Menu
Forums
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Premium
Roleplay
Ninja World Map
The Outer Lands
Roleplay Guide
Roleplay Sensei List
Members
Current visitors
Anime
Anime Week Schedule
Log in
Register
What's new
Search
Search
Search titles only
By:
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Menu
Log in
Register
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
somethin decent
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
Reply to thread
Message
<p>[QUOTE="Matt, post: 21857333, member: 175514"]</p><p>[BORDER=]</p><p></p><p style="text-align: center"><img src="https://static0.gamerantimages.com/wordpress/wp-content/uploads/2022/06/Things-Fate-Change-About-Gilgamesh-Mythology.jpg" data-url="https://static0.gamerantimages.com/wordpress/wp-content/uploads/2022/06/Things-Fate-Change-About-Gilgamesh-Mythology.jpg" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">[hr][/hr]<span style="font-size: 26px"><span style="color: #B22222"><em>"What is a King if not greedy!"</em></span></span></span></p><p>[hr][/hr]</p><p><span style="font-family: 'Book Antiqua'">[IMG2=RIGHT]https://64.media.tumblr.com/8f46ab4b3de510ad257b2992a1090e3c/fd4bbfd88ed3611d-99/s400x600/6dc9e7d937e8bc710cb5e2cc5bed5cd62bcba955.gifv[/IMG2]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><strong>Name:</strong> Gilgamesh</span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><strong>Nickname:</strong> Archer, Hero-King Gilgamesh, Gil</span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.</span><strong>Gender:</strong> Male</span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><strong>Age:</strong> Unknown</span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.</span><strong>Clan:</strong> Surgebinder - Fallen</span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.</span><strong>Alignment:</strong> Chaotic Good</span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.......................................</span></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.......................................</span></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.......................................</span></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white"><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.......................................</span></span></span></span></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white"><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: white">.......................................</span></span></span></span></span></span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p style="text-align: center"><span style="font-size: 22px"><strong>Appearance & Personality</strong></span></p><p>[hr][/hr]</p><p><span style="font-family: 'Calibri'">Gilgamesh is a tall and dignified young man with golden hair standing up like a blazing flame. He is described as being incredibly handsome, and his eyes, crimson like blood, are visibly not those of a normal human being and give off a mysterious radiance that makes people wither. He has a ‘perfect, golden-proportioned body’ described as emanating majesty that makes flames surrounding him afraid to come close, and his very soul glows golden. He normally wears golden armour that makes a heavy first impression on those he encounters. He possesses red tattoos all over his body, which are often concealed by his attire. He likes to wear casual clothes, ‘playing attire’ to ward off boredom from wearing his kingly attire, and whilst outside of battle. He has collected a number of casual outfits.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Gilgamesh greatly differs from most of the sovereigns and leaders of humanity. He placed himself before his nation and the people, and he had neither the curiosity nor desire to conquer, possibly because he had too much in the beginning. He takes the time to enjoy himself, mastering every treasure and every pleasure. With conviction to treat good and evil equally, he has no need for other ideologies and ways of life when the absolute basis is "himself." His actions and way of life left him alone, so Enkidu compared rectifying his attitude to rectifying his solitude.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">He follows a simple style of ruling, acquiring worthy treasures and guarding them. He exterminates those that stand in the way of his enjoyment without exception. All living things are ‘something that is about to die’ or ‘something that will someday die’. If he decides that there is a ‘being that should die in this moment’, he will simply execute the sentence no matter if they should be a sage or a god. If it is an astute judgement synonymous to universal truth, or even a misrule during a drunken stupor, anything carried out by him, the absolute king, becomes the indisputable sentence of the king.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">He is extremely arrogant and selfish, believing himself to be the sole potentate and the only king of the world. He cannot acknowledge the authority of anyone, including that of other kings and especially that of gods. He considers all those around him as inferior due to this fact, viewing all other kings and heroes as a collection of mongrels, and loathes any individual who would try and be on the same level as him. The only exception is Enkidu, who he considered to be his only equal and friend. He believes that all who look upon him, when he honors them with his presence, should be able to recognise him instantly, and feels that the ignorance of not knowing him is worthy of death. If anyone so much as looks upon him with a ‘lowly and filthy’ gaze, it is an intolerable disgrace for a nobleman who claims the title of king more so than anyone else. This is enough to make that person a complete malefactor in his eyes, instantly marked for death.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Gilgamesh has a natural disposition to collect items for his treasury, which led to collecting all the treasures of the world. The treasures he amassed went without use until his fight with Enkidu, causing him to develop the “bad habit” of utilising them as projectiles. The act of collecting is something that has never brought him true joy due to essentially being on the same level as breathing to him, but he still persists at it nonetheless. He lives by the Golden Rule, only accepting the finest of luxuries, and those who fall to it are utterly blinded by money.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">While Gilgamesh will always his core self-centered traits, his overall mood and general temperament varies depending on where he is. Should he be living in a consumption society, or any such thing that has sullied the world, he will be in a worse mood overall. In a society closer to that of his back in Uruk, he will be much more stable.