Custom Summoning Submission

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Panthalassa

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Fly Summoning Contract: [x]

( Haeton: Domus Demonus ) Fly Arts: Zaebub's Demoniacal Altar

Type: Supplementary/Defence
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Similar to Rashōmon, this technique allows the user to summon the Altars of Zaebub into battle. They are massive conical buildings with gothic architectural elements and thousands of tiny hole-like entrances. The Altars of Zaebub are the main vivariums and hives of the fly colonies, and also the greatest defensive bunkers. Once summoned into battle, it can protect the user from any B rank technique once (20 chakra) and any C rank technique (less than 20 chakra), regardless of elemental nature, before spewing out a horde of flies that spread around the field, and then reverse summon the altar back to Zaebub. Increasing the chakra output of this technique allows the user to summon multiple Altars ( 2 for A rank and 4 for S rank ) which can increase the rank of the technique they can oppose accordingly, or allow multiple lower ranked techniques to be overpowered.

Note: The flies that spew out of the Altars are the same as the ones currently active in battle. Cant use this technique to summon other species of flies.
Note: The flies do not carry any damage, though they can be used even after the Altars reverse back to Zaebub, either freestyle or through an appropriate technique.
Note: B rank requires 1 turn between usages, A rank requires 2 and S rank 4. The latter can only be used 4 times per battle.
Note: The user is able to summon a single Giant Altar by spending as much chakra as an opposing technique higher than normal S rank (40 chakra), matching its intrinsic power. This can only be done twice per battle and it counts towards the S rank usage limit.

Declined, the problem with this technique is that this is is used to defend and release flies as well. Given how strong your flies already are, if this technique is going to be used to defend things, the additional swarm of flies has to go. Also, the last note about matching as much chakra as an opposing technique has to go; outside of likely not being aware of how much chakra a technique is using, allowing any technique to indiscriminately just match another jutsu chakra's output like this isn't good.
( Haeton: Domus Demonus ) Fly Arts: Zaebub's Demoniacal Altar

Type: Supplementary/Defence
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Similar to Rashōmon, this technique allows the user to summon the Altars of Zaebub into battle. They are massive conical buildings with gothic architectural elements and thousands of tiny hole-like entrances. The Altars of Zaebub are the main vivariums and hives of the fly colonies, and also the greatest defensive bunkers. Once summoned into battle, it can protect the user from any 20 chakra technique once and any technique of less than 20 chakra, regardless of elemental nature to then reverse summon the altar back to Zaebub. Increasing the chakra output of this technique allows the user to summon multiple Altars ( 2 for A rank and 4 for S rank ) which can increase the rank of the technique they can oppose accordingly, or allow multiple lower ranked techniques to be overpowered.

Note: Altars can only stay in battle for 2 turns, or until defeated, forcing them to be reversed back into Zaebub.
Note: B rank requires 1 turn between usages, A rank requires 2 and S rank 4. The latter can only be used 4 times per battle.
Note: The user is able to summon a single Giant Altar by spending 20 more chakra than usual, creating a technique with the defensive power higher than normal S rank (40 chakra). This can only be done twice per battle and it counts towards the S rank usage limit.

Approved
 
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Zatanna

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Submitting custom F rank summon:

Namekuji Kuchiyose no jutsu: Uturoid) Slug Summoning: Nihilego
Type: Supplementary/Defence
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A (-10 to user per turn)
Description: One of the most powerful and dangerous summons from Shikkotsu Forest is the Slug known as Nihilego, a white slug with a bulbous head with several blue star shaped markings around its body. Nihilego on its own can be a powerful and deadly foe, but its real strength is when it becomes a symbiote to its summoner, sharing the trait with most slugs of having a soft body that can envelop the user.

