Storage thread (Will delete soon)(Not deleted yet? How long is soon?) its been 3 yrs

Negative Knight

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(Koton: Utsuwa no Gureiru) - Steel Release: Vessel of the Grail
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique seeks to eliminate the most crucial flaw in donning a suit of armour as a defense. While armours are proficient in guarding the user against small-scale physical attacks, they become all but useless against heat or lightning-based elements as well as large scale physical attacks. Heat and unfocused electricity can still conduct into a metal armour meaning the user is still susceptible to being burned/paralyzed. Similarly, they are almost powerless in defending the user’s body from the impact force of large-scale techniques. Thus this technique deals with transforming the user's body into steel while an armour is being worn. After donning a suit of armour, the user will apply their koton chakra to both their body and the metal chassis they’re clad in. The user will then transform their body into steel to take on the durability of the armour they’re wearing. This ability can be used in the same time-frame as an armour’s creation by focusing the excess chakra into it during it’s construction. Their steel body will have the exact same functionality as Steel Release: Glory of Galahad while the sole exception of their durability reflecting the armour they’re wearing and not the aforementioned technique. They will also become capable of using techniques only usable during Galahad (since their body is made of steel) with their duration becoming linked to the armour instead. Once the armour the user is wearing expires or is destroyed, the body will revert to it’s original state. While this is active, the user can only use Steel, Fire, Earth, CE based on those elements and non-elemental abilities.

Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The effectiveness of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle two turns between each use
Note: Only steel earth and fire jutsu in the same turn and following (doesn't include nin gen tai ect)
Note: No jutsu above A rank in the turn after this is used.
Note: Cannot use any new techniques in shard form

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Approved - made edits.
Lowered the rank, toned down the speed

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: A
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards in the shape of bats that initially scatter outwards in every direction at the user's current speed. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The effectiveness of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle, two turns between each use
Note: Cannot use any new techniques in shard form

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(Koton: Ureigoto no Hanran) – Steel Release: Scourge of the Rebellion
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal, the user will open up a portal above the battlefield to let forth a rain of bats made of steel. The swarm of winged creatures will descend on the battlefield extremely quickly and as a single "mass", granting them enough destructive force to crush whole armies or boss summons under their collective bulk. The bats can assume any aerial formation, from mimicking the rotations of hurricanes and tornadoes to swirl around a target to assuming the shape a giant sword. To enhance this ability, all of the bats possess the passive ability of fusing together as well as the capability of merging into the user's existing steel techniques to increase their size. Individual or smaller groupings of bats can even target specific people, pursuing them at the user's current speed and attacking them with their sharp teeth and hooked claws.

Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
Note: No steel above A-Rank in the user's next turn

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Negative Knight

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(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wristlauncher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator.

Earth
This sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock passively. It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique.

Lightning
This elemental familiar can passively diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range.

Wind
This elemental familiar can passively transition between being tangible and intangible wind. In it's tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it.

Fire
This elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique. It can disperse into a mist that spans short-range around a target or it can merge into one of the user's own Fire Release techniques to increase their damage by +20.

Water
This elemental familiar is composed of chakra absorbing mist. It's body will be capable of absorbing techniques following Suiton's elemental S/W. This translates to being able to absorb A-Rank and below of neutral elements (S-Ranks for strengths; B-Ranks for weaknesses). It will also be capable of sapping 50 chakra on each contact with the opponent.

Note: Can only be used thrice per battle (once per familiar)
Note: No S-Rank or above Trick Archery in the user's next turn


(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (Barrier is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wristlauncher with an arrowhead that has the Kanji for "Drain" for applied. At any point after the arrowhead is released, the user can unseal a barrier from within the kanji that will expand five-meters in every direction. The barrier will exhibit the same properties as the Chakra Draining Seal. Everything inside the barrier will have it's chakra drained and people will become unable to mold chakra while inside of it. However much like the predecessor technique, the effects of this jutsu can be dispelled by merely leaving the barrier.

Note: Can only be used thrice per battle

Earth - Can passively use Hiding in Rock to merge into and out of the earth
Lightning - can disperse into an unfocused current of lightning that spans short-range (similar to Nagashi)
Fire -
Water - Chakra absorption?
Wind -
 
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Negative Knight

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Unhallowed Void

(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: This technique is an advanced application of Dark Release: The Shadow Realm. By focusing his chakra into all of their replica dark marks (the ones not on their body), the user will turn them into "open doorways". Non-matter based jutsu of the user's own creation will be drawn into a dark mark when they come within touching distance of it. However they will not be broken down into raw or chakra, they will simply be absorbed in their current state and be emitted from another dark mark on the field in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, if the user spewed Great Majestic Annihilation into one of their dark marks, it would be absorbed safely by mark A and continued to be released from mark B (the chosen dark mark) for as long as the user streams the technique. Thus a pair of dark marks will only serve to redirect and change the direction/location attacks are coming from, they don't manipulate them, break them down or change them into Dark Release. This method of transportation simply takes advantage of the fact that the user's dark marks are connected by portals and so techniques can pass through one and immediately emerge from the other. Upon absorption, the user can release their technique from any of their replica dark marks on the field, with this decision being pre-set and made just prior to a jutsu's absorption. Both the absorption and release of techniques through this ability is passive but the transported jutsu/attack will still need to be countered through the use of a move, it cannot be dodged or avoided with freeform. Since this technique is passive, it cannot be used to counter/redirect the opponent's techniques. This technique will last until cancelled as long as the user sustains it with chakra.

Note: Can only be used twice per battle

Note: Elemental S/W of absorbed techniques remains unchanged

Runes, Heresy, Blasphemous, Remnant, Shade, Draconian, Hydragean, Archean

CJ Name - Palace of the Damned (Maybe a Dark CJ?)


First RP post - Lord Vile, White Queen, Scabbard of Avalon, Dirtborn

First move - Leg Weights, Mad Enhancement, Trace On, passive extension of two swords that remain attached to the armour. They cut the straps of his black weights upon being extended. Both of the swords resemble Arondight, the weapon he used during his knighthood.

A dark knight wreathed in an aura of shadow.

The pitch-black leg weights fall from the greaves of his abyssal suit of armour.

Trace on is used to open three portals around Avenger, all of which are created three meters away. The first portal is located behind him, the other two are to his left and right respectively. The first portal releases a replica of Galatine, the second an imitation of Clarent and the third a reproduction of Courtain. The swords of the greatest knights of the round table. All of the blades move towards their target in unison. Galatine aims to strike him in his upper back, while the latter two attempt to strike him in either side of his abdomen.

^While you charge forward, these three swords assault him from all sides. Ideally he'll go upwards, whereby Lord Vile will extend Lance of Valor towards him while you use Sovereignty of the Crown (or Golden Age of Piracy) on the ceiling above.

you'll extend Lance of Valor from the armour towards him and

Malevolence of Mordred at some point to detonate the Tower, while Castles of Glass is used?


then Galahad + Red Queen (Earth)

Use Kay or preferably Black King to absorb Galahad? This enables you to regenerate from damage below 120, Drackos will use a 115 damage attack from the ground at some point. You could stall him with Conquest of Camelot?

Alternatively use Corruption and Bedivere if you can't set up in time. Move upwards at 3x speed the moment you detect Dirtborn being cut off. This won't be possible if you're still wearing Lord Vile however. I'd really prefer to just tank it and regenerate.

Her dark cloak billowing in the wind like a forbidding black flag.

"Steel is my body and fire is my blood" - Using Glory of Galahad + Rage

The Black King looks towards Kaneki in silent acknowledge of his return. He wouldn't welcome him back, not in words at least. Berserker had no patience for sentimentality, though he was pleased with the Knight of Tragedy's resurrection. It seemed entombing him in steel and returning his body to Kuro was the right call.

Songs to use
-Dark Rider (use of Galahad + Rage)
-Warlords (Use of Ride of Rohrrim)

More portal type techniques
Steel version of Wheel of Fortune
Turning any solid surface into Steel (maybe update Conquest)
CWJ to extend range or raise damage

Akutagawa ability from Bungou Stray Dogs (the one where he imbued his cloak in episode 3) - potential CCJ

Red King using his steel to molten on the surrounding skyscrapers, an ocean of molten metal
 
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Negative Knight

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Steel technique to create sentient creations inside the body during Galahad, allows you to fuse with all of the familiars contained within a single technique (all four knights from KoTRT)

Lesser version: Only for one familiar

Greater version: Three familiars (Can't use Steel for three turns when Galahad ends)

Ultimate Version: Five familiars (Can't use Steel for the rest of the battle when Galahad ends)

Metallum Tor - Name of WoF variant

Strength of a Thousand Men

(Koton: Fukyuu Daitai) – Steel Release: Immortal Battalion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is a unique method of creating and using sentient creations made from Koton while the user's body is transformed into steel. It combines the creation process of sentient familiars with the fusion/merging of techniques exhibited in Steel Release: Kindness of Kay. Instead of creating familiars from the ground, sources of steel or however they're usually formed, the user can passively create them "inside" their body, with the sentient creation(s) being fused with the user's body upon creation. This fusion will have the exact same functionality as Kindness of Kay. Any sentient creations used through this jutsu will instead last until Galahad ends rather than their original duration. For example, if a familiar usually lasts four turns but Galahad has two turns left, it will only last for two turns. The sentient creation can exit the user's body at any time and can act independently on the field but this will cost one of the user's three jutsu per turn. The main advantage bestowed by this technique is that, while merged with sentient creations such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. It should be noted that when the user fuses with a sentient creation through the use of this technique, it will count as a usage of the jutsu in question. If a particular technique can only be used once per battle, then it cannot be used again if performed through Immortal Battalion. Essentially the purpose of this jutsu is to expedite the creation and fusion process by combing them into one.

Note: Releasing a sentient creation counts as a move
Note: Can only be used thrice per battle and it cannot be used on consecutive turns
Note: The jutsu used through this should be posted for reference whenever this is used



Undying






f the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. When Glory of Galahad times out/expires, the entity will be separated from the user before the transformation is ended.





Army
Battalion

Brigade

Legion (maybe)

Horde



The user will focus their koton chakra into the ground to create an armored knight known as the White Prince, who is roughly the size of an ordinary person. The knight’s body is composed of steel that is almost white in colour and possess a similar but superior level of sentience to that of the Stone Golems. Since it’s composed entirely of steel, the knight can use any steel technique that’s normally only usable during Glory of Galahad. The White Prince is capable of using S-Rank and below Steel as well as A-Rank Earth. His first ability pertains to techniques like Steel Release: Passion of Percival and similar abilities; essentially anything that "armours" the user's earth techniques in a layer of steel. Upon creation, the steel layer and the earth technique it's coating will be fused together passively. During this fusion process, the earth technique will be converted into steel and the fused technique's damage will equal the collective sum of their power. This will effectively change the Earth/Steel combo into a Steel Release jutsu.

His second and main ability is his capability to reshape his body without limit. He can do this partially or fully and can also modify his form to create any type of limb or additional body parts such as arms, legs, spiked protrusions, wings, tails, scales, etc. Partial reshaping can do something as minor as form a single limb into a weapon or even sharpen every "edge" of the body to equal that of a sword. Full reshaping the body can be used to form into animals, hybrids or humanoid creatures. This ability is passive but if it is used to avoid a technique (e.g. sprouting wings to take flight), then it will cost one of the user's three jutsu per turn.

Note: Lasts four turns and can only be used once per battle.
Note: No S rank Steel and above in the same turn the White Prince is made.
Note: All of the techniques performed by the White Prince count towards the user's jutsu per turn limit.


If it's used passively, then it cannot be used to avoid techniques. If used to cost a move,

Upon contact with the steel layer,


an armour and the technique it's coating

techniques c


(Koton: Enkidu) – Steel Release: Heavenly Chains of Binding
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-20 per re-creation)
Damage: 80
Description: The user will focus their chakra into the air around their target to open up one or several portals around it. From the portal(s), a single or multiple steel chains will be released. These chains will wrap around their targets to constrict them before compressing with earth-shattering force. The chains are sometimes used to break individual limbs or to target the opponent's throat in order to suffocate them. They can also be used to slam into things with incredible force upon being released from the portal, this being done in order to shatter/destroy techniques upon impact. However only larger chains are capable of this feat while normal-sized ones are more suited to entanglement. The chains also possess certain defensive and supplementary properties. Their only supplementary effect is turning anything they touch into steel (barring living beings) but defensively, they can be spawned around their creator to lift them up or defend against incoming attacks. The chains can be controlled through hand gestures or mental commands, with the user being free to switch between the two at a moment's notice. If used against people, the portals must be opened a maximum of three-meters away. If used against techniques, there is no limit to where they can spawn. The portals which spawn the chains will last for four turns and upon destruction of any or all of the chains, the user can release more chains from them (their power being collectively S-Rank) at the cost of 20 chakra. This will cost a move but will can be initiated alongside the use of other techniques as the preparation component for Enkidu is voided by the existence portals.

