[CC] Radiant Training \ Emiya Shirou - Imperfect

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If Prana works purely based on how much Chakra is in it, one would presume that 20 Chakra would be expended, and 10 would continue, but as stated in the technique Prana is unaffected by weaker techniques, so the 30 Chakra would neutralize the 20 Chakra, and continue on unaffected.

If the amount of Chakra is identical, the techniques cancel each other out. In the case of the seal, it's less effective than just using a Jutsu to attack, as it doesn't "seal" the Prana, but still achieves the intended effect of neutralizing it, but only because it takes advantage of the nature of Prana.

You're taking 40 Chakra and dividing it equally, so you'd have two pieces with 20 Chakra.
 

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Huh. I thought with them being the same rank, they'd affect one another, and cancel one another out. But I guess since Fuin have their own system, it'd make sense for them to seal away Prana. Just like how Amaterasu can be sealed. No questions.
 

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Alright, now for the next technique. Dynasty of Kings is the sibling technique to Era of Gods, in the sense that their usages deal with the manipulation of raw Prana to affect the external world. Namely, techniques and items it absorbs. Where Era of Gods sends them to the Throne, Dynasty of Kings transports them back to the normal world. It only has two applications, which we'll go over one at a time, starting with Conquest of Alexander. Explain what this application does, how it works, and ask questions if you have any. After that, we'll move onto Domination of Vlad.

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

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

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

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Okay, in a sense it's like Dark Release, with Prana acting as the "Seal" on a Dark user's palm. In conquest specifically it allows previously absorbed attacks and Jutsu to be returned to the field, and is most likely primarily intended to fire Jutsu back towards the opponent, though there's probably many ways you can use this. As the Throne puts things in a state of stasis, it doesn't "slow" anything it absorbs, meaning when it's returned to the field, it retains all the properties it had when it was absorbed, namely damage and speed. I've got no questions for this application, as everything is stated clearly and concisely.
 

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Good. This is probably obvious with the way its written, but just to make sure, if you absorb freeform objects with Prana and return them to the field with this technique, they will retain their freeform damage. That being said, this application is a good way to achieve critical hit damage.

Now, do the same for Domination of Vlad.
 

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So Domination is interesting. Always wanted a wanted a technique with this mechanic, of allowing you to restore your own Chakra by stealing it from other techniques. The concept itself is simple, but I do have one question. In the usage it states it's capped at 100 points, but immediately after, it specifies 100 Chakra per turn if you've absorbed 10 A-Ranks. Would that mean you get back 100 Chakra per turn for 3 turns like I suspect, since 10 A-Ranks would hold the equivalent of 300 Chakra? Besides that, everything is, again, concise and clear. Cool CCJ.
 

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I assume its meant to say per usage. The wording of the technique up to that point implies that you activate it, you get your chakra by drawing it out from the techniques you've sent to the Throne, and thats it. I don't think there's any lagged chakra gain, in the sense of getting it back overtime. You get what you get when the technique is activated, and anything over the 100 cap is wasted basically.
 

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Next up is the final technique under the Surge of Evocation. You know what to do.

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

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This is basically a Surgebinder's "get out of jail free" card. It puts everything about your bio in stasis within the Throne. Things like poisons won't affect you for as long as you stay there, wounds won't deteriorate, etc. Can also be used to teleport across vast distances, even allowing one to retreat from a fight should they be overwhelmed. A very useful technique, with simple rules and restrictions. Only real question to ask here is, while in stasis, are you, if you have the right skills and whatnot? Stasis prevents it from getting worse, but could you, if you were a Med Nin, heal injuries while in the Throne?
 

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Yes, you can. Obviously, the time you spend healing yourself is also time your opponent can use to prepare for your return, so there's a trade-off in that sense, but the duration on your active techniques like modes and stuff don't get eaten up, which is a big plus.
 

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Alright, since Epoch has been updated, you're gonna be relearning it. Both its functions are things you've seen in previous CCJ, but do ask questions if you have any.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) 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. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.
 