Acidic Body: Nihilego's skin constantly secretes a high acidic acid rather than only just shooting the slug acid from its mouth. This acid constantly is being produced and when the user becomes a host for Nihilego they continually take 10 damage per turn from the acid burning the users skin. This acid pools around the user creating a zone on the floor causing 40 damage to anything that steps within short range of the user. Upon contact, the acid will continue to do 20 damage per turn for 2 turns.

Pseudopod appendages: A key difference between Nihilego and the other slugs of Shikkotsu Forest is that Nihilego can manipulate its body to form slimy Mid-Range appendages. Appearing as long stretched sections of its body, these can be used to attack targets for 60 damage, at the cost of a move per turn. Nihilego can create up to 6 extensions of itself, with the overall damage naturally split between each appendage.

Potent Acid: Being one of the strongest Slugs, Nihilego's Acid is extremely dangerous and potent, dealing an extra 20 damage to targets, however this does not apply to acid from Nihilego's skin or touch, only specifically Acid techniques done by the summon.

Notes:
-Can only be summoned once
-Lasts 4 turns

Approved with highlighted edits by Imperfect.
 
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El Alucard

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Changelog
- Basically rewrote each cardinal's music to be murdered by.
- Changed the first ability.



Summoning Animal: Cardinals
Scroll Owner: El Alucard
Other Users who have signed contract: N/A
Summoning Boss if existing: Lady Serilda (Aphrodite)
Other Summoning Animals tied to contract: Keleano, Mother Earth and Kurt Travis
Description and Background: The Cardinals are passerine birds that live on an Island hidden away from humanity normally only accessible to them and those whom they allow. They have sharp claws and extremely hard beaks and often love to appear as humans when interacting with the outside world, having learned how to look like them and talk like them it’s easy to mistake them from your average person. The cardinals have a royal family leading them which is headed by The Burning Goddess Serilda. People that have signed the cardinal contract are able to communicate telepathically with their summons no matter where they are or how far they are. They will also receive from the royals a suit of armor made from a special type of cardinal beaks which will not only aid them in battle but will help them withstand the effects of one of the abilities of the cardinals. Although most royal cardinals are born with an affinity to multiple natures, it is important to note that they cannot use the natures simultaneously. Both of the Cardinal’s abilities are tied to one another with one only happening once the other is used.

Flash Evolution(Basic ability 1): Cardinals are able to undergo an instant evolution which is triggered by the usage of their secondary ability granting them not only more power and speed but also altering their physical in order to better withstand the harsh conditions that are brought about by their Secondary ability.

Music to be Murdered by (Basic ability 2): Being Passerine Birds all cardinals can naturally sing very well. Those of royal lineage have honed this skill making them able to affect the world around them via song. By singing at different frequencies (which match their affinities) simultaneously and adding chakra into their songs and channeling it throughout their entire body and out into the environment, they are able to create various effects unique to each royal by changing the environment completely along with themselves as they undergo a flash evolution. It’s important to note that this ability is not always active and has to be activated by the summon somewhat like a technique.

Declined, abilities descriptions still vague; the first, Flash Evolution, only states they have an instant change that gives them more power and speed without quantifying the actual amount. I assume you intend the form and function to differ based on the different summonings but the extent of these changes needs to be detailed. For example, my Liger contract also comes from a time predating this template. If I were to post it today, I'd have to detail the Ligers have the ability to transform into various forms of weaponry and armory, completing a set of armor when fully worn instead of saying the Ligers are capable of changing their form to grant more power to the summoner. The second ability is also incredibly vague; as pointed out in the last change, what are the changes the environment or summonings can undergo? Simply writing you can change either is either incredibly broad with room to encompass a lot or really broken as it can go into abilities normal summonings cannot hope to have. Instead of focusing on explaining this more in each summoning, be detailed in the contract itself.