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Gilgamesh is a unique individual, in both the sense of his disposition as a king and as a person. Born as a guardian of humanity, it is his duty to lay the foundations for the future civilisation of the planet. He does not view sheltering as his way of guardianship, but instead a harsh form resembling the north wind. He is the adjudicator of humanity who is an observer and sentencer at his core, punition personified and uncoloured by human values. He lives by the ideal that later became what is known as the ‘Code of Ur-Nammu’ and ‘Code of Hammurabi’, that it is law for humans to persecute humans. He had been brought forth by the aristocracy, and the gods they worshipped, to secure humanity for them, but he did not fulfill that role. He considered his own desires first, and he controlled the kingdom as a person. He rejected his background of nobility and religion as something from a past age, telling them that he will obey and respect them and at the same time telling them to be destroyed. He believed they lost their positions through their own actions when they brought him into the world. </span></p><p></p><div style="text-align: justify; max-width: "><p style="text-align: center"><span style="font-family: 'Book Antiqua'"><img src="https://dthezntil550i.cloudfront.net/9j/latest/9j2112010426027060000196142/1280_960/18c6b73a-37d4-4422-b3c3-881d7ece285d.png" data-url="https://dthezntil550i.cloudfront.net/9j/latest/9j2112010426027060000196142/1280_960/18c6b73a-37d4-4422-b3c3-881d7ece285d.png" class="bbImage " style="" alt="" title="" /></span></p> </div><span style="font-family: 'Calibri'">Although he was created for a specific purpose, he did not feel contempt for being made purely for the sake of being used by the aristocracy and the gods, and although his existence was entirely by design, he was born from a mother’s womb like any other human; therefore, he was both ‘born’ and ‘created’ at the same time. Be it an animal or a puppet, all life occurs by intention of the parent. He was brought forth by predecessors like all living things. The ‘self’, the soul, is the only naturally occurring and unique part of life, awaking to individual originality that cannot be thought of as having been created. Whether the body was manufactured or the product of reproduction, the shape of life is always brought forth by predecessors, so only the naturally occurring soul matters to him. The aristocracy’s countermeasure was correct, but it was that, being born as a new life as a new will, that he did not behave according to their wishes. While he was designed as a keystone for the aristocracy, he became the tip of the spear that put an end to the old age. He decided upon reaching adulthood that he would not live as a king governing his people, but would instead act as a storm that reprimanded them. Ignoring the will of the aristocracy, he ruled the city of Uruk because it was something worthwhile. Collecting and seizing as he willed it, his nation and his people were all his for the reason of judging them. He considers humanity to be the epitome of ingenuity, but says it lacks a shared standard. It is for this reason that humanity continues to bring forth new advancements, and the reason that an absolute standard is indispensable. It required someone human while more than human and belonged to the higher order without being one of such. It would have simply taken a human to govern and a god to menace further, but the aristocracy never understood that even in the very end. To better become this absolute standard, he collected the treasures of the world and judged the worth of humanity.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">People believed that his actions, his tyranny over his people, extended from his ability to see what even the aristocracy was unable to comprehend. His overwhelming power bred overwhelming isolation for him, but his strength of self did not allow him to abandon his kingship or flee from this mission imposed upon him. The reason that he favoured isolation is that he chose that path and needed to advance down it alone. He needed to hate the aristocracy, the gods, and dislike the people while keeping the future in mind, so he needed to be isolated. The more favourably he regarded the future of humanity, the farther he had to remove himself. The only thing he stood to gain was the result of it because, being more than just a human, he could not interfere with the brilliant course it would bring about. He personally felt the resulting future would be quite dull, but decided to abide by his decision in the end.</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span>[/BORDER]</p><p><span style="font-family: 'Book Antiqua'">[BORDER=]<span style="font-size: 22px"><strong>Village & Rank Information</strong></span>[hr][/hr]<span style="font-family: 'Book Antiqua'"><span style="font-family: 'Book Antiqua'">[IMG2=RIGHT]https://static.zerochan.net/Gilgamesh.full.2572947.jpg[/IMG2]</span></span></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Land of Birth:</strong> Unknown</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Warring States Clan:</strong> Tsumigakure</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Rank:</strong> Jōnin</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Health & Chakra:</strong> 320 & 1600</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]<span style="font-size: 22px"><strong>Jutsu Information<span style="color: WHITE">.....................</span>Specialties</strong></span></span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'">Ninjutsu<span style="color: WHITE">.........................................................................</span>Fire Release (Primary)</span></p><p><span style="font-family: 'Book Antiqua'">Taijutsu<span style="color: WHITE">..........................................................................</span>Atmospheric Lightning (Advanced)</span></p><p><span style="font-family: 'Book Antiqua'">Genjutsu<span style="color: WHITE">.........................................................................</span>Sustainment (Advanced)</span></p><p><span style="font-family: 'Book Antiqua'">Kenjutsu<span style="color: WHITE">........................................................................</span>Yin Release (Extra)</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Fire Release</span></p><p><span style="font-family: 'Book Antiqua'">Lightning Release</span></p><p><span style="font-family: 'Book Antiqua'">Earth Release</span></p><p><span style="font-family: 'Book Antiqua'">Wind Release</span></p><p><span style="font-family: 'Book Antiqua'">Water Release</span></p><p><span style="font-family: 'Book Antiqua'">Osmium Release</span></p><p><span style="font-family: 'Book Antiqua'">Mawscape Release</span></p><p><span style="font-family: 'Book Antiqua'">Atmospheric Lightning Release</span></p><p><span style="font-family: 'Book Antiqua'">Yin Release</span></p><p><span style="font-family: 'Book Antiqua'">Fūinjutsu</span></p><p><span style="font-family: 'Book Antiqua'">Prana</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr][/BORDER]</span></p><p>[BORDER=]</p><p style="text-align: center"><span style="font-size: 22px"><strong>History & Background Information</strong></span>[hr][/hr]</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <div style="text-align: justify; max-width: "><span style="font-family: 'Calibri'">Gil's past is one shrouded in mystery. Even his own villagers don't know much of anything about him. It's almost as if he is on a journey of self discovery and does whatever he decides to do almost on a whim. With this being the case his Kage has difficulty trying to get him to do things he is asked to do and believes it's better off just letting him do what he wishes.