Note: Can only be used twice per battle
Note: Cooldown of four turns in between uses
Note: No steel above A-Rank on the turn this is created



converts earth into steel


Note: Portals last for three turns





link the duration of any steel jutsu which transform, alter or modify it's body such as Gallantry of Gawain. For example, if Gawain was used to transform it's arms into swords, the transformation would last until the Silver Prince is deactivated or destroyed.

His second and main ability is his capability to use A-Rank and below Steel techniques. However his steel jutsu possess a special trait. Their constitution is made up of thousands upon thousands of extra fine wires. This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This restoration to full power can happen continuously and each time it happens additional chakra (-10 per regeneration) will be sapped from the user. The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. This regeneration is utterly powerless against techniques of equal or greater power. For example, an S-Rank Fire technique would destroy an S-Rank steel technique with this trait and it will not regenerate. Regeneration counts as a move, however the user is simply free to perform other techniques while it occurs.
 
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Negative Knight

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Heroes
Villains

Angels


Gods
Demons

Miracles

Kings

Saints
Knights


1) Armament: Servants technique
2) Evocation: Basic uses of it
3) Evocation: Genjutsu breaks and teleportation
4) Armament: Cloak technique
5) Augmentation: Boosting techniques/ability to mold chakra
6) Augmentation: Boosting physical abilities (speed, strength, etc)
7) Augmentation: Special traits (overcoming paralysis, seeing infrared energy, sensing chakra/natural energy (or other clan energies, become immune to burning/corrosion, etc)

1) Era of Gods - Neutral - Evocation (Basic uses)
2) Age of Heroes - Good - Augmentation (Body augmentation)
3) Reign of Demons - Evil - Armament (Cloak Phantasm)
4) Generation of Miracles - Good - Augmentation (techniques and Chakra system)
5) Dynasty of Kings - Neutral - Evocation (Genjutsu and teleportation - name is ref to FFXV)
6) Epoch of Monsters - Evil - Augmentation (Special traits)
7) Cycle of Champions - Good - Armament (Basic Servants)
8) Millennia of Legends -





Myth
Legends



Reign of Demons: Mephistopheles (elemental), Beelzebub (absorption), Leviathan (reshaping)

Era of Gods: Merlin, Morgana, etc
Age of Heroes: Heracles, Spartacus, etc
Dynasty of Kings: Arthur, Gilgamesh, Alexander, etc
Epoch of Monsters: Beowulf, Medusa, Dracul,
Millennia of Legends: Saints, Knights, Conquerors (?), Samurai, Tyrants, Thieves (Robin Hood)

Saints/Tyrants (Altruism vs Hedonism) - Jeanne vs Caligula?
Knights/Samurai (Eastern vs Western) - Lancelot vs Shimazu



Generation of Miracles: Ruler, Avenger, Shielder, etc
Cycle of Champions - Saber, Berserker, Lancer, etc



Order of submission:
-Both Evocations
-Two Armaments
-Next Armament + one Augmentation (Age of Heroes)
-Last two Augmentations

Heroes
Monsters

Gods
Demons

Kings
Miracles
Champions

Strength of Heracles - The Twelve Labours
Endurance of Spartacus - Gladiator's Rebellion


8) Days of Calamity - Evil -





Year
Century
Epoch
Dynasty



Kanki: ) - Surge of Evocation: Era of Gods

(Zokyo: ) - Surge of Augmentation: Age of Heroes

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: A Surgebinder will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. The cloak will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defense 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 immune to corrosion, rendering the cloak immune to corrosive elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds, from bladed weapons to explosions spawned from paper tags. What truly makes this cloak a Noble Phantasm and not just a piece of enhanced clothing is that it's infused with a colossal amount of Prana energy that has been given 'sentience'. 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 passively sap some of their chakra 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. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation.

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Through it's limited sentience, which can be likened to the Stone Golems, the 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 virtually 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 any number of techniques that possess lower chakra than the Rashomon (40 chakra). However upon clashing with a technique of equal chakra, both the Rashomon and the opposing technique will cancel eachother out. This will send the Noble Phantasm back to the Throne. Absorbing techniques will count as a move each time it's used but the user is free to perform other techniques while it occurs.

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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 maneuvers, including it's initial release and returning to it's vessel are passive maneuvers barring the absorption of techniques. 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. Though it has been likened to the Stone Golems, the Rashomon is almost self-sustaining rather than a consciously maintained familiar. Of it's own volition, it will leech chakra from the user through their continued physical contact. This chakra is used for the sole purpose of maintaining itself and is expended rather than stored in the Rashomon.

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-SECOND STAGE: Increases Rashomon's chakra by 10 points. Only lasts four turns once this happens.

Reorganize technique into different categories (named after demons)
-Ability to absorb
-Ability to reshape
-Ability to be infused with elemental chakra (loses absorption trait)





Fireproof
waterproof
immune to corrosion
Insulates electrical currents
Insulates high heats
bulletproof (blocks freeform weapons of all kinds and freeform Tai)



It will sustain itself via chakra leeched from the summoner Through continued physical contract with the summon

Can be infused with the basic elemental chakras or even advanced elements - when this is done, it loses it's absorption capabilities



Capable of reshaping

tendrils, spikes, limbs,







Infused with S-Rank Prana, devours any number of A-Rank techniques

This Noble Phantasm will normally last fours turns however it can be maintained indefinitely. If the user chooses for it to last without limit then they will be incapable of summoning further Noble Phantasms while this one is on the field.

Maybe just say the cloak lasts indefinitely.

-Devours hindering sound techniques







-10 chakra per turn





Rashoumon


It leeches chakra from the




as each is tailor-made


Each cloak
 
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His pride stems from a refusal to bow or kneel. Never again would he pledge his loyalty to someone or place his belief in something else. If there was a God, his nature was foul and malevolent for he had cursed him to his fate. His wrath was born from the intense wish to end his suffering, a distraction from the despair that had consumed him. Perhaps his wrath existed to annihilate everything, including himself. To burn away his past, his memories and the man he once was. His greed was not for wealth or the material, instead he desired it's complete eradication. He longed for power, for strength, to forge himself into the most dangerous weapon. His lust was once for Guinevere but that had changed upon her murder. He now lusted for battle, for blood, for death. His desire to impose his will on the universe was so potent it is almost tangible.

His gluttony is not the same base feeling it is for others. His hunger is more primal. He does not consume the flesh of people, he craves their very souls. To twist and corrupt their very essence, to prove everyone could fall to the same depths as him. Beneath this lay his envy, though this desire he would never admit, not even to himself. He envies those with ordinary lives, those who found some kind of happiness to cherish. This is why he would take everything from them. He desperately longed for an end to all things. He coveted death. Deeper still lay his slothful nature, buried within the blackened soul of the man he once was. Debauchery once meant one's seduction from duty, allegiance, or virtue. He had forsaken his vows as a knight when he decided to have an affair with the Queen. His intemperance in that one moment had been the prelude to his path to carnage. Everything he was began with the least of all sins.



Having chosen a new purpose for himself, Lancelot breaks free of the bonds and shackles binding him. He then tears through the bars of his cell with his bare hands before creating a chassis of metal over his body. The sentient suit of armour was unlike anything he had ever created. It was effectively a living being in it's own right, a vessel for a portion of his boundless wrath and fury that threatened to spill out into the world if not contained. Using this instrument of slaughter, Berserker rampages through the prison and murders everyone he encounters. Though he butchers hundreds, it was not nearly enough to sate his lust for blood. He barely manages to get a grip of himself and suppress the primal urge to exterminate everything he sees. He could not allow himself relapse into the mindless beast he once was. On his way out of the dungeons, the Black Knight peers into every cell in search of anyone who could be useful to his newfound cause. However the hollow eyes that momentarily meet his gaze before meekly turning away fall short of his expectations. These were petty criminals and broken men, worn down by years of starvation and torture. Upon reaching the penultimate cell he finds what he is looking for. Her body was scarred and emaciated like the rest of the prisoners but her eyes burned with an intense hatred. Lancelot decides this woman could serve him if she possessed the strength to overcome the anguish inflicted on her by their tormentors. Reaching out for the bars of her cage, he superheats his armour to scorching temperatures and the metallic door melts upon his touch. He destroys the chains binding her as well as the seals restricting her chakra before looming over her seated form. It was clear she was too frail to walk but that was none of his concern. The Black Knight had no interest in the weak. Either she would find some way to escape on her own or she wasn't fit to serve him. He departs wordlessly but not before committing her face to memory, there was always a chance she would one day return to fulfill her debt to him.


Venturing out into a world he barely recognized, Lancelot decided to head to Konohagakure. He would have liked nothing more than to satiate his bloodlust by massacring the shinobi of the Mist but he had awoken to an empty village. The documents in the Mizukage's office notified him that they had gone to war with the Leaf Village, which was led by none other than Artoria Pendragon. The mere familiarity of the name enraged him, for it was a reminder of everything he had lost. It was not Arthur himself but rather his daughter who had succeeded him. Even if he had no personal quarrel with her, it was his task to corrupt his former King's life work and destroy his legacy. His true goal would have to be delayed until this remnant of his former life was purged. He arrives in the heart of the Leaf Village less than a day later, where he's confronted by a shinobi named . Their battle is a short but brutal one. The Black Knight begins with a technique that increases the weight of anything on the ground by five hundred times. Jiraiya's body becomes as heavy as a mountain, his clothes weigh down on him like lead. The toads perched on both of his shoulders crush the bones in his upper arms. Despite all this, he manages to propel himself into Berserker with the force of a cannonball. The impact would have been enough to level an entire fortress but since he was transformed into steel, Lancelot sustains no degree of damage. Instead it is the Toad Sage who suffers, his skin being burned by the smoldering heat of Berserker's metallic form. The collision also served the purpose of transforming his clothes into steel and this is no sooner exploited by Lancelot. With a snap of his fingers, he detonates the opponent's attire into an explosion of steel bullets. Jiraiya is torn apart by the point-blank tempest of metal and his corpse collapses to the ground.

Having defeated their gatekeeper, he continues towards the Kage Mansion unopposed. Before he reaches it, he encounters a man who knows the name 'Berserker'. His prolonged imprisonment meant he should have been forgotten to the world. Upon glimpsing the slashed Kirigakure headband strapped to his arm, he receives his answer. The man called was a former member of the village that had imprisoned him. Once again, he forces himself to suppress the urge to resort to violence. Their encounter allows him to learn the name of Akatsuki's current leader, a self-proclaimed god known as Madara Uchiha. Mand'alor reveals he is the bearer of the Azure ring and offers to lead the Black Knight to his leader. In exchange, he requests his assistance in destroying Konoha as part of their war with Kirigakure. Despite the years of torture they subjected him to, he held no special hatred for Kirigakure that set them apart from the rest of humanity. In his eyes, it was a necessary crucible he had to endure so he could evolve beyond absolute rage to a higher calling. He express his acceptance of the deal with a single sentence. "Then Konoha shall burn." As he nears the mansion, he transforms the entire terrain into steel. With the exception of living beings, anything in contact with the ground would be converted into more of the same metal. Having resolved to attack everyone he saw, the Black Knight engages the next person he sees. A man named who hailed from Iwagakure. Berserker charges into him with the speed of a fired bullet and the masked shinobi is flung several meters away. His skin burned and his arm twisted, the Dark user opts to escape under the cover of a smoke screen. The next to challenge him is a Konoha shinobi named . Though their battle is a long and heated one, it eventually reaches it's inevitable conclusion: Ragna writhing in pain as his chakra is drained and his limbs are broken. Berserker leaves him on the precipice of death as punishment for stalling him for so long. His defeated foe could linger in his suffering until he finally expired. The barrier surrounding the mansion had been taken down and inside, he saw Artoria lay dead already. To be killed so unceremoniously, Arthur's lineage had truly declined. With his purpose complete, the Black Knight departs from Konoha in search of Mand'alor.