(Kuchiyose: Koigokoro Megami, Aphrodite) - Summoning: Love Goddess, Aphrodite


(Kuchiyose: Moeru Megami Seriruda) Summoning: Burning Goddess Serilda
Rank:
S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses their summoning tattoo to summon the Head of the Cardinals, one known by many names but commonly Serilda. The Burning Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Like all Royal Cardinals, Serilda likes to appear in human form most times. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle she often opts to revert to her true form, a gigantic flame tornado envelopes Serilda pulling in chunks of earth from the surrounding area, altering her drastically in almost an instant. A vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, set ablaze as it shields wings, head, chest and legs from immediate dangers. Serilda’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests with razor sharp talons. As the transformation is completed, she swiftly with all her power opens her wings thus causing the flame that begat this transformation to burst forward sending outwards large flaming chunks of earth with a wave of A-Rank flames. This leaves a mark on Serilda’s feathers as the bird’s wings light up with a flickering blaze. The result, a sight similar to that of a flash war as the battlefield in front of Serilda is destroyed and mostly on fire, a horror show for lovers of nature. She is the same size as Gamabunta, with an enormous wingspan of 20 meters. Although commonly known as The Burning Goddess due to her love of the flame element, she has also earned the title of Mistress of Ninjutsu for being the first and only known Cardinal to obtain triple elemental affinities (she can't use them at the same time). Her affinities are to fire, wind and earth which she can easily perform up to S-rank although she mostly prefers fire. She is proud, flirty, and unable to cope with most summoners unless they somehow prove themselves to her or she just likes their “Vibe”. These are the greatest flaws Serilda has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assured nature, she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

A Flaming Goddess Leaving Heaven (Music to be murdered by)
Serilda would activate this ability by singing at 3 different frequencies and adding the different chakras she has an affinity towards (Fire, Wind, Earth) thus sending them out as a song of sorts. This will cause the environment to drastically change into her ideal territory as the earth breaks apart causing jagged rock formations to protrude from the soil and fire to erupt from the ground and the air becomes very hot. The environmental change triggers her Flash evolution as Serilda herself changes with the environment, growing a second pair of flaming wings, her eyes becoming completely white and her talons and beak becoming more sharp. Her attacks also get a +10 boost and she becomes able to withstand up to A-rank techniques of fire, wind and earth. Opponents caught in Serilda’s domain will feel the intense heat begin to have difficulty breathing due to the intense heat, sweat profusely. The heat waves would give mirages, their eyes would begin to dry severely making it very uncomfortable and painful for them thus causing them to blink constantly in a failed attempt at wetting their eyes (this would of course make it harder to keep track of the user or the summon visually), this extreme dryness will lead to blindness by the time the domain ends due to abrasion of the corneal surface and corneal ulcers caused by the dry eyes. The intense heat would also cause extreme dehydration to the opponent as they are losing a lot of water. They would begin to feel very thirsty and light-headed in the 2nd turn, this paired with the mirages leaves them feeling unusually tired (lethargic) and highly confused by the 3rd turn which in turn makes it harder for them to move properly or perform techniques efficiently (-1 rank to techniques). By the time the domain ends the opponent would pass out for 2 turns due to severe migraines and tiredness. Due to the heat all water techniques within the domain (user’s included ) receive a -1 rank penalty. Overall the domain lasts only 4 turns. Once this ability wears off the battlefield is left in complete ruins as everything has been turned to ashes, the temperature drops back to normal, Serilda reverts to her normal form, her and the user are unable to use fire, wind and earth techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the environmental change as the have the “Wings of Protection”

Note: Can be summoned thrice per battle.
Note: Serilda’s Armor can take 3 A-rank hits before breaking from anything that she doesn’t have an affinity to. Meaning Fire, Earth and Wind up to A-rank can all be tanked by the armor. S-rank variations of aforementioned elements break her armor in 4 hits.
Note: Must sign Cardinal Contract to use.
Note: Remains on battlefield 5 turns, and can only be summoned again after 3 turns