</span></div> </p><p></p><p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p>[/BORDER]</p><p style="text-align: center">[BORDER=]</p> <p style="text-align: center"><img src="https://w0.peakpx.com/wallpaper/117/341/HD-wallpaper-fate-series-fate-grand-order-fate-series-gilgamesh-caster-kingu-fate-grand-order.jpg" data-url="https://w0.peakpx.com/wallpaper/117/341/HD-wallpaper-fate-series-fate-grand-order-fate-series-gilgamesh-caster-kingu-fate-grand-order.jpg" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center">[/BORDER]</p><p>[BORDER=]</p><p style="text-align: center"><span style="font-size: 22px"><strong>Other Information</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center">[hr][/hr]</p> <div style="text-align: justify; max-width: "><span style="font-family: 'Book Antiqua'"><strong>Fire Mastery:</strong> </span><span style="font-family: 'Calibri'">From a young age, Gilgamesh practiced in the ways of Fire Release, how to harness it, and how to master it. Considered as blessed with the body and essence of gods, Gilgamesh naturally took to the arts. Now, as a king, he can use it with an ease comparable to that of breathing, with even the most powerful techniques of Fire Release being usable with naught but a single seal. Befitting his stature as the greatest king, he has access to techniques known as the 'Pharaoh’s Decree', a set of Fire Release techniques that are crystallisations of his overwhelming might, his very grace and power given form. Named after gods of the Mesopotamian pantheon, Gilgamesh invokes the power of his deities as he fights, crushing all who stand in his way. Despite not being of Egyptian origin, he owns these techniques by default by virtue of being the origin of all heroes, including that of the Egyptian heroes who employed descendent forms of these techniques. </span></div> </p><p></p><p></p><div style="text-align: justify; max-width: "><span style="font-family: 'Book Antiqua'"><strong>Atmospheric Lightning Mastery:</strong> </span><span style="font-family: 'Calibri'">Gilg is particularly skilled with Atmospheric Lightning, which allows him to perform techniques of the element with an increased fire power to them (+20). He became capable of doing this after using them to strike down great beasts with relative ease on his many adventures.</span></div> </p><p></p><p></p><p><span style="font-family: 'Book Antiqua'"><strong>Taijutsu:</strong></span> <span style="font-family: 'Calibri'">Gilgamesh learned the fundamentals of the body arts from a young age, as a king could not afford to be weak in any way. Should there be a contest of pure physical might, Gilgamesh would be triumphant. He had wrestled with the finest instructors of the king for years, building his body and prowess with it into formidable tools. He is 182cm tall (5'11), and possesses a well-built body as a result of his relentless training under the king's instructors. Further, his reaction time has enhanced as a result, and he is capable of performing remarkable physical feats that are not possible for many others, such as fighting without eye contact with an enemy. As such, he possesses a body well-suited for close-quarters combat.</span></p><p></p><p></p><p></p><div style="text-align: justify; max-width: "><span style="font-family: 'Book Antiqua'"><strong>Fūinjutsu:</strong> </span><span style="font-family: 'Calibri'">During his upbringing, Gilgamesh was taught the secret techniques that were passed down every generation from king to king. Each of these techniques was the essence of a god’s might, and allowed him to reach heights that would be untouched by all others. Using them in battle against an opponent is nothing short of a death sentence, a warning to the enemy that they have invoked the wrath of the King of Heroes, the power of gods in the form of a man, to punish whomsoever would deign to oppose him. </span></div> </p><p>[spoiler]</p><p><span style="font-family: 'Calibri'">(Fūinjutsu: Ken'o) – Sealing Technique: Abhorrence</span></p><p><span style="font-family: 'Calibri'">[Spoiler]Type: Defensive, Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: A</span></p><p><span style="font-family: 'Calibri'">Range: N/A</span></p><p><span style="font-family: 'Calibri'">Chakra: 30 (-5 per turn)</span></p><p><span style="font-family: 'Calibri'">Damage: N/A</span></p><p><span style="font-family: 'Calibri'">Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.[/spoiler]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords</span></p><p><span style="font-family: 'Calibri'">[Spoiler]Type: Offensive/Defensive/Supplemental</span></p><p><span style="font-family: 'Calibri'">Rank: A Rank</span></p><p><span style="font-family: 'Calibri'">Range: Short</span></p><p><span style="font-family: 'Calibri'">Chakra: 30 (-10 per weapon)</span></p><p><span style="font-family: 'Calibri'">Damage: 60</span></p><p><span style="font-family: 'Calibri'">Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Notes:</span></p><p><span style="font-family: 'Calibri'">-Once activated remains active until the battle ends-</span></p><p><span style="font-family: 'Calibri'">-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-</span></p><p><span style="font-family: 'Calibri'">-Must be mentioned in the users biography-</span></p><p><span style="font-family: 'Calibri'">-Each individual blade is capable of taking D rank damage before breaking.</span></p><p><span style="font-family: 'Calibri'">-Can only be taught by ReXii-[/spoiler]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)</span></p><p><span style="font-family: 'Calibri'">[Spoiler]Type: Offensive/Defensive/Supplemental</span></p><p><span style="font-family: 'Calibri'">Rank: S Rank</span></p><p><span style="font-family: 'Calibri'">Range: Short</span></p><p><span style="font-family: 'Calibri'">Chakra: 40</span></p><p><span style="font-family: 'Calibri'">Damage: 80</span></p><p><span style="font-family: 'Calibri'">Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Aqesiro</span></p><p><span style="font-family: 'Calibri'">Sword that slices through space and time, allowing its wielder to warp at will.</span></p><p><span style="font-family: 'Calibri'">The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Secace</span></p><p><span style="font-family: 'Calibri'">Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.</span></p><p><span style="font-family: 'Calibri'">The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Galatine</span></p><p><span style="font-family: 'Calibri'">Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.</span></p><p><span style="font-family: 'Calibri'">The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Rhongomyniad</span></p><p><span style="font-family: 'Calibri'">Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard</span></p><p><span style="font-family: 'Calibri'">The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Carnwennan</span></p><p><span style="font-family: 'Calibri'">Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard</span></p><p><span style="font-family: 'Calibri'">The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Notes:</span></p><p><span style="font-family: 'Calibri'">-Once activated remains active until the battle ends with the exception of it's cool down period-</span></p><p><span style="font-family: 'Calibri'">-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-</span></p><p><span style="font-family: 'Calibri'">-Must be mentioned in the users biography-</span></p><p><span style="font-family: 'Calibri'">-Must have activated the parent technique to use this-</span></p><p><span style="font-family: 'Calibri'">-Each individual blade is capable of taking S rank damage before breaking-</span></p><p><span style="font-family: 'Calibri'">-Each blades ability can only be used twice per battle in addition to the rules in the moves-</span></p><p><span style="font-family: 'Calibri'">-Can only be taught by ReXii-[/spoiler]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">(Fūinjutsu: Ishutaru no Heiki) – Sealing Technique: Ishtar’s Armory</span></p><p><span style="font-family: 'Calibri'">[Spoiler]Type: Offensive, Defensive, Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: A</span></p><p><span style="font-family: 'Calibri'">Range: Short – Long</span></p><p><span style="font-family: 'Calibri'">Chakra: 30 (-5 per turn)</span></p><p><span style="font-family: 'Calibri'">Damage: 60</span></p><p><span style="font-family: 'Calibri'">Description: This technique is the sibling of Sealing Technique: Ethereal Guardian. Like its sister technique, Ishtar’s Armory employs the same principle of malleability and versatility allowing the user to produce a wide variety of