Riding atop his Black Griffin, the Emperor of the Void, he soars above the world while Cornyx surveys the ground below. Their travels take them eastwards as they hear of a place called the Blood Tavern where rogues were said to gather. The two of them fly over the Hidden Moon Village in the process and the griffin spots Mand'alor with it's eagle-like vision. Cornyx relays this to his summoner and the two of them decide to descend. Having glimpsed the island from above, Berserker realized the place could serve as the base of his power. The location was isolated from the Five Great Nations and there were very few routes by which one could approach it. The closest land mass was the Crimson Island, which housed the infamous Blood Tavern. Rogues that wished to join him would not have to travel far to find the kingdom he would build. Upon descending he finds one more familiar face among the small gathering of rogues, a one-time student of his known as . Striding towards them in his abyssal suit of armour, the Black Knight declares his intention to claim the island as his own and establish a kingdom for rogues. Those present could remain so long as they accepted his rule. Each of the five all react differently to his proclamation. While initially skeptical, the Claymore known as quickly becomes his most steadfast supporter. To convey his compliance, he gets down on one knee and manifests a black sword of the foulest chakra Berserker had ever witnessed. He stabs the tip of the blade into the ground and proceeds to pledge his loyalty to him. Kaname, true to his nature, opts to bombard him with questions concerning the logistics of his plans. The blue-haired man known as concurs with the Black Knight's plans to destroy the five nations in the name of 'change'. Curiously, never explicitly agrees though all of his future actions are in accordance with will of his King. During their brief exchange, Lancelot learns of Madara's sudden disappearance and the existence of Akatsuki's new leader. The fifth and final person present, the one known as , states he would observe their actions for the sake of interest. These five would come to be known as the founding members of Kurogakure.









Knight of Ruin
Knight of Tragedy


Luffy
Shanks
Crocodile
Kotetsu
The Witch King


Jon Snow


Roy Mustang
Inchato
Sora



Mordred
Avenger
Arima
Judal
Ruler


Aomine
Lucifer
Knight of Betrayal
Knight of Depravity
Voldemort
Yatogami





Where to put Luffy?


-Add fights with Avenger and Judal to top 10.

Quotes

"I desire nothing more than the complete annihilation of the village system, the very of death of nations. I will tear down every king, every ruler, every man who claims to be a God."
 
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Negative Knight

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Lupus
-Radiates heat from techniques, people and objects


Lupus is a technique designed to control the transfer of heat energy in and out of different mediums. It can be split into three distinct applications, each of which employ a varying level of control.

Waves, beams, currents, light




The first application deals with techniques, the second with objects and the third with people. The first application







Radiation is strictly the transfer of energy and Lupus utilizes that fact to control the transfer of heat energy
 

Negative Knight

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(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne; however when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact, effectively freezing a target solid depending on the rank of application used. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars. -

*Clarify the bolded

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 through physical movements or through the usage of a single hand seal. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled and can be passively reshaped. 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. S-Rank applications can only be used once every three turns and no S-Rank or above Prana in the user’s next turn when it is used.

Embrace of Ishtar – Armory of Akkadia
The Embrace of Ishtar 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, enveloping it in a formless manner or surrounding it with a large-scale avatar. 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. 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; the Raikage’s Lightning armor being a close representation of this. 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, meaning it will still be capable of neutralizing attacks of the same chakra or lower. The third and final type generates a large scale avatar composed of Prana around the user’s body, which is capable of adopting any shape or configuration. For example, the user could create a massive wolf’s head. Unlike Susano’o, it will be capable of covering the space beneath the user (even if they’re ground-borne) as a layer of Prana is manifested beneath their feet. However, their scale can never exceed the size of the Great Stone Golem. Avatars are bound to the user’s bodily movements. Like the Pride of Gilgamesh 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 S-Rank applications require 10 chakra per turn. While the Embrace of Ishtar is active the user is capable of accessing their normal abilities. This technique can last a maximum of four turns. S-Rank applications can be used 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. Familiars are capable of flight, whether they possess wings or not, through their composition as an energy. These familiars are also capable of taking solid form at the user’s volition. S-Rank familiars are capable of remaining on the battlefield for four turns; for each rank below S-Rank the created familiar gains an additional turn to remain on the battlefield. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. 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. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.
 
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Negative Knight

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His pride stems from a refusal to bow or kneel. Never again would he pledge his loyalty to someone or place his belief in something else. If there was a God, his nature was foul and malevolent for he had cursed him to his fate. His wrath was born from the intense wish to end his suffering, a distraction from the despair that had consumed him. Perhaps his wrath existed to annihilate everything, including himself. To burn away his past, his memories and the man he once was. His greed was not for wealth or the material, instead he desired it's complete eradication. He longed for power, for strength, to forge himself into the most dangerous weapon. His lust was once for Guinevere but that had changed upon her murder. He now lusted for battle, for blood, for death. His desire to impose his will on the universe is so potent it is almost tangible.

His gluttony is not the same base feeling it is for others. His hunger is more primal. He does not consume the flesh of people, he craves their very souls. To twist and corrupt their very essence, to prove everyone could fall to the same depths as him. Beneath this lay his envy, though this desire he would never admit, not even to himself. He envies those with ordinary lives, those who found some kind of happiness to cherish. This is why he would take everything from them. He desperately longed for an end to all things. He coveted death. Deeper still lay his slothful nature, buried within the blackened soul of the man he once was. Debauchery once meant one's seduction from duty, allegiance, or virtue. He had forsaken his vows as a knight when he decided to have an affair with the Queen. His intemperance in that one moment had been the prelude to his path to carnage. Everything he was began with the least of all sins.



His descent into madness was brought on by feelings of rage and despair. The death of his beloved and the fall of Camelot pushed him into the clutches of insanity. The more he cursed his fate and lamented what he had done, the deeper he fell into depravity. Seeking some escape from his wretched existence, Lancelot focused on his anger and decided it was Arthur alone who had brought about his ruin. He mediated on his hatred for what seemed like an age and eventually found the answer in a sleep-deprived hallucination he thought to be “a vision”. In this vision he encountered a black knight, or rather, a living suit of armour known as Lord Vile. If there was a colour darker than the void, this was it. Pitch-black in all his malevolent glory, the knight of shadows was death incarnate. Believing the waking nightmare to be a prophecy of some kind, Lancelot’s mind had finally snapped. He takes everything said by the Black Knight as gospel truth and somehow convinces himself that the shadowy form standing before him was a vision of the future. He believed he was destined to become Lord Vile, that he had to discard his mortal shell and become the embodiment of death. Lancelot committed some of the foulest atrocities in pursuit of this goal. He devoted himself wholly to his unholy crusade and with every drop of blood split, he retreated further into his own mind. He buried his thoughts, his feelings and even his memories. He latches solely onto his experiences that galvanize him into action, using his hatred as his only fuel to keep him going. And so Berserker was born. The very embodiment of wrath. A being which felt no pity, no remorse. A being that only knew rage.

After becoming one of the most notorious criminals in the Ninja World, Berserker was hunted down and captured though it took countless ninja to manage the feat. He was kept in the dungeons of Kirigakure for years, his chakra suppressed, his mind and body bound by a multitude of illusions. They had attempted to kill him several times prior to his imprisonment but the seals and sigils carved into his body by Merlin protected him from succumbing. His body would harden into black steel whenever struck, even when he was unconscious and so he could not be executed through conventional means. Realizing his potential use as a weapon in times of war, Kirigakure set their sights on harnessing his fury. They kept him alive but officially reported him as dead to the rest of the Ninja World while they continued their torturous experiments. He could not be harmed physically and so they targeted his mind with all kinds of abilities from Yamanaka possession to memory alteration. His body instantly rejected anyone who attempted to possess him and all those who dared to try were left comatose by the experience.


Trapped in his own consciousness, Lancelot had an eternity to come to terms with his accursed fate. It was by no means an easy task, at times he felt himself descending deeper into the abyss of despair he had fallen into all those years ago. He eventually crawled out of this proverbial hell, recovering his mind from the throes of madness after a certain realization. It was not he who was at fault. It was the entire world. This system of rulers, Kages and Kings had condemned him to his fate. He sought neither redemption nor forgiveness; instead he would embrace his fall from grace and everything it entailed. He would plunge the world into turmoil and topple it's false leaders. He would become the antithesis of order, the harbinger of anarchy and the champion of chaos. Having chosen a new purpose for himself, Lancelot breaks free of the bonds and shackles binding him. He then tears through the bars of his cell with his bare hands before creating a chassis of metal over his body. The sentient suit of armour was unlike anything he had ever created. It was effectively a living being in it's own right, a vessel for a portion of his boundless wrath and fury that threatened to spill out into the world if not contained. Using this instrument of slaughter, Berserker rampages through the prison and murders everyone he encounters. Though he butchers hundreds, it was not nearly enough to sate his lust for blood. He barely manages to get a grip of himself and suppress the primal urge to exterminate everything he sees. He could not allow himself relapse into the mindless beast he once was.

On his way out of the dungeons, the Black Knight peers into every cell in search of anyone who could be useful to his newfound cause. However the hollow eyes that momentarily meet his gaze before meekly turning away fall short of his expectations. These were petty criminals and broken men, worn down by years of starvation and torture. Upon reaching the penultimate cell he finds what he is looking for. Her body was scarred and emaciated like the rest of the prisoners but her eyes burned with an intense hatred. Lancelot decides this woman could serve him if she possessed the strength to overcome the anguish inflicted on her by their tormentors. Reaching out for the bars of her cage, he superheats his armour to scorching temperatures and the metallic door melts upon his touch. He destroys the chains binding her as well as the seals restricting her chakra before looming over her seated form. It was clear she was too frail to walk but that was none of his concern. The Black Knight had no interest in the weak. Either she would find some way to escape on her own or she wasn't fit to serve him. He departs wordlessly but not before committing her face to memory, there was always a chance she would one day return to fulfill her debt to him.


Venturing out into a world he barely recognized, Lancelot decided to head to Konohagakure. He would have liked nothing more than to satiate his bloodlust by massacring the shinobi of the Mist but he had awoken to an empty village. The documents in the Mizukage's office notified him that they had gone to war with the Leaf Village, which was led by none other than Artoria Pendragon. The mere familiarity of the name enraged him, for it was a reminder of everything he had lost. It was not Arthur himself but rather a distant descendant of his. Even if he had no personal quarrel with her, it was his task to corrupt his former King's life work and destroy his legacy. His true goal would have to be delayed until this remnant of his former life was purged. He arrives in the heart of the Leaf Village less than a day later, where he's confronted by a shinobi named . Their battle is a short but brutal one. The Black Knight begins with a technique that increases the weight of anything on the ground by five hundred times. Jiraiya's body becomes as heavy as a mountain, his clothes weigh down on him like lead. The toads perched on both of his shoulders crush the bones in his upper arms. Despite all this, he manages to propel himself into Berserker with the force of a cannonball. The impact would have been enough to level an entire fortress but since he was transformed into steel, Lancelot sustains no degree of damage. Instead it is the Toad Sage who suffers, his skin being burned by the smoldering heat of Berserker's metallic form. The collision also served the purpose of transforming his clothes into steel and this is no sooner exploited by Lancelot. With a snap of his fingers, he detonates the opponent's attire into an explosion of steel bullets. Jiraiya is torn apart by the point-blank tempest of metal and his corpse collapses to the ground.

Having defeated their gatekeeper, he continues towards the Kage Mansion unopposed. Before he reaches it, he encounters a man who knows the name 'Berserker'. His prolonged imprisonment meant he should have been forgotten to the world. Upon glimpsing the slashed Kirigakure headband strapped to his arm, he receives his answer. The man called was a former member of the village that had imprisoned him. Once again, he forces himself to suppress the urge to resort to violence. Their encounter allows him to learn the name of Akatsuki's current leader, a self-proclaimed god known as Madara Uchiha. Mand'alor reveals he is the bearer of the Azure ring and offers to lead the Black Knight to his leader. In exchange, he requests his assistance in destroying Konoha as part of their war with Kirigakure. Despite the years of torture they subjected him to, he held no special hatred for Kirigakure that set them apart from the rest of humanity. In his eyes, it was a necessary crucible he had to endure so he could evolve beyond absolute rage to a higher calling. He express his acceptance of the deal with a single sentence. "Then Konoha shall burn." As he nears the mansion, he transforms the entire terrain into steel. With the exception of living beings, anything in contact with the ground would be converted into more of the same metal. Having resolved to attack everyone he saw, the Black Knight engages the next person he sees. A man named who hailed from Iwagakure. Berserker charges into him with the speed of a fired bullet and the masked shinobi is flung several meters away. His skin burned and his arm twisted, the Dark user opts to escape under the cover of a smoke screen. The next to challenge him is a Konoha shinobi named . Though their battle is a long and heated one, it eventually reaches it's inevitable conclusion: Ragna writhing in pain as his chakra is drained and his limbs are broken. Berserker leaves him on the precipice of death as punishment for stalling him for so long. His defeated foe could linger in his suffering until he finally expired. The barrier surrounding the mansion had been taken down and inside, he saw Artoria lay dead already. To be killed so unceremoniously, Arthur's lineage had truly declined. With his purpose complete, the Black Knight departs from Konoha in search of Mand'alor.