(Kuchiyose: Arashi no Onna Keleano) - Summoning: Keleano Lady of the Storm


(Kuchiyose: Arashi no joō Keleano) Summoning: Queen Of Storms Keleano
Type:
Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is Serilda’s very fierce younger sister. Her egg was stolen from the Royal palace but the thieves made the mistake of trying to cut through Cardinallia Valley as a means of escape and died as soon as they entered leaving the egg there to be taken care of by nature. By some miracle she was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as a royal gained dual affinity for lightning and water, which she can perform up to S-rank. She later went back to the palace and very quickly took a liking to her older sister looking up to her so it’s not a surprise that she enters battle and often reverts to her cardinal form in a similar manner. Keleano is enveloped by a vortex of water with many lightning bolts shooting from it up to mid-range also altering her normal human form to that of a large cardinal. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 16 meters and can comfortably fit two riders on her back. As her transformation is complete the water shoots forward a multitude of electrically charged bullets as well as an electrically charged wave equivalent to that of an A-rank technique which not only leaves the battlefield in front of her drenched and devastated as if a tsunami had just washed through but also leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many times and has had to learn how to balance and move very fast in order to be able to evade any type of danger, especially the never ending hail and lightning storms within Cardinalia Valley . As such she is very agile and can fly and easily move and react faster than the average summon easily being able to avoid lightning techniques without breaking a sweat even at very close range. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

A Storm Of Premonition (Music to be murdered by)
Keleano much like her sister has her own variation of the Royal lineage’s secondary ability very reminiscent of Cardinallia Valley . Her song starts with her singing at 2 different frequencies and adding the different chakras she has an affinity to (Water And Lightning) . This causes a massive amount of water from any nearby water sources and all the water from her drenching the field with her transformation floats upwards making a multitude of water drops all around the battlefield which float in place. Once every turn they will shoot out in an omnidirectional manner pelting the opponent and before floating in place again looking like someone stopped time while it was raining. Keleano’s domain requires her to constantly sing in order to maintain and as such she has learned to multitask thus giving her the ability to move and fight whilst singing without losing concentration an easy feat considering where she grew up. The water bullets even though constantly hitting the opponent will only collectively deal +15 blunt force damage in the 1st turn, +20 blunt force damage in the 2nd, +25 heavy blunt force damage from the third, the 4th and last turn will see them doing +30 piercing damage. The bullets will only be a slight hindrance to the opponent as if being pelted by hail, all until the third turn where its heavy damage might crack a few bones. To make it fair the users bullets on the fourth turn will not pierce any internal organs and cannot kill the opponent, at most they would be left blind and bleeding (not heavy bleeding as they do not pierce all the way through but losing blood from the many holes on their body. As for Keleano herself, she undergoes her flash evolution as she much like her sister grows a second pair of water wings, her feathers begin to give off an electric charge akin to an A-rank lightning technique thus shocking anything she touches whilst in this form. Her eyes become completely white and her talons and beak become more sharp. Unlike her sister who gets a damage boost, she gets a speed boost making her very hard to keep up with even for those with enhanced senses and high level Dojutsu (MS, Byakugan, Jogan, sound hearing , etc.) She also becomes able to withstand up to A-rank techniques of Water and Lightning. Due to all the water bullets in the air, all fire techniques are receive a -25 dmg penalty. Once this ability wears off the droplets fall back to the ground, Keleano reverts to her normal form, and she and the user are unable to use water techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the environmental change as the have the “Wings of Protection”

Note: Can be summoned only once in battle.
Note: Must sign cardinal contract to use..
Note: Stays on field 5 for turns after summoned.

