So for Generation of Miracles, it's a very simple concept. You can boost range, damage or Chakra of your techniques for up to 3 turns, and for as long as you maintain that boost, you suffer a debuff for that same stat for that same duration. 3 turns of boosted damage for a specific field means 3 turns of lower damage for that same field, and so on.
The wording surrounding Crown of the Ruler seems daunting at first, but it basically just follows established rules, and specifies it doesn't let you bypass that, such as the technique spawning rules within 3-5m, unless the user is within that distance as well. The part about not allowing techniques that specifically require direct contact benefit from this application, and other such details, as well as being inapplicable to Long Range techniques also makes sense, but in my opinion there is something missing from this one. The technique states range
and scale, but specific wording regarding the latter is entirely absent. Unless the technique is saying an AoE effect which spans Short Range can now span an AoE of Mid, and so on, which is pretty overpowered and unrestricted, I'm just wondering if more wording was removed that covered that in specific detail was removed.
For Helm of the Avenger, same structure, and the ability to choose individual Elements without affecting their components is a nice touch. Otherwise, much simpler, and without issue as is.
And finally Scepter of the Gatekeeper is cool, with the same concise nature as Helm, but I do have one question. The increase in Chakra doesn't specify that it
doesn't affect the techniques power, so I just have to ask to prevent a misunderstanding in the future. Would the drawback from Scepter act as a bootleg increase to the affected Jutsu's strength, and thus have more Chakra to absorb in regards to Sealing and similar abilities? My mind is telling me no, but my body, my body is telling me yes.
And by updating it to be more like Age of Heroes, I assume you mean the 1-4 cost at varying ranks for the boosts, you can mix and match the boosts so long as they can't exceed a max of 4 points, etc?
So boosting based on a point allocation system per activation, with limits on overall uses, as well as higher uses. If you don't use a level 3 or higher augmentation, the debuffs don't apply, which is also nice
But after peeking at what Heracles does, a level 2 12 Labors Augmentation, at least as far as the damage boost goes isn't that good. I believe you default to higher boosts though, so it being a weaker value could work in the techniques favor, letting you have the other effects, while not being limited by that lower damage value. The ability to resist techniques that physically restrain you is nice, especially since it's one rank higher than the boost. The universal ability to basically punch your way through physical attacks based on your damage alone is very nice, as is the lifting strength translating into allowing you to stop and throw physical techniques back at the enemy. And while the defining of the ability to punch through specific types of constructs and the generation of craters at your physical strikes, the lack of actual damage values is kind of disappointing because of the way we handle that stuff in the RP, meaning it'd be freeform. The jumping ability is also nice if you want to close a gap provided you have a high enough speed to avoid stuff coming at you, but it is a risk given you typically can't avoid stuff mid-air. And finally the restriction on this individual technique isn't that heavy unless you use level 4, in which case hope you have an ally, or some really good techniques that don't require seals or even motion. Overall a very nice application. Madness Enhancement-like, which I like very much.
Atalanta is much simpler, basically acting like Swift Release, increasing movement, seal, attack speed, etc. The dodging is nice, as is the ability to strike within the same timeframe, and while the restrictions are heavier here, it's potentially worth it if you don't already have increased speed active.
Next we have a literal Achilles Heel. I want to hate the fact that this is almost exactly like the legend, but I'm just mesmerized by those values. 50 damage mitigation at Level 4? Wow. The drawback is even more severe, and I doubt I'd be using this one past Level 1 unless I'm in serious trouble, but still very nice.
Finally Perseus is interesting, purely because it allows you to avoid anything coming at you, while attacking at the same time, like Achilles, but purely in a reactionary manner rather than an offensive, blitzing style one. And again, this one comes with more repercussions at least when compared to Heracles, though it does help facilitate a very offensive style, so you could theoretically overwhelm an opponent, and win before the ticking clock on this technique runs out.
I know those last three are comparatively shorter than the section I wrote for Heracles, but they are much simpler, being far more concise in their effects, so need less explanation. Overall I love this technique, and can't wait until we're out of Irkalla to use it.
