have up to 2 seals on your bio. If you don't have Fuinjutsu, get fuinjutsu then resubmit.
 
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Lord of Kaos

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

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

~Approved~
 
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Illyasviel

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Permission:
(Nykyujutsu:Ikigurushī ) - Paw Arts:Breathless
Type: Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage points: 80
Description: The user will using the Inverse repel ability of their paws,draw in all air from up to mid range from the user towards the paw on their hand and compress it into a sphere of compact air which lays in their hand (Wind Release Rasengan?).By doing this,the user will form a vacuum in the area from which he has drawn in the air(the area spans omnidirectionally up to the end of mid range).Through it no ,fire,sound (or other types of techniques that require air) can pass through.The vacuum will also stop most lightning techniques however S rank and above lightning will generally be able to jump through it.The vacuum doesn't stop existing wind techniques,however if the user formed a vacuum that envelopes the opponent as well,he can not perform most wind techniques due to the lack of air (he can use those that come from outside the vacuum range).The vacuum usually last only a couple of seconds,enough to defend against an oncoming technique,however the user can prolong that time by continuously drawing in the air in order to defend from streaming techniques,however the user can not perform other techniques while drawing in the air.Once he is done with defending the user can repel the sphere of pressurized air he has created at great speed (2x the users) towards a target,upon impact the bullet explodes releasing all of the compressed air doing great damage in a short range radius.
~Note:The loss of air is rather brief so it doesn't suffocate anyone.
~Note:Can be used 3 times per battle.
~Note:No paw jutsu in the same turn
~Note:Non legend users have to wait one turn before using it again.
~Nefarious' personal ccj.

~Declined~
This sounds like your average Rasengan technique...
 
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Punk Hazard

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(Shūfuku)-Repair
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The Repair spell(Repairo) is a powerful Charm; initially created as a means to aid wizards in everyday life, the spell quickly found its way into battle when its usages as a variant of the Transfiguration spell were discovered. The user, after saying the incantation, will release a dark-blue jet of Mahou from their wand towards a desired object. The targeted object is infused with Mahou, enchanting it with form-restoring properties akin to the alteration effects of the Transfiguration spells. Specifically, the object/its extensions is enchanted with self-restoring qualities, allowing it to reverse any outside alterations administered to it. Destruction to the object, save for damage from attacks of greater chakra than that of the Mahou infused into it, would become instantly repaired, with the object pulling itself back together or regrowing damaged portions. Similarly, attempts to alter the object's shape, make-up, positioning, etc. via infusing energy into it would become undone, with the infused Mahou immediately purging out the foreign energies whilst simultaneously reversing any changes managed to be done. This enchantment can be applied from basic items, such as kunai, shuriken, or other "freeform" tools, to techniques that carry a physical form(i.e., not Genjutsu, spiritual attacks, etc.), or the terrain itself. Additionally, due to being performed via the user's Mahou, the object is capable of "recognizing" the user's own energies and Mahou, allowing them to bypass the enchantment's defenses.

Note: Can only be used twice per battle, lasting a total of three turns each time.
Note: The user cannot enchant an object whilst another is also enchanted.
Note: Enchantment cannot be applied on living beings.
Note: No S-rank Spells can be used within turn of activation or the next

.... See last check a few posts above..

(Miryoku o Baizō) Doubling Charm
Type: Supplementary
Rank: A (Says it's an A-rank)
Range: Short-Long
Chakra: 30 (Has A-rank chakra)
Damage: N/A
Description: The Doubling Charm is a spell used to supplement the user's techniques during clashes with other jutsu. As the user performs a jutsu, they will add "Gemino" to the end of the incantation, infusing it with a layer of dark red Mahou upon creation. This layer of Mahou, being completely intangible, does not enhance the jutsu in any way or capacity, effectively remaining dormant until clashing with an enemy jutsu. Upon said clash, unless the enemy's technique possesses superior chakra (Imma get to this in a second), the layer of Mahou will "bounce" off of the technique it is infused into, reforming into an exact duplicate of the jutsu it was previously layered on. This duplicate retains the technique's properties, including strengths and weaknesses, (duplicates everything of a technique...wait for it) and continues onward towards the opponent, acting as a "second life" to the defeated technique.

Note: Can only be applied to techniques S-rank and below (duplicates S-ranks in strengths)
Note: Can only be used three times per battle with a cooldown of two-turns
Note: No spells above S-rank within the same turn used

✦ Pending, leaving for Kevin. I was already skeptical about this one when you submitted it and would rather him check it. I'll talk to him about it if needed. ✦

Just so we're clear, you're casting the same technique twice in the same time frame. Only difference is, the second jutsu (this one) is a catch all A-rank chakra. So you could potentially use 2 S-rank level techniques at a discount...

Regarding that note about "unless the enemy's technique possesses superior chakra." There are a few questions. What do you mean by superior? Superior in the amount? Amount of what, the two techniques together (maximum being 70 chakra if you combine this with an S-rank) or the base technique? Off of that, does the type or nature of the chakra come into play? Two techniques @ equal chakra but the enemy's consists of a nature superior to the one you used in the base technique, what happens then?

Biggest issue here if you're going to replicate another technique you need to match the amount of chakra being used. Second, you need to clear up what you mean "superior chakra."

So we're clear here, this is effectively attempting to negate the downside of a clash on your end by having a duplicate continue uninhibited toward your opponent after a clash. You could also use this to enhance a jutsu if you're going against one weaker than yours and having a full power duplicate tack onto the remaining power of the original. Sounds like something I made so I can't knock it. But I can make it less broken.

Declined
 
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