(Kuchiyose: Appugurēdo) - Summoning: The Upgrade


(Hogo no tsubasa) Wings Of Protection(The Upgrade)
Type:
Summoning
Rank: S
Range: Short
Chakra: N/A (40 to activate the upgrade)
Damage: N/A (+15 to Taijutsu)
Description: Formerly a technique on its own that required you to summon a rather weak armor, the Royal cardinals decided to remake this armor and give it to those they deem worthy. The armor is still a layered spiky suit made of beaks of various shapes and sizes interlocking throughout the suit however, this time the beaks were taken from the remains of fallen cardinal warriors and treated by the wisest of cardinals in order to make them translucent thus making the armor itself translucent. The armor is sealed within a necklace given to them by Serilda when they are deemed worthy which not only allows them to summon the beaks in any spot on the body they wish but also allows them to withstand the harsh environmental changes caused by the “Music to be Murdered by” ability. The user summons the beaks wherever, could be just his right arm, both his arms, from his feet to his head, or even having a full body armor; this all happens passively with a thought. When an enemy makes contact with the beaks or is hit by the user with the armor on it will be as if he were stabbed with many sharp knives, and as such the armor adds +15 dmg to all Taijutsu the user uses. As they are cardinal beaks they are naturally very strong and resilient, able to tank damage up to A-Rank Kenjutsu (break after 4 S-rank Ken), A-rank Taijutsu(break after 4 S-rank Tai), A-rank Ninjutsu (break after 4 S-rank Nin) and B-Rank Elemental techniques (to break 4 A-rank, 3 S-Rank elemental). Since the armor is connected to the cardinals it too has a form of flash evolution called the upgrade. The user can activate the true ability of the armor provided there be any Royal Cardinal summon present on the field. The armor’s true power (The Upgrade) once activated by the user via sacrificing some chakra the armor adapts according to the Cardinal present on the field.

The Upgrade (Queen of Flames) - This upgrade can be activated when Serilda is present on the field. The armor turns red and grants the user the ability to perform all Fire, Wind and Earth techniques B-rank and below without hand seals. It is also able to withstand up to A-rank wind, fire and earth techniques and 4 S-rank fire wind and earth will break it however 3 A-rank of Water and lightning will break it. The user also gains a +20 dmg buff to said elements.

Note: Can only use Fire, Wind and Earth elements while Queen of flames is active.
Note: Queen of Flames stays active for 3 turns.
Note: Cannot use any A-rank and above fire, wind, and earth techniques for 1 turn after usage of this upgrade.

The Upgrade (The Stormy Sea’s Princess) - This upgrade can be activated when Keleano is present on the field. The armor turns blue and grants the user the ability to perform all Water and Lightning techniques B-rank and below without hand seals. It is also able to withstand up to A-rank Water and lightning techniques, 4 S-rank of the same elements will break it however 3 A-ranks of fire and wind will break it. The user also gains a +20 dmg buff to said elements.

Note: Can only use Water and Lightning while The Stormy Sea’s Princess is active.
Note: The Stormy Sea’s Princess stays active for 3 turns.
Note: Cannot use any A-rank and above water and lightning techniques for 1 turn after usage of this upgrade.

Note: The upgrades can only be used three times per battle, but needs to cool down for 2 turns after its deactivated.
Changelog:
1. Changed first ability.
2. Edited second ability as asked with more in depth explanation.
3. Updating armor as well.
4. Minor updates to the contract to better fit the abilities.
5. Changes bolded


Summoning Animal: Cardinals
Scroll Owner: El Alucard
Other Users who have signed contract: N/A
Summoning Boss if existing: Lady Serilda (Aphrodite)
Other Summoning Animals tied to contract:
Keleano, Mother Earth and Kurt Travis
Description and Background: The Cardinals are passerine birds that live on an Island hidden away from humanity normally only accessible to them and those whom they allow. They have sharp claws and extremely hard beaks and often love to appear as humans when interacting with the outside world. Having learned how to look like them and talk like them, it's easy to mistake them for your average person. The cardinals have a royal family leading them which is headed by The Burning Goddess Serilda. People that have signed the cardinal contract are able to communicate telepathically with their summons no matter where they are or how far they are. They will also receive from the royals a suit of armour made from a special type of cardinal beaks which will not only aid them in battle but will help them withstand the effects of one of the abilities of the cardinals. Although most royal cardinals are born with an affinity to multiple natures, it is important to note that they cannot use the natures simultaneously.