Riding atop his Black Griffin, the Emperor of the Void, he soars above the world while Cornyx surveys the ground below. Their travels take them eastwards as they hear of a place called the Blood Tavern where rogues were said to gather. The two of them fly over the Hidden Moon Village in the process and the griffin spots Mand'alor with it's eagle-like vision. Cornyx relays this to his summoner and the two of them decide to descend. Having glimpsed the island from above, Berserker realized the place could serve as the base of his power. The location was isolated from the Five Great Nations and there were very few routes by which one could approach it. The closest land mass was the Crimson Island, which housed the infamous Blood Tavern. Rogues that wished to join him would not have to travel far to find the kingdom he would build. Upon descending he finds one more familiar face among the small gathering of rogues, a one-time student of his known as . Striding towards them in his abyssal suit of armour, the Black Knight declares his intention to claim the island as his own and establish a kingdom for rogues. Those present could remain so long as they accepted his rule and goal of destroying the Five Great Nations. Each of the five all react differently to his proclamation. While initially skeptical, the Claymore known as quickly becomes his most steadfast supporter. To convey his deference, he gets down on one knee and manifests a black sword of the foulest chakra Berserker had ever witnessed. He stabs the tip of the blade into the ground and proceeds to pledge his loyalty to him. Kaname, true to his nature, opts to bombard him with questions concerning the logistics of his plans. The blue-haired man known as concurs with the Black Knight's plans to destroy the five nations in the name of 'change'. Curiously, never explicitly agrees though all of his future actions are in accordance with will of his King. During their conversation, Lancelot learns of Madara's sudden disappearance and the existence of Akatsuki's new leader. The fifth and final person present, the one known as , states he would observe their actions for the sake of interest. These five would come to be known as the founding members of Kurogakure.

With their compliance assured and after a brief exchange, the Black Knight instructs all of them to depart from the island for it would soon become "a land of fire and metal". He then transforms his body into superheated steel before converting the entire land mass into a sea of molten metal. The surrounding ocean immediately cools down the base of the island until it reverts to it's solid state, thus allowing it to remain afloat. He then takes to the air with wings of flame and begins his architecture from above, raising up a legion of skyscrapers with a single gesture. The molten buildings are arrayed around a colossal opening in the center of the island, where Berserker chooses to construct his fortress; a tower that stretches into the sky and looms over all of the surrounding edifices. Soon after this it begins to rain furiously, signifying he didn't have much time to complete his creation. Before it can harden, he enters the Tower by flying through one of the open windows on the top floor and continues shaping the interior, perfecting the inside his castle to the same degree as the exterior. He creates twelve pairs of knights from the floor, the two lines of medieval soldiers facing one another with their swords pointing upwards and forwards. Finally, he finishes up the molding of metal by creating a single throne in the back of the room. Anyone who wished to see Berserker would need to pass between the knights and under the constellation of swords. The throne is grotesque in appearance, seemingly constructed from broken swords that were melted together. None of the blades protrude from the domestic monstrosity, save for the crest rail itself which is lined with unbroken swords, their still-sharp tips pointing directly upwards. The falling rain successfully cools down the entire island but is evaporated in the process, blanketing the land mass in huge clouds of steam. When they disperse a beacon of darkness is revealed to the inhabitants of neighboring islands. Secure in the knowledge that the fortress of black metal would be visible from afar, the Black King settles into the austere-looking chair and awaits the return of his subjects.


Upon their return, the Black King establishes the laws and hierarchy of his nation before conversing with each of them individually. All of them are sorted into one of three divisions. The enforcers, those sworn to uphold his laws; the stealth division and the intel division. He promotes Mand'alor to the Commander of the Enforcers and deems Kaname his second in-command. Noctis is given leadership of the stealth division and is never seen or heard from again. Both Aizen and Kaneki are assigned to the intel division with the stipulation that whomever possessed the most expansive network of spies would be given the title of 'Commander'. After assigning these roles, Berserker inquires about any allies they possessed that could be turned to their cause. Through this he learns Mand'alor belonged to the three man squad that destroyed the Rain Village and of the Claymore's 'Immortal Order'. The existence of a fallen order of cannibals, monsters who masqueraded in the flesh of men fascinated him to no end. He instructs him to leave in search of these people and to bring them before him to undergo his judgement. After which he discusses the nature of kings and gods with Aizen and reflects on his exchange with Kaneki. It was possible he had found a true ally in the boy. One could not feign those haunted eyes, that abomination of chakra. This leads to the birth of an idea known as "the Fallen", people who mirrored him in their fall from grace or the darkness they held in their hearts.




begins

Their exchange had also elucidated what kind of

.




of the three man squad that destroyed of Amegakure,

but no




, which allies





Knight of Ruin
Knight of Tragedy


Luffy
Shanks
Crocodile
Kotetsu
The Witch King


Jon Snow
Roy Mustang

their First Officer (Inchato)




Mordred
Avenger
Arima
Judal
Ruler


Akashi
Lucifer
Knight of Betrayal
Knight of Depravity
Voldemort
Yatogami





Where to put Luffy?


-Add fights with Avenger and Judal to top 10.

Quotes

"I desire nothing more than the complete annihilation of the village system, the very of death of nations. I will tear down every king, every ruler, every man who claims to be a God."


(Gurifin Kuchiyose no Jutsu: Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.
 
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Negative Knight

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I have always been the perfect knight, the culmination of an ideal. Even when I had to imprison my sister and murder my father. I have never strayed from my path and yet everything I've ever touched has come to ruin. I was lauded as a prodigy, the greatest knight of the round table and the only man to surpass my father. I am something ancient, a vestige of a bygone era. I learned swordsmanship from the strongest warriors, received tutelage from the father of magic and eventually, I became immortal. I've been alive for over six hundred years, my birth predates the founding of the Five Great Nations. I've fought more battles than days you have lived, overthrown scores of tyrannical kings and have slain colossal dragons with nothing but my blade. For all my strength, I could not save my mother from the despair that claimed her life. I could not reconcile the sister that corrupted and fractured my order. I failed to return my father from the precipice of darkness, condemning him to die entrenched in shadow.

Seals
-Bane of the Immortal
-Law of the Logia
-Imperial Guardian
-Mayer's Band
-Insignia of Duality
-Solitude of the Exile? Scales of the Dragon?


Don't need
Damocles

Armguards that leak prana into the body to strength it considerably. Renders the user immune to Taijutsu and Kenjutsu.

Berserker
As one of the Fallen, Berserker acquired a Curse Mark upon recovering from madness. The tattoo on his left hand denotes him as one of the accursed and allows him to transform to varying degrees. The mark contains Senjutsu chakra and when opened, all of the user's attributes are boosted considerably. It has the trigger for Famine applied (via Four Horsemen). The first stage of his Curse Seal creates an assortment of crimson tattoos across the left side of his body, their shape reminiscent of flames. This occurs on partially opening the mark and leaking a portion of the senjutsu chakra into his body.
 
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Negative Knight

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(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated.

Note: Can only be used thrice per battle

(Meiton: Ureigoto no Kyuuketsuki) - Dark Release: Scourge of Vampires
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: The user will infuse additional chakra into an existing sentient Dark technique, either when it’s already on the field or upon it’s creation, to grant it autonomy and a superior form of ‘sentience’. The sentient Meiton technique will become capable of using Dark Release techniques up to and including it’s rank. This includes techniques which can only be used in Lords of the Outer Night as the creation is already composed of dark chakra. Techniques which require absorptions will not use a mark but rather be absorbed directly into the familiar's body. Every time it absorbs chakra or a technique, the familiar can use it to perform a jutsu or extend it's duration by two turns. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank familiar will enable it to use B-Rank and below Dark techniques.

Note: Can only be used thrice per battle

(Fuuin/Meiton: Furuato no Jashuu) - Sealing/Dark Release: Runes of Heresy
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After making at least a single absorption, the user will focus their chakra into one of their replica dark marks. They will do this in order to mold the chakra for any Meiton technique and have it pre-set within the chosen dark mark. The dark mark will effectively ‘contain’ the technique until the user wishes to release it. This is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark without any delay. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked into their body for the use of Dark techniques which work internally. The dark mark must be in contact with the floor for techniques which are released into or created from underground. While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques, whether they are absorption or release-type. The jutsu utilized along this technique must be posted for reference alongside Runes of Heresy, though collectively they will only take up a single move and slot in the timeframe.

Note: Can only be used thrice per battle
Note: Must be posted alongside another Dark Release technique
 
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Negative Knight

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Testing Testing

- Red colour code

- Blue colour code

- Purple colour code

Riful - Abyssal form as a Dark CJ which expands on Lords of the Outer Night

Tenebris Mortem, Dystopian Queen

Umbra Imperium, Abyssal Domain

Noctis Tenebris, Abyssal ______

Regina Tenebris

Black Widow, the Huntsman Spider,

Make other Hydras

Develop:
-CCJ
-Dark

-Thousand Blades
-Howling Dragon
-Flowing Spider
-Vector Cobra
-Trick Archery
-Machinery

-Spiders (5 summons and summoning nin)
-Bats (5 summons and summoning nin)
-Hydras

-Radiation
-Sulphur (updating)
-Bromine (more techniques, some updates)
-Coal (more techniques)

#5e5e5e - Silver colour code

Cosmetic CJ to alter the colour of the user's webs/silk






-Storing techniques (twice per battle)
-Extending durations (twice per battle)
-protective absorptions (twice per battle)

(Utsuwa no Burakkukuīn) – Darquesse, The Cursed Vessel
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: Darquesse is composed of a pair of indestructible gauntlets made of non-reactive chakra metal. The colour of these armguards is such a deep purple that they're almost black and both of them are adorned in ornamental markings that resemble the flame-like tattoos of the Heaven's Cursed Seal. The interior of each gauntlet will contain one mark and the exteriors will possess two dark marks. The interior marks will passively absorb a small portion of the wielder's chakra every turn and will do so even if the user finds themselves unable to use or mold chakra. Aside from their active techniques, the gauntlets possess two innate passive abilities, one for each hand. The left gauntlet, upon contact with any solid entity (with the exclusion of living beings, the terrain, enemy techniques and custom weapons), will transform them into whatever form the user desires. This will change both their physical form and properties such as their weight to match that of the new object. Unlike the canon Transformation technique, it will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The right gauntlet will instead make use of the absorbed chakra within the user's dark marks to strength the user's Dark Release techniques. Whenever the user performs an absorption-based Meiton jutsu, part of the chakra within the gauntlets will leak into the technique (10 chakra) in order to empower it in a similar manner to the Chakra Transfer technique. This will effectively strengthen the 'pull' of absorptions and thus they will become capable of absorbing techniques one rank higher than usual. This will also increase the effective range of absorptions by one range. Techniques which previously only absorbed through direct contact will become capable of drawing in techniques within short-range and those that could already draw in techniques within short-range will be extended to mid. This ability can only be used once every three turns for A-Rank and below techniques. It can only be applied to S-Rank techniques twice per battle.

Darquesse's first ability allows the user, after making at least one absorption, to mold the chakra for any Meiton technique and have it pre-set within one of the exterior dark marks. The dark mark will effectively ‘contain’ the technique until the user wishes to release it; this is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark passively and without any delay. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore will capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked on to/into their body for the use of Dark techniques which work internally. The dark mark must be placed in contact with the floor for techniques which are released into or created underground. The user can only have a maximum of two techniques prepared in this manner (one on each gauntlet). While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques.