barriers. These barriers, like the familiars created by Ethereal Guardian, are limited only by the user’s imagination in their creation allowing the user to produce objects which range from simple geometric constructs, such as a pillar, to something as complex as a sword, kunai, bird, or dragon. Although, unlike the Ethereal Guardian, which allows the user to produce familiars which siphon chakra these constructs are static and simply drain the user’s chakra should they be sustained over multiple turns. The created objects cannot exceed a maximum of 15 meters in height or width. By default their created color, like Ethereal Guardian, is white. These constructs are created within short-range of the user and can reach up to long-range from the user’s position. They are capable of levitating by default, like Ethereal Guardian. The user is able to produce multiple constructs freely, following normal splitting rules. Ishtar’s Armory can be used four times per battle with two turns in between applications. In the following turn the user is unable to use Sealing techniques above B-Rank. Creations are only able to be sustained for up to two turns, during which it will occupy one of the user's three moves per turn.[/spoiler]</span></p><p>[/spoiler]</p><p></p><p></p><p></p><p><span style="font-family: 'Book Antiqua'"><strong>Kings Treasury & Prana:</strong> </span><span style="font-family: 'Calibri'">Gilgamesh possesses an innate skill and mastery over Prana. As one inducted into the Fallen faction, a group of individuals who once belonged to the Order of Knights Radiant in the Surgebinder clan, he is ranked as a Phantasm and has mastered one of the Surges. When he’d left Uruk to travel to a distant nation, the mainland of the Ninja World, he’d met a woman known as Amara. She’d personally inducted him into the Fallen Order, exposing him to the true power of the Surgebinder lineage; Prana. Upon contact with it, his body had become a conduit through which Prana could be channeled. As a result of this exposure, Prana has entirely replaced chakra within his body; meaning any foreign energies, such as chakra, that would enter his body would instead be immediately transported to the Throne. As a result, powers such as a Curse Mark or Sage Mode are unusable. Even skills such as Medical Ninjutsu or Chakra Transfer will fail to be effective. Enemies who would attempt to absorb Prana directly will be frozen internally, due to the volatile nature of the energy. As a Phantasm, Gilgamesh’s Prana is coloured gold, an oddity amongst those of the Fallen Knights, as their Prana usually exhibits darker colours. </span></p><p></p><p>[spoiler]</p><p><span style="font-family: 'Calibri'">[spoiler=(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods](Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods</span></p><p><span style="font-family: 'Calibri'">Type: Offensive, Defensive, Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: D – S</span></p><p><span style="font-family: 'Calibri'">Range: Short – Long</span></p><p><span style="font-family: 'Calibri'">Chakra Cost: 10 – 40</span></p><p><span style="font-family: 'Calibri'">Damage Points: N/A</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Pride of Gilgamesh – Gates of Babylon</span></p><p><span style="font-family: 'Calibri'">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. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Embrace of Ishtar – Armory of Akkadia</span></p><p><span style="font-family: 'Calibri'">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. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Divinity of Merlin – Garden of Avalon</span></p><p><span style="font-family: 'Calibri'">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 per battle and no Prana above A-Rank in the user’s next turn after deactivation.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">[/spoiler]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings](Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings</span></p><p><span style="font-family: 'Calibri'">Type: Offensive, Defensive, Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: D – S</span></p><p><span style="font-family: 'Calibri'">Range: Short – Long</span></p><p><span style="font-family: 'Calibri'">Chakra Cost: 10 – 40</span></p><p><span style="font-family: 'Calibri'">Damage Points: N/A</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Conquest of Alexander – Bastion of Achaemenid</span></p><p><span style="font-family: 'Calibri'">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 three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Domination of Vlad – Tower of Yggdmillenia</span></p><p><span style="font-family: 'Calibri'">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 returned 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, costing a move to activate but not taking a slot in the timeframe.</span></p><p><span style="font-family: 'Calibri'">[/SPOILER]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans](Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans</span></p><p><span style="font-family: 'Calibri'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: B-S</span></p><p><span style="font-family: 'Calibri'">Range: Short-Long</span></p><p><span style="font-family: 'Calibri'">Chakra Cost: 20-40</span></p><p><span style="font-family: 'Calibri'">Damage Points: N/A</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Wandering Sea - Bending Space</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Everlasting Heaven - Warping Time</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">[/SPOILER]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions](Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions</span></p><p><span style="font-family: 'Calibri'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: S</span></p><p><span style="font-family: 'Calibri'">Range: Short-Long</span></p><p><span style="font-family: 'Calibri'">Chakra Cost: 40</span></p><p><span style="font-family: 'Calibri'">Damage Points: N/A</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blades of the Saber</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Spears of the Lancer</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bows of the Archer</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Chariot of the Rider</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Armour of the Berserker</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Grimoire of the Caster</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Masks of the Assassin</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">[/SPOILER]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons](Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons</span></p><p><span style="font-family: 'Calibri'">Type: Offensive/Defensive/Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: S</span></p><p><span style="font-family: 'Calibri'">Range: Short - Mid</span></p><p><span style="font-family: 'Calibri'">Chakra: 40</span></p><p><span style="font-family: 'Calibri'">Damage: N/A</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Demons of Mephistopheles - Seven Princes of Hell</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Knightmares of Hijikata - Shinsengumi's Vengeance</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">[/SPOILER]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons](Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons</span></p><p><span style="font-family: 'Calibri'">Type: Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: S</span></p><p><span style="font-family: 'Calibri'">Range: Short</span></p><p><span style="font-family: 'Calibri'">Chakra: 40</span></p><p><span style="font-family: 'Calibri'">Damage: N/A</span></p><p><span style="font-family: 'Calibri'">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. Should a non-Surgebinder be given a Noble Phantasm that infuses Prana into their body, it will behave as described in the technique rather than freeze them internally. Eon of Paragons can only be used thrice per arc.