[CC] Fallen Training \ Gilgamesh - Matt

Matt

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Wandering Sea:
Wandering sea is able to teleport any object whether it be a single rock on the terrain to a weapon into the throne and have it brought back whether it be immediately or delayed somewhere else within range or in the exact same spot. It can also teleport techniques or familiars made doing so by surrounding them in an aura of prana and if doing so on an offensive technique it cannot be brought out of the throne within 5 meters of an opponent.

Everlasting Heaven:
Essentially what this technique is, is instead of teleporting an object or technique the user themselves is teleported into the throne and brought back out whether it be in the same location or somewhere else, allowing to user to cover great distances at incredible speeds
 

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This is a big one, so we'll do three at a time. The update won't be much different, so for the sake of not keeping you waiting any longer I'm teaching you this version.

Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal and mist to release currents of electricity in every direction to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis.

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. 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. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. 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 possess all of the abilities of the original but they will only have the durability of a basic kunai. 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 the created duplicates will collectively count as one 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 cleanly slice through basic weapons and ninja tools 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. 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. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore 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.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, 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. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour 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 neutralize 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 or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

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 body and ability to mold chakra. The prana infusion will 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. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). 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 mask and cloak filled with daggers, which will manifest over their current attire. 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, unaffected by air resistance, 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. These daggers can be used in exactly the same manner as basic ninja tools.
 

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Saber: The user summons forth a sword from the throne imbued with electricity which can be used for numerous offensive things, the other added side benefit is that the user is granted immunity from things like paralysis while they hold the sword

lancer: The user summons forth a spear from the throne that is indestructible and can be up to 2 meters in length. The spear is also capable of extending and retracting to any size.

archer: The user summons forth a bow and quiver and by doing so is granted an increased vision and tracking capabilities to go along with it making it so things that typically block vision become redundant like dust or etc.

Rider: the user will summon forth a chariot or something rideable that fits the class and can be used merely for transportation or as an existing source for a CE or AE

berserker: the user will summon forth a full body or even semi full body armour from the throne granting them increased durability and endurance from anything that can’t fully destroy the armour. It also provides offensive capabilities such as creating things like tendrils from the armour for attacking.

caster: the user will summon forth a spellbook of sorts and hold it in one hand. By doing so they receive a boost of +20 to a specified element or ability for as long as they have the book in their hand. They are also capable of conjuring defences while they hold the book

assassin: the user summons forth a cloak and mask in the shape of whatever they like. Within the cloak are special daggers that when they come into contact with something result in no sound being made. The daggers are also invisible to the naked eye nor can they be sensed.
 

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(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.

Approved here: [x]

Will edit soon
 

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The user summons forth a cloak from the throne that cannot be burnt, wet, corroded and is also bulletproof. The cloak can also block freeform damage up to 80 damage and other means of damage inflicting weaponry. It also has the ability to shave 40 damage off techniques that strike it.

Demons of Mephistopheles - Seven Princes of Hell:
Within the cloak also resides a familiar consisting entirely of prana. The actual physical shape of this familiar will vary from user to user while sticking to being either an animal, creature or hybrid. The familiar is capable of acting autonomously and entirely independent of the user. The familiar can be released from the cloak and take on any shape it wishes. It is also capable of absorbing objects, parts of the terrain and techniques that possess less chakra than this technique (80).

Knightmares of Hijikata - Shinsengumi's Vengeance:
This ability changes the nature of the technique from being that of creating a cloak to that of creating a suit of armour around the user. It should also be mentioned the size of the suit can vary in size being up to 3-4 meters tall. This "Rashomon" is also capable of being infused with one of the users abilities whether it be one of the basic elements, a custom element or special ability. As opposed to its previous ability this one does not absorb rather it burns, crushes, cuts, electrocutes etc instead. Its regeneration abilities are the same as the previous mentioned ability. The user is also capable of shooting beams, blasts or manifest shields with this ability. It is also capable of being worn by summons or creations.
 

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(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
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. 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. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual 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, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

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 Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond 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 taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

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 will triple it and Level four will multiply it by x3.5. 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 will divide the user’s speed by three for the same number of turns that it was used.

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 reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. 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 Atalanta, 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 x2, Level 2 multiples it by 2.5, 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 as the pupils dart from left to right. 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 instant 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 action, 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, 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 (excluding level one).

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

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

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

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

Age of Heroes:

This ability essentially grants its user to be able to use 1 of 4 different augmentations varying in power from 1-4. Upon using the technique the user's body begins to glow due to the prana being focused in their body most likely taking on the colour of the user's actual prana.

Twelve Labours:
This augmentation greatly increases the physical strength of the user and causes them to be able to ignore the effects and break out of techniques which restrain them with sheer physical exertion. Depending on the augmentation level used the user is capable of lifting numerous heavy objects, for example at level 2 the user can lift the Dropping Lid technique. The augmentation is also capable of increasing the users taijutsu damage output once again varying on the level used. They are also capable of covering more distance with a simple freeform movement depending on the level used.

Huntress of the Wild:
Relatively simple this augmentation. Depending on the level chosen depends on the speed increase of the user. Simple stuff...for once.

Immortal Vessel:
Another simple one. Depending on the level chosen increases the durability of the user's bio.

Blessing of Hermes:
This augmentation is an interesting one in how it differs to Huntress of the Wild, given that instead of being a continuous boost of sorts its more of a momentary one, increasing the user's reaction speed and movement speed for what could be considered an instant.


Generation of Miracles (Somehow im seeing a kuroko trend in these last 2):

Ruler:
Relatively simple as far as augmentations go. Allows the users technique to extend pass what their range requirements are going from short to mid and mid to long.

Avenger:
Another super simple one. Allows the user to increase the damage output of their offensive moves by one rank if they are A rank or below and for S ranks and above they will gain +20 damage. Alternatively if used on a supplementary/defensive technique it will increase their effective strength by 20 more damage. This can also be used to boost CE and AE and other abilities.

Shielder:
Similar to Avenger but in this case the users techniques are increased by +10 chakra.
 
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