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Everlasting Heaven is the same as Epoch of the Pendragons, so since nothing changed there, I don't have any questions for it. Wandering Sea's pretty interesting because it provides quite a bit of utility. Being B-Ranked, it's limited in its scale due to Prana naturally being confined within a reasonable size to it's rank, but there's still a lot you can do with it. One thing I could easily see myself doing is using/ making some kind of AoE Jutsu, tool, etc, and using this to add an element of unpredictability to when and where I'm making it reappear. Toss a bomb into the Throne, and let it pop back out down the line, and just blow up whatever. It's just generally nice being able to teleport things other than yourself, though that was the first example that sprang to mind. Could also use it more directly. Say I fire an arrow, could use this then to make it reappear just outside of Short Range of the opponent instantly. That could be closer than where it was, depending on how far away I am when I fired it, making it much harder to respond to. Really cool addition to the technique, and can't wait to use it.
 

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The next technique we will learn is the standard Armament technique, Century of Champions. Go through each Noble Phantasm and point out the key features of each weapon as well as the features of the overall technique.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: 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, mist, etc 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. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. 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. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

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.

(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.

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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.
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Biggest question before we even begin, but since I technically now have access to the Surges of Evocation and Armory, does that mean I get bumped up from Phantasm to Apparition or Shade?

Overall it's a very nice technique. The ability to summon them anywhere on the field is nice, along with most of them being directly controlled by you, like the Saber's blade possessing the ability to be summoned back to your hand, or manipulated with hand gestures, same with the Lancer's spear. I'm assuming if you aren't at least Servant Rank, since it says they're allowed to maintain them indefinitely, you get the standard 4 turns with a Noble Phantasm before it returns automatically, and you need to spend another 40 Chakra to bring it back. That's not a major issue, but me being me, I'll be paying that Chakra cost a lot probably.

As for the Noble Phantasms themselves;

Saber is great. The conductive aspect is nice, though the replica blades is obviously what I'm interested in, lol. I'm not seeing a Chakra cost for this usage, and presume it doesn't have one? The mental commanding and manipulation from a distance is great, especially for when someone doesn't want you getting close, so you just toss the blade at them instead. The immunity to electrocution and paralysis, or burns, dehydration and scorching temperatures is awesome, and the inextinguishable flames are also pretty cool, especially when they can be used as an existing source for techniques. Also appreciate the Rhythm shoutout. And the constant 80 damage is great. Overall very cool.

Lancer is also very nice. Indestructible, malleable, expanding at twice the speed of the user's base, the ability to fly through the air, and manipulate with mental commands like the Saber, all great effects. Especially the passive drawing and storing within the Throne, and the after image it leaves behind. If you can make it to Heroic Spirit, I can see that being very handy for shenanigans mid-combat, since you can draw and store it multiple times, then give yourself other Noble Phantasms to compliment the army of Lances you have active. Less combat oriented than the Saber, but no less useful.

I love the Bow. I don't have any questions, nor do I feel the need to waste your time gushing about how nice this Noble Phantasm is. All of those effects are amazing, and I love it.

The Chariot is also nice, but I don't see myself using it very often. The durability, regeneration and ability to act as a natural source is nice, but the best part is that last line regarding Prana infusion into techniques using the Chariot as a source. All very nice abilities, but really I just don't see myself using this one for the simple reason that it doesn't fit my bio very well.

Armor of the Berserker is interesting. The reshaping to make almost anything within reason is nice, though I love that reflect mechanic. Provided it isn't overridden by a big enough attack, it would make fighting in close range so easy, and way more manageable. Immunity to A-Ranks and below is also nice, as well as the Prana preventing certain people from "Iron Maiden-ing" people in their own clothes, not to name names or point fingers or anything. Overall a very nice suit of armor, and one I might just use frequently.

Grimoire is also very nice. A passive +20 to any single field is nice, along with virtually counting as a free Apex Handseal specialty for everything. The flight is also a nice addition, as is the extreme tankiness of the book. The defensive shields are also very cool, considering they can be done once per turn, so if they get destroyed in one turn, you only need to survive that turn before you can use them again, though that does take away from your overall damage since they count as a move. Overall, though it might not be my kind of weapon, can easily see myself using this for a bit.

Finally there's the Mask. Invisible, sensory immune daggers that are freeform. Doesn't sound like a lot at first, but since they can't be sensed at all, I believe that means every hit from them are crits according to the Health system, so that damage would start to rack up. Out of all of these Noble Phantasms, these are by far the weakest, and the least likely I'd use, simply because despite the potential lethality with the Health System, they are technically freeform, and while you're throwing invisible daggers that no one can sense, people will find ways of avoiding them, like saying they simply freeform walk out of the way of them without knowing they're there. A radical example, but one I immediately thought of when thinking about the Noble Phantasm for 2 seconds.