</span></p><p><span style="font-family: 'Calibri'">[/SPOILER]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles](Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles</span></p><p><span style="font-family: 'Calibri'">Type: Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: S</span></p><p><span style="font-family: 'Calibri'">Range: Short</span></p><p><span style="font-family: 'Calibri'">Chakra Cost: 40 (-10 chakra per turn)</span></p><p><span style="font-family: 'Calibri'">Damage Points: N/A</span></p><p><span style="font-family: 'Calibri'">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 has the capability of being used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a blacklash 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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Crown of the Ruler</span></p><p><span style="font-family: 'Calibri'">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. 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. 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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Helm of the Avenger</span></p><p><span style="font-family: 'Calibri'">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. 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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Scepter of the Gatekeeper</span></p><p><span style="font-family: 'Calibri'">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 without 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.</span></p><p><span style="font-family: 'Calibri'">[/SPOILER]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes](Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes</span></p><p><span style="font-family: 'Calibri'">Type: Offensive/Defensive/Supplementary</span></p><p><span style="font-family: 'Calibri'">Rank: C-S</span></p><p><span style="font-family: 'Calibri'">Range: Short</span></p><p><span style="font-family: 'Calibri'">Chakra Cost: 15-40</span></p><p><span style="font-family: 'Calibri'">Damage Points: N/A</span></p><p><span style="font-family: 'Calibri'">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). Upon deactivation of a usage of Age of Heroes which includes an individual Level 3 augmentation, the user will become incapable of activating other Surge of Augmentation techniques for the remainder of that turn, as well as Augmentation techniques above A-Rank in the next turn. Upon deactivation of a usage of Age of Heroes which includes an individual Level 4 augmentation, the user's ability to manipulate Prana is severely limited. For the remainder of the turn of deactivation, as well as the subsequent turn, no Augmentation techniques can be activated, and the user's other Prana-related techniques are restricted over a period of three turns. One turn after, the user's Prana is limited to B-Rank and below. Two turns after, the user's Prana is limited to A-Rank and below. On the third turn, the user's Prana is limited to S-Rank and below.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Strength of Heracles - The Twelve Labours</span></p><p><span style="font-family: 'Calibri'">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. 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 +10, Level 2 will increase it by +15, Level 3 will boost it by +20 and Level 4 will boost it by +25. 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 taijutsu damage will fall by the same value it was boosted by and in the case of Level 4, they will become incapable of jumping or even lifting their arms, for the same duration that it was used.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Speed of Atalanta - Huntress of the Wild</span></p><p><span style="font-family: 'Calibri'">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. 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. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). 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.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Invincibility of Achilles - Immortal Vessel</span></p><p><span style="font-family: 'Calibri'">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 the damage the user takes from techniques 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 deal 40 more damage and Level 4 will do so for 50 damage for the same duration that the Augmentation was used. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Agility of Perseus - Blessing of Hermes</span></p><p><span style="font-family: 'Calibri'">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 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 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.</span></p><p><span style="font-family: 'Calibri'">[/spoiler]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">[SPOILER=(Sekhmet) – Lady of Slaughter](Sekhmet) – Lady of Slaughter</span></p><p><span style="font-family: 'Calibri'">Type: Weapon</span></p><p><span style="font-family: 'Calibri'">Rank: S</span></p><p><span style="font-family: 'Calibri'">Range: N/A</span></p><p><span style="font-family: 'Calibri'">Chakra: N/A (-10 per turn)</span></p><p><span style="font-family: 'Calibri'">Damage: N/A</span></p><p><span style="font-family: 'Calibri'">Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well.</span></p><p><span style="font-family: 'Calibri'">[SPOILER][/SPOILER][/SPOILER]</span></p><p>[/spoiler]</p><p></p><p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p> <p style="text-align: center"><span style="font-size: 22px"><strong>Background Music:</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center">[hr][/hr]</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">[MEDIA=youtube]OfN8n4lH6pY[/MEDIA]</span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p>[/BORDER]</p><p style="text-align: center">[BORDER=]</p> <p style="text-align: center"><span style="font-size: 22px"><strong>Battles</strong></span>[hr][/hr]</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"><strong>Won:</strong> None</span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"><strong>Lost:</strong> None</span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'"></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">[hr][/hr]</span>[/BORDER]</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 10px"><span style="font-family: 'Calibri'">Updating: </span></span><a href="https://animebase.me/threads/babylonian-king-of-heroes-gilgamesh.746154/"><span style="font-size: 10px"><span style="font-family: 'Calibri'">X</span></span></a></p><p>[/QUOTE]</p>