Through Darquesse's second ability, the user will be capable of creating dark marks within their Meiton techniques. These dark marks will reside in the body of those jutsu (whether they're dark chakra or flames) without being absorbed or destroyed. The purpose of embedded seals within their technique is to take advantage of the fact that all of the user's dark marks are connected by portals. Through this connection, the gauntlets will constantly transmit chakra from marks on them to those within the Dark technique this is applied to. This can be done for one of two purposes: acting as an absorption or extending the duration of techniques. The first usage utilizes 5 chakra per turn and will essentially fulfill the criteria of 'making an absorption'. For techniques which require multiple absorptions, every two turns this is active will count as a new absorption. After making at least a single absorption, the user has the option of converting dark chakra techniques into purple flames at the cost of a move. The second usage will act to maintain and extend the duration of one of the user's dark techniques at the cost of 10 chakra per turn. Since the dark marks essentially take on the role of sustaining the technique, jutsu which previously required active maintenance, chakra to sustain or those which restricted the user's elements/abilities will no longer require or do so. Each usage can only be active on one technique at a time and the second usage can only be used twice per battle.


Note: Can only be used by Negative Knight



The second ability will create dark marks within techniques.


Those which restrict their elemental usage will no longer do so

(Meiton: Shin'en no Ryouiki) - Dark Release: Loathsome Malady
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid (Long-range vertical reach)
Chakra: 30
Damage: N/A
Description:


Lazarus Pit


Two of the exterior dark marks (one on each gauntlet) are unique in the sense that they possess a pre-set function and a trigger, enabling them to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the user, one of them will initiate an absorption automatically; effectively sealing the technique before it can travel any further. They will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. For example if this is applied to any part of the user's attire, the absorption vortex will surround their entire body like an armour. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it.


Note: No S-Rank or above Dark in the turn a mark is triggered



-Storing techniques (twice per battle)
-Extending durations (twice per battle)
-protective absorptions (twice per battle)



them to draw in techniques that are mid-range away rather than the usual limit of short.


What this essentially means is absorption-type jutsu will have a greater level of suction power and will be capable of drawing in techniques more strongly than before.

Absorptions will only work on direct contact will instead have their


Unlike simply injecting addition

through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become

Boosts which raise the rank or damage (effectively things which increase their scale) will instead be redirected into strengthening

somewhat akin to the Chakra Transfer technique, albeit a more extraneous version.

The right gauntlet








(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A (80 damage upon contact with the barrier)
Description: The user will place one of their dark marks in contact with the ground and release their chakra into it in order to create a large-sized seal across it. This enlarged dark mark will span a mid-range radial reach and will be created to encompass both the user and any opponents or allies within range. Upon creation, the seal will immediately begin to drain the chakra of anyone in contact with it (including the user) as well as restrict their ability to use or mold chakra entirely in the same manner as the Chakra Draining Seal. Simultaneously an opaque, deep purple barrier infused with dark chakra will be released from within the seal and extend towards the sky. The purpose of the barrier is to extend the seal's influence to airborne beings, meaning people and summons caught within the barrier cannot simply jump upwards in order to escape the chakra drain and regain the use of their chakra. The dark mark will drain 100 chakra per turn from everyone within the barrier or in contact with the seal. While most of the sapped chakra will be stored in the dark mark, a small portion of this chakra (40 chakra) will be suffused into the barrier to grant it certain offensive properties. Anyone who tries to escape or destroy the barrier through brute force or physical contact will instead be met with an explosion of violet flames that emanate from wherever the barrier was struck. Umbra Imperium possesses one final property, which is arguably the only one which confers any advantage to the user. When this technique is first used, the barrier will essentially have a pre-set function ingrained into it. Whenever anyone moves faster than the user's speed (the value when this technique was initially used), the barrier will exhibit an immediate and potent downwards pulling force similar to Multiple Infinite Embraces known as the 'Abyssal Zone'. This will instantly bring the offending person/parties to the ground before they can even travel a short-range distance or perform any physical attacks. This pulling force will not only ground them but effectively slam and pin them to the floor until this technique ends. The chakra drain in that specific area (spans one meter all around their body) will then intensify and increase threefold until this technique ends. One thing to note is if the user activates any speed boosts after this technique's initiation then they too will be subject to the effects of the Abyssal Zone.

Note: Lasts four turns
Note: Can only be used once per battle
Note: No Dark or Fuuin above A-Rank on the turn this ends

(Utsuwa no Burakkukuīn) – Darquesse, The Cursed Vessel
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: This weapon is composed of a pair of indestructible gauntlets made of non-reactive chakra metal. The colour of these armguards is such a deep purple that they're almost black and both of them are adorned in ornamental markings that resemble the flame-like tattoos of the Heaven's Cursed Seal. Each gauntlet has an opening in the center of the palm, which is big enough to reveal the user's original dark marks and any summoning tattoos. Each finger of the gauntlets have sharpened tips akin to talons or a dragon's claws, that can be used to inflict light or deep wounds depending on the force applied. Replicas of the user's dark marks in the style of Mark of the Outsider are located on the upperside of Darquesse as well as in the interior, directly in contact with the wearer's skin. The interior marks will passively absorb a small portion of the wielder's chakra every turn and will do so even if the user finds themselves unable to use or mold chakra. Aside from their active techniques, the gauntlets possess two innate passive abilities. When either or both gauntlets establish physical contact with any solid entity (with the exclusion of living beings, the terrain, enemy techniques and custom weapons), will transform them into whatever form the user desires. This will change both their physical form and properties such as their weight to match that of the new object. Unlike the canon Transformation technique, it will release a burst of chakra in the form of a black haze rather than a white puff of smoke.

The gauntlets will also make use of the absorbed chakra within the dark marks to strengthen the user's Dark Release techniques. Whenever the user performs an absorption-based Meiton jutsu, part of the chakra within the gauntlets' dark marks will leak into the technique (10 chakra) in order to empower it in a similar manner to the Chakra Transfer technique. This will strengthen the 'pull' of absorptions and thus they will become capable of absorbing techniques one rank higher than usual and will also increase the effective range of absorptions by one. Techniques which previously only absorbed through direct contact will become capable of drawing in techniques within short-range and those that could already draw in techniques within short-range will be extended to mid. This ability will work so long as the user's dark marks contain sufficient chakra and it will only be applicable to A-Rank and below techniques. However it can be applied to S-Rank techniques but only twice per battle and at the cost of a move (though it occurs in the same timeframe).

Darquesse's first ability allows the user, after making at least one absorption, to mold the chakra for any Meiton technique and have it pre-set within one of the exterior dark marks. The dark mark will effectively ‘contain’ the technique until the user wishes to release it; this is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark passively and without any delay. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore will capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked on to/into their body for the use of Dark techniques which work internally. The dark mark must be placed in contact with the floor for techniques which are released into or created underground. The user can only have a maximum of two techniques prepared in this manner (one on each gauntlet). While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques. This ability can only be used twice per battle.

Through Darquesse's second ability, the user will be capable of creating dark marks within their Meiton techniques. These dark marks will be capable of residing in the body of those jutsu without being absorbed or destroyed. The purpose of embedding seals within their techniques is to take advantage of the fact that all of the user's dark marks are connected by portals. Through this connection, the gauntlets will constantly transmit chakra from the dark marks on them to the seals within whatever technique this ability is applied to. This can be done for one of two purposes: acting as an absorption or extending the duration of techniques. The first usage utilizes 5 chakra per turn and will essentially fulfill the criteria of 'making an absorption' for that particular technique. After making at least a single absorption, the user has the option of converting dark chakra techniques into purple flames at the cost of a move. For techniques which are capable of multiple absorptions, every two turns this ability is active will count as a new absorption. The second usage will act to maintain and extend the duration of one of the user's dark techniques at the cost of 10 chakra per turn. Since the dark marks on Darquesse essentially take on the role of sustaining the technique (in place of the user themselves), jutsu which previously required active maintenance or those which restricted the user's elements/abilities will no longer require or do so. Each usage can only be active on one technique at a time and the second usage can only be used twice per battle.




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

Conquest of Iskander - Stronghold of Achaemenid
Through this ability, the user will gain the capability to return absorbed objects, techniques parts of the terrain and other Surgebinders to the field. Similar to Noble Phantasms, they will be manifested on the field in the form of the ethereal energy before becoming corporal and usable as tangible entities. 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. Upon becoming corporeal, the transported entities will exhibit all of the effects and properties they possessed prior to being absorbed. They will continue to move in the same way (if at all), with the exact same speed and momentum that they had. It will be almost as if time was stopped and then resumed for them, which isn't an inaccurate comparison given the 'stasis' they were under while they existed in the Throne as prana energy. While their direction of travel cannot be changed directly, it can be guided through strategic placement. For example, a kunai that was travelling towards the user could have one of two things done to it. It could be placed behind, in front of or around another person beside themselves, allowing it to strike the new target rather than themselves. Conversely, it could have it's axis shifted rotationally, so that the weapon is summoned with the 'front side' (the direction of motion) being altered so that the object will now move towards that side. Targets that were largely stationary or were not motion prior to being absorbed cannot be propelled or made to move through this technique. The only exception to this is summoning them in the air so that they eventually succumb to gravity and descend on whatever is below them. Techniques returned to the field through this ability will possess the same damage they did prior to absorption while objects and parts of the terrain will assume the damage of their rank. Returning people within the Throne to the real world is normally done to interfere with their use of Unification of Arthur, effectively cutting their stay in the alternate dimension short. B-Rank and below uses will encompass transporting objects and people, A to S Rank uses will encompass transporting parts of the terrain while the rank of transported techniques will be dependent on their own rank. The S-Rank version of this ability can only be used once every four turns and no S-Rank or above Prana in the user’s next turn when it is used.

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

Dissension of Hassan - Fortress of Alamut
This ability can only be used while the user has at least one clone on the field. The user will instruct their clone(s) to surge a large amount of prana throughout every chakra point in their body. From an outside perspective, the clone(s) will appear to disappear in a flash of light that reflects the colour of the user's Prana. This will signify their return to the Throne and the first part of this technique's use. The next stage of this technique will take advantage of the user's ability to return the chakra within entities sent to the Throne to their own body. All of the chakra within the clone(s) will be siphoned from their bodies and transported back to the user's own passively. Their initial travel to the Throne will count as a move but the process of returning the chakra will neither cost a move nor take a slot in the timeframe. Regardless of how many clones use this ability at the same time, it will still only count as one usage of this ability and one of the user's three moves per turn. For each clone that uses this technique, it will cost 30 chakra per clone. This is an A-Ranked ability and can only be used four times per battle. This particular ability can only be used by clones, never the main body and once this is used, they cannot return to the field/real world under any conditions. The chakra siphoning process is done fully, rather than partially, and upon completion the clone is effectively considered 'dispersed'.

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

(Zokyo: Kiseki no Sedai) - Surge of Augmentation: Generation of Miracles
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's chakra system and ability to control it through the infusion of prana. Each Augmentation can last a maximum of four turns


The only variant exempt from all of the above rules is Scepter for the Faker, due to the fact that it weakens rather than strengthens the user.





Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon first activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change.

-Lasts up to four turns
-Optional coloured aura
-Changes colour of techniques

-Optional cosmetic glow
-Happens instantly? or as fast as EIG? Eh. We already have counters to EIG.

Crown of the Ruler
It is the prerogative of rulers to increase their dominion, expand their territory and consolidate their sphere of influence. In this variant the user will augment their chakra system through prana to increase both the efficiency and scale of their techniques, allowing them to travel farther and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of techniques can be influenced with this ability. While this ability is active, short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. Nor are techniques which affect the user's body or anything on their person or those which do not physically travel (e.g techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but it's maximum size would remain unaffected. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. 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 mentioned earlier.

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

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

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

Staff of the Gatekeeper
The virtue of moderation and the pinnacle of mastery. In this augmentation the user will augment their chakra system with prana in order to increase the efficiency in their molding of chakra. This will enable them to utilize all of their techniques at a decreased chakra cost (-10 chakra) without a reduction in power. Of course, this will not apply to D-Rank and below techniques, as then they would be void of chakra. In regards to sustained or actively maintained jutsu, this will reduce their chakra cost to match that of the canon technique Inner Sonar Skill. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Staff of the Gatekeeper was active, all of the user's techniques will now require an additional ten chakra points to be used, excluding those which do not utilize chakra. The cost to sustain techniques will increase by five chakra points rather than ten.