Overall, Century of Champions is amazing. Can't wait to use some of these.
 

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Yes, you're now an Apparition/Shade. Good catch on the duration, some of these techniques will need to be updated. Correct on Saber, it doesn't cost chakra to utilise that function.

Break down Reign of Demons, tell me about the technique's main features and what you think of their capabilities.
 

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So Reign of Demons, there's no need to tip toe around it, this is really, really good. 40 damage mitigation and the requirement that it needs to be hit with damage exceeding 80 means that you are all but immune to your standard S-Rank and two +20 boosts, and although it isn't impossible to exceed those numbers, having borderline immunity to everything below them is very powerful, while the ancillary effects, such as immunity to freeform discharge Lightning, or being made wet, or heat and so on is very nice too.

Demons of Mephistopheles is interesting, as you essentially have a defensive cloak with the above health and mitigation, but also sentience a la Divinity of Merlin in Era of Gods, and the ability to perform the general application of the Surge of Evocation. This essentially means if something hits the cloak, but isn't enough to overpower it or trigger the mutual cancellation of both as described, the cloak can drain Chakra from the user and expend a Jutsu slot, and send it to the Throne, where it can be returned to the field via Bastion of Achaemenid, or replenish the user's Chakra via Tower of Yggdmillenia. This combined with the malleable shape, while the cloak itself will do no damage since the technique doesn't have a listed damage value for attacks performed with it meaning it'd be freeform, does have it's uses, such as moulding itself into the shape of a weapon you don't have on you to perform a technique for that weapon.

In contrast, Knightmares of Hijikata is a full bodied rigid defense which encases the user, and rather than employing the Surge of Evocation, allows the user to surround themselves with an Element of their choice. This provides a more stable defense, given it's not struck by an Element it's weak to. The ability to completely interact with the environment and everything in it, especially given it's durability and capacity to interact with both solids and energies will lead to some very interesting interactions. As for the beams, blasts and shields, nice to see they have a specified damage/ durability, and also very nice that they can be done without input from the user, leaving them open to performing their own techniques. And the ability to provide this armor for Summons, and I assume other bio-adjacent characters like Creations, is a nice touch.

Overall, very useful, not to mention powerful, and one I might use a lot given how tanky it is.
 

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Now for the final Surge of Armament CCJ. It's very different to its counterparts, and even more so from the rest of the CCJ.

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Eon of Paragons can only be used twice per arc.
 

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Although the Clan's description covers the essence of this, that being because Noble Phantasms aren't Prana in it's raw form, and won't trigger the negative effects of Prana if someone were to wield a Noble Phantasm, this is a very efficient way to share Noble Phantasms with allies without outright giving them your own.

The ironclad wording that the target and only the target can utilize a shared Noble Phantasm via this seal is nice, though if it's applied to someone's clothing, and that particular article is stolen from them and worn by the thief, would they be allowed to utilize the Contract? The wording does specify the recipient, though technically if not applied to the body, that would be the article of clothing that person is wearing, hence my wondering if someone could steal that, and technically "become" the recipient?

This part here, "any given Noble Phantasm can only exist on a single contract at once", for example, if I were to make Kanshou and Bakuya, I could only make one Contract with them, and if anyone else in the Clan were to be taught Kanshou and Bakuya, they couldn't forge a contract with them, right?

The Century of Champions part is very nice in the sense that while you are locked into the same archetype of weapon, you aren't required to have a "timeshare" with your contracted recipient over possession of the Noble Phantasm, and the wording that states that you, the Surgebinder forging the contract, have priority in the transaction is a very nice way of ensuring you aren't left high and dry in a bad situation, as does the part about the user being allowed to cancel the contract.

Frankly though, the usage limit at the end is kind of pointless. You only can have two Noble Phantasms at any given time at the max Rank in the Clan, and this technique locks you into them, so unless you go around making and breaking contracts for an entire Arc, which is unlikely, you're limited to that 2 limit inherently, though maybe there is something I'm not seeing that would make this a requirement to prevent abuse.
 
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