[QUOTE="Matt, post: 21857333, member: 175514"] [BORDER=] [CENTER][IMG]https://static0.gamerantimages.com/wordpress/wp-content/uploads/2022/06/Things-Fate-Change-About-Gilgamesh-Mythology.jpg[/IMG] [FONT=Book Antiqua][hr][/hr][SIZE=26px][COLOR=#B22222][I]"What is a King if not greedy!"[/I][/COLOR][/SIZE][/FONT][/CENTER] [hr][/hr] [FONT=Book Antiqua][IMG2=RIGHT]https://64.media.tumblr.com/8f46ab4b3de510ad257b2992a1090e3c/fd4bbfd88ed3611d-99/s400x600/6dc9e7d937e8bc710cb5e2cc5bed5cd62bcba955.gifv[/IMG2] [SIZE=18px][B]Name:[/B] Gilgamesh [B]Nickname:[/B] Archer, Hero-King Gilgamesh, Gil [COLOR=white].[/COLOR][B]Gender:[/B] Male [B]Age:[/B] Unknown [COLOR=white].[/COLOR][B]Clan:[/B] Surgebinder - Fallen [COLOR=white].[/COLOR][B]Alignment:[/B] Chaotic Good [COLOR=white]....................................... ....................................... ....................................... [FONT=Book Antiqua][SIZE=18px][COLOR=white]....................................... .......................................[/COLOR][/SIZE][/FONT][/COLOR][/SIZE] [hr][/hr][/FONT] [CENTER][SIZE=22px][B]Appearance & Personality[/B][/SIZE][/CENTER] [hr][/hr] [FONT=Calibri]Gilgamesh is a tall and dignified young man with golden hair standing up like a blazing flame. He is described as being incredibly handsome, and his eyes, crimson like blood, are visibly not those of a normal human being and give off a mysterious radiance that makes people wither. He has a ‘perfect, golden-proportioned body’ described as emanating majesty that makes flames surrounding him afraid to come close, and his very soul glows golden. He normally wears golden armour that makes a heavy first impression on those he encounters. He possesses red tattoos all over his body, which are often concealed by his attire. He likes to wear casual clothes, ‘playing attire’ to ward off boredom from wearing his kingly attire, and whilst outside of battle. He has collected a number of casual outfits. Gilgamesh greatly differs from most of the sovereigns and leaders of humanity. He placed himself before his nation and the people, and he had neither the curiosity nor desire to conquer, possibly because he had too much in the beginning. He takes the time to enjoy himself, mastering every treasure and every pleasure. With conviction to treat good and evil equally, he has no need for other ideologies and ways of life when the absolute basis is "himself." His actions and way of life left him alone, so Enkidu compared rectifying his attitude to rectifying his solitude. He follows a simple style of ruling, acquiring worthy treasures and guarding them. He exterminates those that stand in the way of his enjoyment without exception. All living things are ‘something that is about to die’ or ‘something that will someday die’. If he decides that there is a ‘being that should die in this moment’, he will simply execute the sentence no matter if they should be a sage or a god. If it is an astute judgement synonymous to universal truth, or even a misrule during a drunken stupor, anything carried out by him, the absolute king, becomes the indisputable sentence of the king. He is extremely arrogant and selfish, believing himself to be the sole potentate and the only king of the world. He cannot acknowledge the authority of anyone, including that of other kings and especially that of gods. He considers all those around him as inferior due to this fact, viewing all other kings and heroes as a collection of mongrels, and loathes any individual who would try and be on the same level as him. The only exception is Enkidu, who he considered to be his only equal and friend. He believes that all who look upon him, when he honors them with his presence, should be able to recognise him instantly, and feels that the ignorance of not knowing him is worthy of death. If anyone so much as looks upon him with a ‘lowly and filthy’ gaze, it is an intolerable disgrace for a nobleman who claims the title of king more so than anyone else. This is enough to make that person a complete malefactor in his eyes, instantly marked for death. Gilgamesh has a natural disposition to collect items for his treasury, which led to collecting all the treasures of the world. The treasures he amassed went without use until his fight with Enkidu, causing him to develop the “bad habit” of utilising them as projectiles. The act of collecting is something that has never brought him true joy due to essentially being on the same level as breathing to him, but he still persists at it nonetheless. He lives by the Golden Rule, only accepting the finest of luxuries, and those who fall to it are utterly blinded by money. While Gilgamesh will always his core self-centered traits, his overall mood and general temperament varies depending on where he is. Should he be living in a consumption society, or any such thing that has sullied the world, he will be in a worse mood overall. In a society closer to that of his back in Uruk, he will be much more stable. Gilgamesh is a unique individual, in both the sense of his disposition as a king and as a person. Born as a guardian of humanity, it is his duty to lay the foundations for the future civilisation of the planet. He does not view sheltering as his way of guardianship, but instead a harsh form resembling the north wind. He is the adjudicator of humanity who is an observer and sentencer at his core, punition personified and uncoloured by human values. He lives by the ideal that later became what is known as the ‘Code of Ur-Nammu’ and ‘Code of Hammurabi’, that it is law for humans to persecute humans. He had been brought forth by the aristocracy, and the gods they worshipped, to secure humanity for them, but he did not fulfill that role. He considered his own desires first, and he controlled the kingdom as a person. He rejected his background of nobility and religion as something from a past age, telling them that he will obey and respect them and at the same time telling them to be destroyed. He believed they lost their positions through their own actions when they brought him into the world. [/FONT] [JUSTIFY][CENTER][FONT=Book Antiqua][IMG]https://dthezntil550i.cloudfront.net/9j/latest/9j2112010426027060000196142/1280_960/18c6b73a-37d4-4422-b3c3-881d7ece285d.png[/IMG][/FONT][/CENTER][/JUSTIFY] [FONT=Calibri]Although he was created for a specific purpose, he did not feel contempt for being made purely for the sake of being used by the aristocracy and the gods, and although his existence was entirely by design, he was born from a mother’s womb like any other human; therefore, he was both ‘born’ and ‘created’ at the same time. Be it an animal or a puppet, all life occurs by intention of the parent. He was brought forth by predecessors like all living things. The ‘self’, the soul, is the only naturally occurring and unique part of life, awaking to individual originality that cannot be thought of as having been created. Whether the body was manufactured or the product of reproduction, the shape of life is always brought forth by predecessors, so only the naturally occurring soul matters to him. The aristocracy’s countermeasure was correct, but it was that, being born as a new life as a new will, that he did not behave according to their wishes. While he was designed as a keystone for the aristocracy, he became the tip of the spear that put an end to the old age. He decided upon reaching adulthood that he would not live as a king governing his people, but would instead act as a storm that reprimanded them. Ignoring the will of the aristocracy, he ruled the city of Uruk because it was something worthwhile. Collecting and seizing as he willed it, his nation and his people were all his for the reason of judging them. He considers humanity to be the epitome of ingenuity, but says it lacks a shared standard. It is for this reason that humanity continues to bring forth new advancements, and the reason that an absolute standard is indispensable. It required someone human while more than human and belonged to the higher order without being one of such. It would have simply taken a human to govern and a god to menace further, but the aristocracy never understood that even in the very end. To better become this absolute standard, he collected the treasures of the world and judged the worth of humanity. People believed that his actions, his tyranny over his people, extended from his ability to see what even the aristocracy was unable to comprehend. His overwhelming power bred overwhelming isolation for him, but his strength of self did not allow him to abandon his kingship or flee from this mission imposed upon him. The reason that he favoured isolation is that he chose that path and needed to advance down it alone. He needed to hate the aristocracy, the gods, and dislike the people while keeping the future in mind, so he needed to be isolated. The more favourably he regarded the future of humanity, the farther he had to remove himself. The only thing he stood to gain was the result of it because, being more than just a human, he could not interfere with the brilliant course it would bring about. He personally felt the resulting future would be quite dull, but decided to abide by his decision in the end.