Scepter of the Faker
A symbol of power whose strength is illusory, a mere phantom, a shadow on the wall. In this augmentation the user will augment their chakra system with prana in order to decrease the strength and power of their techniques without decreasing the chakra cost. All of the user's abilities will lose one rank if they are Forbidden Rank or below and in the case of D-Ranks and below, they will lose 20 damage. Unlike Avenger and Shielder, this ability will be applied to offensive, defensive and/or supplementary techniques, whether they possess a stated damage value or not. By diminishing their power, the user will no longer be subject to the limitations, restrictions and recoil damage/effects of using affected techniques while this is active. For example, a Forbidden Rank technique will no longer deal damage to the user due to it's lessened potency. An S-Rank will no longer restrict the user's ability to mold that particular chakra in the same or following turns. In regards to usage limits, the user will become capable of using weakened Forbidden Ranks twice rather than once, while weakened S-Ranks and below will no longer possess a usage limit. Also, it is worth mentioning techniques that have their rank decreased while this is active will be considered jutsu of their lowered rank and not their original one. This is both in regards to restrictions placed on the user during a fight but also the rules of battles/events which limit the user to a particular rank (e.g. no jutsu above A-Rank). This means they will be capable of using techniques stated as 'S-Rank' despite the aforementioned restriction. This ability is also exempt from the debuffing rules, due to it's self-weakening nature. This is the only variant of Generation of Miracles that has neither a turn or usage limit nor a drawback once it ends.

Surge of Evocation: Era of Gods
Surge of Evocation: Dynasty of Kings
Surge of Armament: Century of Champions
Surge of Augmentation: Age of Heroes
Surge of Augmentation: Generation of Miracles



but also rules of battles, tournaments and events which restrict

Decreases rank but does not decrease chakra


This is the counterbalance for such paying such a hefty cost.






limitations and restrictions








Naturally this ability can only be applied to offensive techniques and/or those which have a stated damage value. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Helm of the Avenger was active, all of the abilities that were boosted will now be decreased by one rank when it ends. Since this ability does not boost solely defensive and/or supplementary jutsu or those with "N/A" damage, such techniques will not experience this backlash even if they fall under one of the chosen skills.





A symbol of apparent power but also an illusion


(Zokyo: ) - Surge of Augmentation: Age of Heroes

Millenia of Legends
Rho Ais, Seven Rings of Fiery Heaven - Ultimate Shield - Prana shield that can block anything
Ea, Sword of Rupture - Ultimate Weapon - 70 Prana sword attack
Rhongomyniad, the Shining Spear - spear of Prana that returns attack of any chakra, to be used after Rho Ais in most cases (lighter restrictions for 50 and below chakra, heavier ones for anything after that)
_________ - returning very-large scale parts of the terrain (could be whole landmarks - changes are temporary/only apply to that event) - 140-160 damage

Look at other EX Rank Noble Phantasms -

Switch Rho Ais for La Pucelle? Switch Ea for Excalibur Proto?

Millennia of Legends will be restricted to members Servant rank and above.
 
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Negative Knight

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-Servants can be Level 4 Augmentations but they incur more severe effects that are permeant
-Broken limbs after Strength
-Inability to run or walk after Speed
-Physical weakness after Durability
-Dulled senses after Agility


Epoch of Monsters
-Infrared sensing, etc - Wrath of Drakul
-Immunity to poison can be one of the special traits (Medusa/Gorgon)
-Overcoming Paralysis (Marionette - something)
-Immunity to Radiation? Doesn't just counter Rad, also counters Corium and Pantha Water.

Augmenting traits of techniques themselves
-Boosting sensing
-Weightless Earth, boiling water, fire burns/spreads more quickly (Ember combo), Lightning is more?, Wind is

Beowulf

Reign of Demons
Works indefinitely on S-Ranks
-Can enter a mode where it will absorb additional chakra from the user's body while clashing with a technique in order to match it, effectively making it able to contend with any technique. However, it can only be used defensively when it enters this mode and it will only last for four turns (before having to cooldown for the same duration - Rashomon goes inactive for 4 turns?)


You can passively feed it more chakra for 4 turns, allowing it to absorb techniques 50 chakra and below
-Takes additional chakra from the body per absorption (equivalent to the technique absorbed)
 
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Negative Knight

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(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne; 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 C-Rank uses will inflict cold burns as well as all of the effects of frostbite and hypothermia. B to 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, killing them instantly. 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 through physical movements or through the usage of a single hand seal. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled and can be passively reshaped. 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. S-Rank applications can only be used once every three turns and no S-Rank or above Prana in the user’s next turn when it is used.

Embrace of Ishtar – Armory of Akkadia
The Embrace of Ishtar 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, enveloping it in a formless manner or surrounding it with a large-scale avatar. 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. 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; the Raikage’s Lightning armor being a close representation of this. 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, meaning it will still be capable of neutralizing attacks of the same chakra or lower. The third and final type generates a large scale avatar composed of Prana around the user’s body, which is capable of adopting any shape or configuration. For example, the user could create a massive wolf’s head. Unlike Susano’o, it will be capable of covering the space beneath the user (even if they’re ground-borne) as a layer of Prana is manifested beneath their feet. However, their scale can never exceed the size of the Great Stone Golem. Avatars are bound to the user’s bodily movements. Like the Pride of Gilgamesh 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 S-Rank applications require 10 chakra per turn. While the Embrace of Ishtar is active the user is capable of accessing their normal abilities. This technique can last a maximum of four turns. S-Rank applications can be used 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. Familiars are capable of flight, whether they possess wings or not, through their composition as an energy. These familiars are also capable of taking solid form at the user’s volition. S-Rank familiars are capable of remaining on the battlefield for four turns; for each rank below S-Rank the created familiar gains an additional turn to remain on the battlefield. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. 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. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.

Change name to Ramesses

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

Conquest of Alexander - Bastion of Achaemenid
Through this ability, the user will gain the capability to return absorbed objects, techniques parts of the terrain and other Surgebinders to the field. Similar to Noble Phantasms, they will be manifested on the field in the form of the ethereal energy before becoming corporal and usable as tangible entities. 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. Upon becoming corporeal, the transported entities will exhibit all of the effects and properties they possessed prior to being absorbed. They will continue to move in the same way (if at all), with the exact same speed and momentum that they had. It will be almost as if time was stopped and then resumed for them, which isn't an inaccurate comparison given the 'stasis' they were under while they existed in the Throne as prana energy. While their direction of travel cannot be changed directly, it can be guided through strategic placement. For example, a kunai that was travelling towards the user could have one of two things done to it. It could be placed behind, in front of or around another person beside themselves, allowing it to strike the new target rather than themselves. Conversely, it could have it's axis shifted rotationally, so that the weapon is summoned with the 'front side' (the direction of motion) being altered so that the object will now move towards that side. Targets that were largely stationary or were not motion prior to being absorbed cannot be propelled or made to move through this technique. The only exception to this is summoning them in the air so that they eventually succumb to gravity and descend on whatever is below them. Techniques returned to the field through this ability will possess the same damage they did prior to absorption while objects and parts of the terrain will assume the damage of their rank. Returning people within the Throne to the real world is normally done to interfere with their use of Unification of Arthur, effectively cutting their stay in the alternate dimension short. B-Rank and below uses will encompass transporting objects and people, A to S Rank uses will encompass transporting parts of the terrain while the rank of transported techniques will be dependent on their own rank. The S-Rank version of this ability can only be used once every four turns and no S-Rank or above Prana in the user’s next turn when it is used.

-Shorten this

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

Dissension of Hassan - Fortress of Alamut
This ability can only be used while the user has at least one clone on the field. The user will instruct their clone(s) to surge a large amount of prana throughout every chakra point in their body. From an outside perspective, the clone(s) will disappear in a flash of light that reflects the colour of the user's Prana. This will signify their return to the Throne and the first part of this technique's use. The next stage of this technique will take advantage of the user's ability to return the chakra within entities sent to the Throne to their own body. All of the chakra within the clone(s) will be siphoned from their bodies and transported back to the user's own passively. Their initial travel to the Throne will count as a move but the process of returning the chakra will neither cost a move nor take a slot in the timeframe. Regardless of how many clones use this ability at the same time, it will still only count as one usage of this ability and one of the user's three moves per turn. For each clone that uses this technique, it will cost 30 chakra per clone (e.g. if four clones use this, it will cost a total of 120 chakra). This is an A-Ranked ability and can only be used four times per battle. This particular ability can only be used by clones, never the main body and once this is used, they cannot return to the field/real world under any conditions. The chakra siphoning process is done fully, rather than partially, and upon completion the clone is effectively considered 'dispersed'.

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

(Zokyo: Kiseki no Sedai) - Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's chakra system and ability to control it through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing that Prana with chakra to achieve the desired result. Upon first activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation can last up to four turns and can be used a maximum of twice per battle, however this technique can only be used four times in all. After an Augmentation ends, the user will suffer a backlash related and proportional to the ability used and how long it was active.

Crown of the Ruler
It is the prerogative of rulers to increase their dominion, expand their territory and consolidate their sphere of influence. In this variant the user will augment their chakra system through prana to increase both the efficiency and scale of their techniques, allowing them to travel farther and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of techniques can be influenced with this ability. While this ability is active, short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. Nor are techniques which affect the user's body or anything on their person or those which do not physically travel (e.g techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but it's maximum size would remain unaffected. When thi s 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 mentioned earlier.

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

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

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

Scepter of the Gatekeeper
The virtue of moderation and the pinnacle of mastery. In this augmentation the user will augment their chakra system with prana in order to increase the efficiency in their molding of chakra. This will enable them to utilize all of their techniques at a decreased chakra cost (-10 chakra) without a reduction in power. Of course, this will not apply to D-Rank and below techniques, as then they would be void of chakra. In regards to sustained or actively maintained jutsu, this will reduce their chakra cost to match that of the canon technique Inner Sonar Skill. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Staff of the Gatekeeper was active, all of the user's techniques will now require an additional ten chakra points to be used, excluding those which do not utilize chakra. The cost to sustain techniques will increase by five chakra points rather than ten.

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

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. For example, a Level 3 strength augmentation will enable the user to break out of S-Rank techniques of the aforementioned type through physical exertion alone. However when this is used, it will count as one of the user's three moves per turn though it will equal Chakraless Taijutsu techniques in the speed of it's performance. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. This is made possible by the fact that the user's body is also fortified to the point that it can handle the stress placed on their body by this sudden increase in strength. Level 1 will increase their Taijutsu damage by +20, Level 2 will increase it by +25, Level 3 will boost it by +30 and Level 4 will boost it by +40. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel and armours, levels three and four will enable the destruction of whole buildings with a single punch. Striking the floor with level two and below versions of Heracles will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. In terms of lifting strength, level ones 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 carry boss summons such as Gamabunta and Manda II. At the cost of a move, the user will be capable of grabbing and stopping solid techniques without incurring damage, and even throwing them away or back towards the opponent. Finally, as this jutsu increases full body strength, the user will be capable of running and leaping with explosive power. This will translate to an ability to reach great heights in a single leap of bound (ten meters high for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and resultant taijutsu damage will fall by the same value it was boosted by, for the same duration that it was used. They will also become incapable of jumping for the same number of turns.

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

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will make the user immune to B-Rank and below techniques, Level 2 will grant immunity to A-Ranks and below, Level 3 will make the user immune to S-Ranks and below, Level 4 will confer immunity to Forbidden Ranks and below. However the user's body will still experience the force behind attacks so while they take no damage from them, their body can still be pushed back. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 60 more damage from freeform attacks and offensive techniques, level three will make them deal 80 more damage and level four will do so for 90 damage for the same duration that the Augmentation was used. To quantify this beyond mere numbers, after level two is used, using a Forbidden Rank or any jutsu which deals recoil damage will kill the user if used during this 'cooldown' period. In addition to that, level three will make it so freeform strikes and attacks will deal bone-breaking force upon connecting while level four makes it so a freeform strike will flat-out kill the user if it lands. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used (e.g. four turns of use means four turns of vulnerability).