[/FONT] [FONT=Book Antiqua][hr][/hr][/FONT][/BORDER] [FONT=Book Antiqua][BORDER=][SIZE=22px][B]Village & Rank Information[/B][/SIZE][hr][/hr][FONT=Book Antiqua][FONT=Book Antiqua][IMG2=RIGHT]https://static.zerochan.net/Gilgamesh.full.2572947.jpg[/IMG2][/FONT][/FONT] [B]Land of Birth:[/B] Unknown [B]Warring States Clan:[/B] Tsumigakure [hr][/hr] [B]Rank:[/B] Jōnin [B]Health & Chakra:[/B] 320 & 1600 [hr][/hr][SIZE=22px][B]Jutsu Information[COLOR=WHITE].....................[/COLOR]Specialties[/B][/SIZE] [hr][/hr] Ninjutsu[COLOR=WHITE].........................................................................[/COLOR]Fire Release (Primary) Taijutsu[COLOR=WHITE]..........................................................................[/COLOR]Atmospheric Lightning (Advanced) Genjutsu[COLOR=WHITE].........................................................................[/COLOR]Sustainment (Advanced) Kenjutsu[COLOR=WHITE]........................................................................[/COLOR]Yin Release (Extra) Fire Release Lightning Release Earth Release Wind Release Water Release Osmium Release Mawscape Release Atmospheric Lightning Release Yin Release Fūinjutsu Prana [hr][/hr][/BORDER][/FONT] [BORDER=] [CENTER][SIZE=22px][B]History & Background Information[/B][/SIZE][hr][/hr] [/CENTER] [JUSTIFY][FONT=Calibri]Gil's past is one shrouded in mystery. Even his own villagers don't know much of anything about him. It's almost as if he is on a journey of self discovery and does whatever he decides to do almost on a whim. With this being the case his Kage has difficulty trying to get him to do things he is asked to do and believes it's better off just letting him do what he wishes.[/FONT][/JUSTIFY] [CENTER] [FONT=Book Antiqua][hr][/hr][/FONT][/CENTER] [/BORDER] [CENTER][BORDER=] [IMG]https://w0.peakpx.com/wallpaper/117/341/HD-wallpaper-fate-series-fate-grand-order-fate-series-gilgamesh-caster-kingu-fate-grand-order.jpg[/IMG] [/BORDER][/CENTER] [BORDER=] [CENTER][SIZE=22px][B]Other Information[/B][/SIZE] [hr][/hr][/CENTER] [JUSTIFY][FONT=Book Antiqua][B]Fire Mastery:[/B] [/FONT][FONT=Calibri]From a young age, Gilgamesh practiced in the ways of Fire Release, how to harness it, and how to master it. Considered as blessed with the body and essence of gods, Gilgamesh naturally took to the arts. Now, as a king, he can use it with an ease comparable to that of breathing, with even the most powerful techniques of Fire Release being usable with naught but a single seal. Befitting his stature as the greatest king, he has access to techniques known as the 'Pharaoh’s Decree', a set of Fire Release techniques that are crystallisations of his overwhelming might, his very grace and power given form. Named after gods of the Mesopotamian pantheon, Gilgamesh invokes the power of his deities as he fights, crushing all who stand in his way. Despite not being of Egyptian origin, he owns these techniques by default by virtue of being the origin of all heroes, including that of the Egyptian heroes who employed descendent forms of these techniques. [/FONT][/JUSTIFY] [JUSTIFY][FONT=Book Antiqua][B]Atmospheric Lightning Mastery:[/B] [/FONT][FONT=Calibri]Gilg is particularly skilled with Atmospheric Lightning, which allows him to perform techniques of the element with an increased fire power to them (+20). He became capable of doing this after using them to strike down great beasts with relative ease on his many adventures.[/FONT][/JUSTIFY] [FONT=Book Antiqua][B]Taijutsu:[/B][/FONT] [FONT=Calibri]Gilgamesh learned the fundamentals of the body arts from a young age, as a king could not afford to be weak in any way. Should there be a contest of pure physical might, Gilgamesh would be triumphant. He had wrestled with the finest instructors of the king for years, building his body and prowess with it into formidable tools. He is 182cm tall (5'11), and possesses a well-built body as a result of his relentless training under the king's instructors. Further, his reaction time has enhanced as a result, and he is capable of performing remarkable physical feats that are not possible for many others, such as fighting without eye contact with an enemy. As such, he possesses a body well-suited for close-quarters combat.[/FONT] [JUSTIFY][FONT=Book Antiqua][B]Fūinjutsu:[/B] [/FONT][FONT=Calibri]During his upbringing, Gilgamesh was taught the secret techniques that were passed down every generation from king to king. Each of these techniques was the essence of a god’s might, and allowed him to reach heights that would be untouched by all others. Using them in battle against an opponent is nothing short of a death sentence, a warning to the enemy that they have invoked the wrath of the King of Heroes, the power of gods in the form of a man, to punish whomsoever would deign to oppose him. [/FONT][/JUSTIFY] [spoiler] [FONT=Calibri](Fūinjutsu: Ken'o) – Sealing Technique: Abhorrence [Spoiler]Type: Defensive, Supplementary Rank: A Range: N/A Chakra: 30 (-5 per turn) Damage: N/A Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.[/spoiler] Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords [Spoiler]Type: Offensive/Defensive/Supplemental Rank: A Rank Range: Short Chakra: 30 (-10 per weapon) Damage: 60 Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay. Notes: -Once activated remains active until the battle ends- -Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs- -Must be mentioned in the users biography- -Each individual blade is capable of taking D rank damage before breaking. -Can only be taught by ReXii-[/spoiler] Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal) [Spoiler]Type: Offensive/Defensive/Supplemental Rank: S Rank Range: Short Chakra: 40 Damage: 80 Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened. Aqesiro Sword that slices through space and time, allowing its wielder to warp at will. The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot. Secace Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords. The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move. Galatine Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield. The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move. Rhongomyniad Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move. Carnwennan Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move. Notes: -Once activated remains active until the battle ends with the exception of it's cool down period- -Summoning additional swords costs a move slot, but the user can summon any of the weapons listed- -Must be mentioned in the users biography- -Must have activated the parent technique to use this- -Each individual blade is capable of taking S rank damage before breaking- -Each blades ability can only be used twice per battle in addition to the rules in the moves- -Can only be taught by ReXii-[/spoiler] (Fūinjutsu: Ishutaru no Heiki) – Sealing Technique: Ishtar’s Armory [Spoiler]Type: Offensive, Defensive, Supplementary Rank: A Range: Short – Long Chakra: 30 (-5 per turn) Damage: 60 Description: This technique is the sibling of Sealing Technique: Ethereal Guardian. Like its sister technique, Ishtar’s Armory employs the same principle of malleability and versatility allowing the user to produce a wide variety of barriers. These barriers, like the familiars created by Ethereal Guardian, are limited only by the user’s imagination in their creation allowing the user to produce objects which range from simple geometric constructs, such as a pillar, to something as complex as a sword, kunai, bird, or dragon. Although, unlike the Ethereal Guardian, which allows the user to produce familiars which siphon chakra these constructs are static and simply drain the user’s chakra should they be sustained over multiple turns. The created objects cannot exceed a maximum of 15 meters in height or width. By default their created color, like Ethereal Guardian, is white. These constructs are created within short-range of the user and can reach up to long-range from the user’s position. They are capable of levitating by default, like Ethereal Guardian. The user is able to produce multiple constructs freely, following normal splitting rules. Ishtar’s Armory can be used four times per battle with two turns in between applications. In the following turn the user is unable to use Sealing techniques above B-Rank. Creations are only able to be sustained for up to two turns, during which it will occupy one of the user's three moves per turn.[/spoiler][/FONT] [/spoiler] [FONT=Book Antiqua][B]Kings Treasury & Prana:[/B] [/FONT][FONT=Calibri]Gilgamesh possesses an innate skill and mastery over Prana. As one inducted into the Fallen faction, a group of individuals who once belonged to the Order of Knights Radiant in the Surgebinder clan, he is ranked as a Phantasm and has mastered one of the Surges. When he’d left Uruk to travel to a distant nation, the mainland of the Ninja World, he’d met a woman known as Amara. She’d personally inducted him into the Fallen Order, exposing him to the true power of the Surgebinder lineage; Prana. Upon contact with it, his body had become a conduit through which Prana could be channeled. As a result of this exposure, Prana has entirely replaced chakra within his body; meaning any foreign energies, such as chakra, that would enter his body would instead be immediately transported to the Throne. As a result, powers such as a Curse Mark or Sage Mode are unusable. Even skills such as Medical Ninjutsu or Chakra Transfer will fail to be effective. Enemies who would attempt to absorb Prana directly will be frozen internally, due to the volatile nature of the energy. As a Phantasm, Gilgamesh’s Prana is coloured gold, an oddity amongst those of the Fallen Knights, as their Prana usually exhibits darker colours. [/FONT] [spoiler] [FONT=Calibri][spoiler=(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods](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. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application. 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. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a 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 per battle and no Prana above A-Rank in the user’s next turn after deactivation. 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. [/spoiler] [SPOILER=(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings](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 three turns and no Prana above A-Rank in the user’s next turn. 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 returned 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, costing a move to activate but not taking a slot in the timeframe. [/SPOILER] [SPOILER=(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans](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. [/SPOILER] [SPOILER=(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions](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. [/SPOILER] [SPOILER=(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons](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. [/SPOILER] [SPOILER=(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons](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. Should a non-Surgebinder be given a Noble Phantasm that infuses Prana into their body, it will behave as described in the technique rather than freeze them internally. Eon of Paragons can only be used thrice per arc. [/SPOILER] [SPOILER=(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles](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. Each Augmentation can last up to three turns and has the capability of being used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a blacklash 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 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. 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. 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. 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. 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 without 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. [/SPOILER] [SPOILER=(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes](Zokyo: Nendai no Shunketsu) - 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). Upon deactivation of a usage of Age of Heroes which includes an individual Level 3 augmentation, the user will become incapable of activating other Surge of Augmentation techniques for the remainder of that turn, as well as Augmentation techniques above A-Rank in the next turn. Upon deactivation of a usage of Age of Heroes which includes an individual Level 4 augmentation, the user's ability to manipulate Prana is severely limited. For the remainder of the turn of deactivation, as well as the subsequent turn, no Augmentation techniques can be activated, and the user's other Prana-related techniques are restricted over a period of three turns. One turn after, the user's Prana is limited to B-Rank and below. Two turns after, the user's Prana is limited to A-Rank and below. On the third turn, the user's Prana is limited to S-Rank and below. 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. 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 +10, Level 2 will increase it by +15, Level 3 will boost it by +20 and Level 4 will boost it by +25. 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 taijutsu damage will fall by the same value it was boosted by and in the case of Level 4, they will become incapable of jumping or even lifting their arms, 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 will triple it and Level four will multiply it by x3.5. 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. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). 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. 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 the damage the user takes from techniques 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 deal 40 more damage and Level 4 will do so for 50 damage for the same duration that the Augmentation was used. 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 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 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. [/spoiler] [SPOILER=(Sekhmet) – Lady of Slaughter](Sekhmet) – Lady of Slaughter Type: Weapon Rank: S Range: N/A Chakra: N/A (-10 per turn) Damage: N/A Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well. [SPOILER][/SPOILER][/SPOILER][/FONT] [/spoiler] [CENTER] [FONT=Book Antiqua][hr][/hr][/FONT] [SIZE=22px][B]Background Music:[/B][/SIZE] [hr][/hr] [FONT=Book Antiqua][MEDIA=youtube]OfN8n4lH6pY[/MEDIA] [hr][/hr][/FONT][/CENTER] [/BORDER] [CENTER][BORDER=] [SIZE=22px][B]Battles[/B][/SIZE][hr][/hr] [FONT=Book Antiqua][B]Won:[/B] None [B]Lost:[/B] None [hr][/hr][/FONT][/BORDER] [SIZE=10px][FONT=Calibri]Updating: [/FONT][/SIZE][URL='https://animebase.me/threads/babylonian-king-of-heroes-gilgamesh.746154/'][SIZE=10px][FONT=Calibri]X[/FONT][/SIZE][/URL][/CENTER] [/QUOTE]
Insert quotes…
Preview
Name
Verification
Post reply
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
somethin decent
Top