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

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

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

Blades of the Saber
The user will summon an indestructible sword from the Throne, with the hilt appearing in either of their hands. The sword can be of any type or shape, be it a katana, a scimitar, a cutlass or any other bladed weapon that possess a hilt. Though they can possess unique designs, all weapons of this class will fall into one of five categories. Those categories are the basic five elements and every sword will exhibit the traits of the chosen element. Fire-based swords will seamlessly melt through whatever they touch despite no visual emission of heat. Lightning-based ones will fatally electrocute whatever they touch despite no visual surging of electricity. Earth-based ones will immediately petrify whatever they touch, allowing it to turn the opponent and even their weapons into brittle stone upon the barest contact. Wind-based ones will phase through whatever they touch but this means they will also incapable of blocking anything themselves (e.g. it will allow the opponent's weapon to pass through it during weapon clashes). In the case of people, the blade will cut their chakra network after phasing into them, effectively preventing the affected parts of the body from molding chakra. Water-based ones will similarly be able to allow solid entities to pass through it as it reflects the nature of water. The weapon will have the have the fluidity of a liquid, allowing it to flow like water and be reshaped accordingly. However unlike wind, the water can be made to exhibit solidity and clash with tangible entities. It should be noted that the effects only apply to the blade of the sword and not the hilt/handle, so the user is not susceptible to them despite holding the weapons. Upon contact with the user's body or attire, the hilt will also leak a copious amount of prana into their body. This will enable handsealess usage of the chosen element while the weapon is being held and will augment their chakra system every time a technique containing that particular nature is used, which will boost it's by potency one rank or +20 damage in the case of S-Ranks and above. Once per turn, by swinging the sword, prana-infused arcs/crescents of the chosen element in the shape of the user's slashing motion will be emitted from the blade. This is A-Ranked, has a mid-range reach and will count as a move.

Bows of the Archer
The user will summon any kind of bow into either or both of their hands 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, preventing it from falling. 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 and depth of perception without making them more sensitive to bright lights or other 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 NW status conditions that tend to be 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 arrow's in the quiver can be fired as they normally would be but unlike normal projectiles, they will possess a few special properties. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also exhibit an extreme level of 'sharpness' when faced against basic weapons and ninja tools, allowing them to cleanly slice through them without being deflected off their flight path/trajectory in the slightest. Secondly, 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. However the main ability of the bow is ironically independent of the quiver of arrows, which arguably eliminates the greatest weakness of all archers. 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 golem, a chariot, a fortress or anything else that can be ridden (e.g. a large shield) within short-range of themselves. All of the Noble Phantasms in this class are capable of levitation and 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, monstrous or something else altogether. Large-scale phantasms will displace the user's body in the same way as summoned animals do if they're manifested beneath the user. Noble Phantasms in this class will be split into distinct categories, namely the basic five elements. While the user's body/attire is in contact with their Noble Phantasm, it will leak prana into their body to augment the power of the chosen element in the same way as Blades of the Saber. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of Doton and Suiton techniques respectively. This will be supplemented by the NP's ability to regenerate, meaning the source will replenish itself upon use and can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased. Wind, Fire and Lightning-based ones will instead be capable of releasing S-Rank prana-infused beams, waves or blasts of the chosen element from anywhere on the Noble Phantasm. Golems can release it from their mouths, limbs or other body parts, fortresses and other vehicles may use cannons or some other method. These elemental blasts will have their elemental S/W erased and This can be used once per turn, has a long range reach and will count as one of the user's three move slots.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear or lance from the Throne into either of their hands. Upon making contact with the user's body/attire, a copious amount of prana will flood into their being. This will augment the movement speed of their whole body, granting them a x2 speed boost. In terms of special properties, these spears and lances will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length without limit. 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 spear 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 have the have the malleability of a liquid, allowing it to change shape at will while retaining it's ability to clash with solid entities. Once per turn, the user can release the chakra within the weapon to coat the tip in an S-Rank layer of prana-infused lightning. This coating can be a maximum of short-range in dimensions, can be any shape and will last until neutralized. The main skill possessed by Noble Phantasms in this class is a fusion of teleportation and duplication. Spears and lances will possess the ability to enter and exit the Throne instantly, the entire process occurring as fast as Minato's Flying Thunder God technique. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will not possess any of the abilities of the original weapon barring flight and control via mental commands. Their creation process is exactly the same as the Shadow Shuriken technique with one minor difference, there is no puff of smoke. Each duplicate will effectively be 'real' but they will only possess the durability of basic ninja tools. The spear/lance can teleport any number of times in a given turn but all of them will collectively count as one of the user's three moves in that turn. The spear must reappear a minimum of one-meter away from any opponents and the extension ability will only count as a move if it is used to attack.

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

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

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

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Awards
Saber - +20 to element, handsealess usage, blade exhibits trait of element, releases elemental blasts through slashes
Archer - x3 to tracking, see up to 3 landmarks, see through NW status conditions, arrows that overpower tools, streams of prana
Rider - +20 to element, x2 movement speed, source creation or elemental blasts with S/W wiped, tanking/regeneration
Lancer - x2 to speed, extension ability, reshaping, lightning coating, teleportation and duplicates
Caster - +1 rank to gen and fuuin, handsealess usage, chakra transfer technique, shield of Prana
Berserker - +20 to Tai and Ken, tanking A-Ranks, no fall or impact damage, can move while paralyzed, streams of katon-prana
Assassin - Immune to sensing, invisible/soundless weapons, handsealess usage of Ninjutsu

Scepter of the Faker
A mere phantom, a shadow on the wall. In this augmentation the user will augment their chakra system with prana in order to decrease the strength and power of their techniques without decreasing the chakra cost. All of the user's abilities will lose one rank if they are Forbidden Rank or below and in the case of D-Ranks and below, they will lose 20 damage. Unlike Avenger and Shielder, this ability will be applied to offensive, defensive and/or supplementary techniques, whether they possess a stated damage value or not. By diminishing their power, the user will no longer be subject to the limitations, restrictions and recoil damage/effects of using affected techniques while this is active. For example, a Forbidden Rank technique will no longer deal damage to the user due to it's lessened potency. An S-Rank will no longer restrict the user's ability to mold that particular chakra in the same or following turns. In regards to usage limits, the user will become capable of using weakened Forbidden Ranks twice rather than once, while weakened S-Ranks and below will no longer possess a usage limit. Also, it is worth mentioning techniques that have their rank decreased while this is active will be considered jutsu of their lowered rank and not their original one. This is both in regards to restrictions placed on the user during a fight but also the rules of battles/events which limit the user to a particular rank (e.g. no jutsu above A-Rank). This means they will be capable of using techniques stated as 'S-Rank' despite the aforementioned restriction. This ability is also exempt from the debuffing rules, due to it's self-weakening nature. This is the only variant of Generation of Miracles that has neither a turn or usage limit nor a drawback once it ends.

An armour onto their body
 
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Negative Knight

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(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The Noble Phantasm will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual.



Noble Phantasms that are summoned over the body

Chakra can diffuse through them


Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defense 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, from bladed weapons to explosions spawned from paper tags.



Demons of Mephistopheles - Seven Princes of Hell
The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. What truly makes this cloak a Noble Phantasm and not just a piece of enhanced clothing is that it's infused with a colossal amount of Prana energy that has been given 'sentience'. 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 (50 CP) 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.

Through it's limited sentience, the 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 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 (excluding the turn the NP is summoned) 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 maneuvers, including it's initial release and returning to it's vessel are passive maneuvers. 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.

Offensive Mode:

Defensive Mode: Through a huge influx of chakra, the user can initiate the Rashomon's 'defensive mode'.


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Offensive mode
Defensive mode





Knightmares of Hijikata - Shinsengumi's Vengeance
Energy sword (lightning (or fire) infused with prana - amplified sharpness + 20 damage)
Thrusters/flamethrowers (Fire infused with prana - altered properties?) - allows the user to travel at x2 speed

Absorption shield (just prana)
Retractable cord/reshaping the armoured suit


Energy beams (prana infused with fire) - A-Rank
Energy canons (Prana infused with lightning) S-Rank


Can take on weapons/properties of Century of Champions?

Lancer's spears/lances (detachable spears/lances that are connected to the armour)
Saber's blades
Archer's arrows (shoots volleys of them)

(Meiton: Kuro Oujou, Ureigoto Kouhi) - Dark Release: Tenebris Mortem, Dystopian Queen
(Meiton: Yabun Fukyuu, Iyashii Kadou) - Dark Release: Noctis Aeternum, Malevolent Vortex
(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain

Sound-based NP? Phasing, oscillation, speed of sound, etc. Fuuin-based one? Radiation-based?

Corrosiveness from Bromine
Reactivity from Bromine
Explosive (Ash, Gas or coal dust)
Flammable (Coal)
Steam Explosions, Herbicidal (Sulphur)
Highly reactive (Francium)

A sound/Radiation based NP sounds really cool
-Possesses the traits of Radiation on contact/vicinity
-Releases waves of prana-infused hindering sound waves through slashes (slows it down slightly, gives it enough force to push away targets but deal no damage). The area in-line with the user's slash is paralyzed for a turn.
-Releases blasts of radiation-infused prana, has to be a different method to the slash. Reshape into a lance?

Teleportation PCCJ will leave duplicates just like Lancer

-Servants can be Level 4 Augmentations but they incur more severe effects that are permeant
-Broken limbs after Strength
-Inability to run or walk after Speed
-Physical weakness after Durability
-Dulled senses after Agility


Epoch of Monsters
-Infrared sensing, etc - Wrath of Drakul
-Immunity to poison can be one of the special traits (Medusa/Gorgon)
-Overcoming Paralysis (Marionette - something)
-Immunity to Radiation? Doesn't just counter Rad, also counters Corium and Pantha Water.
-Immunity to high-temperatures
-Immunity to very low-temperatures
-Immunity to corrosion/burning

Augmenting traits of techniques themselves
-Boosting sensing
-Weightless Earth, boiling water, fire burns/spreads more quickly (Ember combo), Lightning is more?, Wind is

Beowulf

Reign of Demons
Works indefinitely on S-Ranks
-Can enter a mode where it will absorb additional chakra from the user's body while clashing with a technique in order to match it, effectively making it able to contend with any technique. However, it can only be used defensively when it enters this mode and it will only last for four turns (before having to cooldown for the same duration - Rashomon goes inactive for 4 turns?)


You can passively feed it more chakra for 4 turns, allowing it to absorb techniques 50 chakra and below
-Takes additional chakra from the body per absorption (equivalent to the technique absorbed)

Lord Vile CWJ – Removes handseals, boosts damage, extend range, etc


Darquesse CWJ – Embed ‘active’ dark marks in Dark techniques, either to grant them the ability to absorb or have the chakra/techniques they absorb enter the mark. Essentially the mark becomes the medium of absorption. Absorbs techniques within short-range through the use of vortexes

All of the uses are same TF

Changing the medium of absorption (stays active indefinitely) - no usage limit and doesn't count a move. Chakra is returned to the user's mark

Turning a dark chakra or flame technique into one that absorbs - Usable four times

damage equivalent to half of the absorbed chakra (e.g. +20 from a standard S-Rank)



Same rank for neutrals (one rank above for abilities weak to Dark, one rank below for those strong to it)

Applicable to the Release variant of Dark Release? Techniques are absorbed before they clash? Absorption empowers the technique by +20.
 
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Negative Knight

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The user will initiate this technique by focusing their raiton chakra through their body and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques, emerge from the ground or go to completion. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralized in the process and will be unable to progress any further. The user will then perform three handseals to apply shape manipulation to the released lightning,



of the same chakra and below, as long

Channel chakra into storm clouds for dormant techniques
channel chakra into the ground for dormant techniques
Passive control of Lighting Blades Levitation (controls existing kunai rather than duplicates them) - Fuuin?
Harness lighting chakra on the field to levitate and control entities

All of the user's weapons which have seals applied are imbued with a trace amount of lightning chakra, allowing those weapons to be controlled passively.

Infusion which allows a technique to fluctuate between focused and unfocused lightning?

Infusion which surrounds techniques in an aura/field of unfocused lightning, which can conduct into water techniques and electrocute on contact. Unaffected by rain or mist. Doesn't apply to every technique, the user chooses which jutsu it applies to

Infusion that increases the damage of Dark jutsu once they make an absorption, they're converted into the flame variant and gain +20 damage if they absorbed 40 chakra points or more.

+10 damage per 20 chakra absorbed?

Channel chakra into the ground to compromise it's structural integrity, next technique created from the ground will immediately collapse/crumble.

Dome of lightning energy that releases dragons from the interior walls (Maybe Four Pillar Bind variant, idk)

Imbue extra chakra into lightning techniques (+20)
-Lightning techniques which make contact with the opponent are imbued with opposite charge, all future raiton jutsu are attracted to opponent if they land?

Lightning Blades Levitation variants

Valhalla - Made
Odin - Dormant sky technique
Thor - Flash made it
Loki - Harnessing lightning chakra on the field
Ragnarok - Strongest technique, maybe Forbidden Rank


Odin, Thor, Loki, Freya, Siegfried, Valkyrie, Asgard, Jotunheim, Vanaheim, Helheim

Odin's All-Seeing Eye

Loki's _________

Tempest, Tempestuous, Everstorm,

Salacious (Lust), Ferocious (Wrath), Covetous (Envy)

(Meiton: Yokufukai Anaboko) – Dark Release: Rapacious Hollow
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform one handseal before pointing their dark mark towards the opponent to initiate an absorption that targets their seals rather than their person. The absorption vortex will be capable of drawing in the chakra within those seals provided they're within short-range of the dark mark. The chakra will be leeched from body seals and those applied to their attire/weaponry alike. This technique will only target what's in front of the dark mark, meaning the user's seals will be left unaffected. This technique will absorb the chakra from A-Rank seals unless the sealing script is fortified, in which case they will abide by Dark's elemental S/W. This technique will capable of absorbing S-Ranks seals if they're infused with elemental chakras weak to Dark or B-Rank seals if they're infused with elemental chakras strong to it.

Note: Can only be used thrice per battle

Lord Vile CWJ – Removes handseals (techniques which require slamming hands on the ground can instead be performed by stomping a foot, boosts damage, extend range, etc)

Steel Wheel of Fortune

Detonating steel that has pierced something (Emiya Alter video)

Red Prince (seals which release fire from within them?)






Darquesse CWJ – Embed ‘active’ dark marks in Dark techniques, either to grant them the ability to absorb or have the chakra/techniques they absorb enter the mark. Essentially the mark becomes the medium of absorption. Absorbs techniques within short-range through the use of vortexes

All of the uses are same TF

Changing the medium of absorption (stays active indefinitely) - no usage limit and doesn't count a move. Chakra is returned to the user's mark

Turning a dark chakra or flame technique into one that absorbs - Usable four times

damage equivalent to half of the absorbed chakra (e.g. +20 from a standard S-Rank)



Same rank for neutrals (one rank above for abilities weak to Dark, one rank below for those strong to it)

Applicable to the Release variant of Dark Release? Techniques are absorbed before they clash? Absorption empowers the technique by +20.


What Ruler needs
Darquesse CWJ
Palace of the Damned
Rapacious Hollow
Tenebris Mortem



If Horsemen is used before or during a battle, it will require two handseals

Tenebris Mortem should absorb Dark techniques into it's body to assume their traits, abilities or power

Kokuryu-Ha (Forbidden Rank) - last 3 absorptions (damage is equivalent to the sum of the chakra of those three techniques), boosts can't be applied to this technique since it works solely off chakra. If damage is 90 or higher, the user can't use the arm that performed it for 2 turns. Purple and black flames

Dark Release: Immolating Black Dragon

Dark Release: Dragon of the Darkness Flame

To restrict further - Same mark has to performed all 3 absorptions and can't have used release type techniques in the time it took to make all 3 absorptions?

Fire Dragon Wings/Demon Wings allows you to become an aerial fighter (where a Dark user is strongest)
-Make a Dark/Fuuin which lets you use dark customs without contact with the ground - give it a long-range reach to start with

Coven of Witches lets you use attacks from any angle (including above them - voids the need for sky-based lightning jutsu)

The Philosopher's Stone - CJ which lets you apply the 7 sins to a dark chakra techniques (gives it Pride's property, Envy to let a technique reshape, Greed to give it the property of the last absorbed technique, Sloth and Gluttony to absorb chakra, Lust to give it an infection property and Wrath lets it detonate into a mid-range explosion after making an absorption). - Same timeframe as it's creation

Chakra absorbed from Gluttony/Sloth passively enters the user's dark mark if they're in contact with the technique - Sloth will absorb chakra, Gluttony will absorb chakra from techniques

Sin used through this technique must be posted for reference (use of this ability + the sin only counts as one jutsu)

Lightning CJ that imbues the battlefield and anything in contact with it, with the user's chakra, it then levitates everything, allowing it to be controlled by the user and granting them flight. They can even govern the opponent's movements.

Salacious - Dark/Fuuin that release dark chakra from one mark and then the other hand absorbs that chakra directly into the body.

Ferocious - explodes into flames after making an absorption, +20 damage if 40 or more chakra points were absorbed

(Meiton: Kenja no Ishi) – Dark Release: The Philosopher's Stone
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra to the infused technique)
Damage: N/A
Description: This passive jutsu is designed to allow use of the 'Seven Deadly Sins' set, a grouping of techniques normally bound to Dark Release: Lords of the Outer Night, outside of the said state. Through the Philosopher's Stone, the user can apply one of the sins to a compatible Meiton jutsu (those composed of or infused with dark chakra) either during it's creation or once it's on the field. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. The result will be the Dark technique exhibiting the traits and properties of the chosen 'Sin'. If Envy is infused into a technique, it will be capable of reshaping and growing additional parts or appendages. If Greed is infused into a technique, it will exhibit the properties of the last jutsu the user absorbed. If Wrath is infused, upon absorbing chakra or a technique, the dark jutsu will gain +20 damage and explode into a maelstrom of purple flames. If Lust is infused, the technique will exhibit intangibility and will deliver the 'infection' outlined in the description of Dark Release: Lust, the Lascivious upon contact with anyone barring the user. If Pride is infused, the technique will slow down any movement inside of it by a half and weaken foreign chakra techniques that pass through it by one rank via absorbing a portion of their chakra. This of course follows the debuffing rules and so Pride cannot be applied to techniques that have had their damage value boosted. If Sloth is infused, the opponent will lose 50 chakra for every turn they're in contact with the technique and will also be restricted to A-Ranks until they break that contact. If Gluttony is infused, the technique will absorb jutsus composed of foreign chakra on contact, following Gluttony's rank and Dark's elemental S/W. In the case of Gluttony and Sloth, if the user is in contact with the dark chakra technique while it is absorbing, the absorbed chakra will passively enter the user's dark marks. The duration of the chosen 'Sin' will instead last until the technique it's applied to ends. If an ability which lasts three turns is applied to a technique which lasts two, it will only last for two turns.

Note: Only one sin can be infused per usage of the Philosopher's Stone
Note: The jutsu used through this should be posted for reference whenever this is used
Note: Can only be used four times per battle and it cannot be used on consecutive turns

(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.

Note: Can only be used thrice per battle
Note: Cooldown time of two turns in between uses

It should noted that using one of the seven sins through this method, it will count as a usage of the jutsu in question. If a particular technique can only be used once per battle, then it cannot be used again. In addition to this, all of the restrictions on the chosen technique must be observed barring any notes which state/imply the jutsu can only be used during LoToN and duration limits.


Lust
Pride
Gluttony
Sloth





If






This technique simply acts a medium



The jutsu this is applied to must be infused with or composed of dark chakra
 
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Chakra above X Rank - refers to the standard chakra value of that rank e.g. restriction on CM Level 2

Techniques like Nagashi neutralize based on chakra, not damage

Two techniques which use chakra can't be activated/initiated in the exact same moment (Gobi vs Lili, AJ vs Pervy)

Absorption rule (Preta Path, Dark, Uchiwa Gunbai, Samehada, etc)

Elemental S/W apply to variants if logical (e.g. Scorch being strong to Water would logically be strong to variants of it unless they specifically state otherwise).

Tracking rule about sensing (if not stated, it's x2 by default)

Ruling about tanking techniques (Scorps VM convo)

Banshee and AoE Sound Genjutsu only affects those the user targets (Vex vs Ian)


Think of recent NW fights

Make a second post for specific canon techniques?

NW rulings
-Can't challenge someone after more than 1 hour has passed since they left the landmark, even if they haven't posted in another LM.

Dark Release: Black Dragon of Immolation

The Kokuryu-Ha will always be drawn to the greatest concentration of foreign chakra and pursues it until it strikes it's mark or is destroyed.

Absorbs all of their chakra upon contact (stored within the seals)

Then goes after the next greatest source of foreign chakra and so on.

Ryu, Drakon, Wyvern, Naga, Amphiptere, Slibinas, Evren

3) Scorn of Naga
4) Dread of Wyvern
 
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Re: CJ Lesson with -Venom-

Black Techs
The Black Mirror
The Black Cauldron
The Black Curtain?

Black Mist
Black Ghost
Black Coffin

Remaining ideas
Necropolis/City of the Dead - Dark/Fuuin which lets you use dark customs without contact with the ground - give it a long-range reach to start with
The Black Court - Dark/Fuuin that release dark chakra from one mark and then the other hand absorbs that chakra directly into the body.


Dark Release: Black Dragon of Immolation
-Such a deep purple it's almost black, solid-like tangibility, can explode upon the user's volition (encompasses mid-range)
-The same dark mark needs to have absorbed three techniques and it can't be used to perform techniques until Black Dragon is used
-Damage equivalent to the chakra of the sum of the last three absorbed techniques (takes on traits?)
-Can't be boosted with the exception of techniques that increase it's chakra
-Follows the opponent (greatest concentration of chakra)


Tenebris Mortem - Method
Malevolent Vortex - Klad

Necropolis/Sepulcher - Allows you to become an aerial fighter (techniques which require chakra to be sustained will instead receive it from the dark mark in contact with the ground, rather than the user's body).
Black Court - Deals with the chakra problem
Black Dragon - Just a 'finisher' type of move
Tenebris Mortem - Counters Mystic Fire and similar abilities
Vortex - Forbidden Rank absorption, make it a battle of Tai/Gen, finisher type of move.

Behemoth, Lamia, Basilisk, Yata, Salamander, Ananta, Quetzalcoatl

Behemoth - Dark flame technique which travels as an omnidirectional column throughout the ground.

Names in bold = Howling Dragon CFSJ

Sound illusion which makes the opponent hear countless thoughts coming from inside their head, interferes with mind-reading abilities and reduces tracking/reaction time, drowns out sounds in reality. Can be self-cast

Illusion to be used through Mad Enhancement, makes the user's body appear normal if elemental. Any techniques they tank inflict grievous bodily damage in the illusion and then the user's body is shown to regenerate/reconstitute.

Also, include a clause about the coluour of techniques as well as how the haze appears (overrides the other gen).

Sound technique that is infused into lightning to increase its vibrations (+20 damage).

Sound technique that makes lightning vibrate at the same rate as an oncoming attack, allowing the two to phase through each other.

Lightning armour that lets techniques like Chidori be formed from it instantly

"Black Techs: Cauldron."

"Fall."

"Seven Deadly Sins: Greed."

(Meiton: Jao Ensatsu Ken Kokuryu-Ha) – Dark Release: Black Dragon of Immolation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: N/A (Depends)
Damage: N/A (Same as chakra)
Description: This technique can only be used after the same dark mark has made two absorptions. Between these absorptions, no techniques can have been used from it excluding those which absorb (i.e. no release-type jutsu can be used from it or the count resets). After making these absorptions, the user will focus their chakra into the dark mark and release it in the form of dark purple flames which assume the shape of a serpentine dragon. This dragon, known as the Kokuryu-Ha, will be such a deep purple that it's almost black in colour and will exhibit solid-like tangibility. It's damage will reflect the chakra put into it, specifically the sum of the two techniques that were absorbed to create it (e.g. if two standard A-Ranks were absorbed, it's damage would be 60). Reflecting it's nature as a glutton for chakra, the dark dragon will always pursue the greatest concentration of foreign chakra on the field. Upon striking and immolating that target, it will be drawn to the next greatest source of foreign chakra. The real special ability of the Kokuryu-Ha is exhibited in it's constitution. Similar to Dark Release: Greed, the Avarcious, the dark dragon can reflect any or all of the traits of the two techniques that were absorbed to create it (e.g. it could paralyze on contact if Nagashi were absorbed). Whenever the user desires, they can detonate the Kokuryu-Ha into an explosion of flames that spans a mid-range radial reach.

Note: Can only be used twice per battle
Note: Two absorptions need to have been made from the same mark
Note: Cooldown time of four turns in between uses
Note: No S-Rank or above Dark in the user's next turn
 
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