Fast Movement(Basic ability 1): All Cardinals are able to move and react faster than your average summon. As such they can all move faster than a Jonin rank ninja. The only exceptions to this rule are Cardinals with an affinity towards lightning and those with an affinity towards taijutsu who are able to move and react faster than a Sage rank ninja.

Nest Adaptability (Basic ability 2):Cardinals were originally migratory birds, in order to find the required weather and environmental conditions for their nests and reproduction. When they acquired chakra and ninjutsu, becoming Nin Cardinals, they created the ability to passively use their chakra to adapt to the environment. Since the ability is not always active, after being summoned into the field, they can passively activate this ability, which causes their chakra to permeate into the surroundings, and become infused with their chakra signature. While detectable by chakra sensors/seers, there are also discernible physical changes that take place, such as a water cardinal flooding battlefield thus making it dangerous to use lightning techniques as combatants would be underwater, combatants who do not know how to swim would also drown. The cardinal itself being in its natural domain would obtain an adaptability boost to its main Elemental Affinity or Ability, quantified as a +20 boost to techniques of said affinity or ability. Another example would be a wind cardinal making high-speed winds blow across the battlefield thus picking up dust and rocks. The cause and effect of these winds would be vision hindrance due to all the dust, minor damage from being pelted by pieces of debris etc. The cardinal itself being in its natural domain would obtain an adaptability boost to its main Elemental Affinity or Ability, quantified as a +20 boost to techniques of said affinity or ability, and clearly stated in the summoning technique. Generic Cardinal Summons will acquire a +10 boost to Cardinal supporting Ninjutsu. Adaptability boosts are not limited to damage only as a speed based cardinal may obtain a speed boost or a defensive one a defense boost and so forth, however, every cardinal excluding the head cardinal may only obtain one type of boost (two for the head) which should be clearly stated in the Cardinals description.


Declined, first ability is almost good, just a few small things. While the speeds are being more clear, we now require an actual numeric reference. Saying faster than a Jounin just tells us that it's a minimum of 8. I think being as fast as a Jounin itself is fine, meaning 8. Going higher for a contract wide speed gets harder to approve. If you want one or two fast/speed based ones, then those specific summonings can detail that they're faster than normal.

The second ability becomes too much in this setup; because of the wording suggesting more than elemental affinities can be used, it becomes troublesome with potential fields like Fuuinjutsu capable Summonings or Genjutsu using Summonings. If you're going for the added damage/additional boosts, you cannot have the ability to change or affect your surroundings which leans close to Unique ability territory.


(Kuchiyose: Koigokoro Megami, Aphrodite) - Summoning: Love Goddess, Aphrodite
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu for being the first Cardinal to obtain dual elemental affinities. Her affinities are to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

Note: Can be Only Summoned Once.
Note: The Armor takes 3 B-Rank hits and breaks.
Note: Must sign Cardinal Contract to use.
Note: Only one element may be used in a move.

Note: Lasts for four turns
(Kuchiyose: Moeru Megami Seriruda) Summoning: Burning Goddess Serilda
Rank
: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses their summoning tattoo to summon the Head of the Cardinals, one known by many names but commonly Serilda or Aphrodite. The Burning Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Like all Royal Cardinals, Serilda likes to appear in human form most times. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle she often opts to revert to her true form, a gigantic flame tornado envelopes Serilda pulling in chunks of earth from the surrounding area, altering her drastically in almost an instant. A vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, set ablaze as it shields wings, head, chest and legs from immediate dangers. Serilda’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests with razor sharp talons. As the transformation is completed, she swiftly with all her power opens her wings thus causing the flame that begat this transformation to burst forward sending outwards large flaming chunks of earth with a wave of A-Rank flames. This leaves a mark on Serilda’s feathers as the bird’s wings light up with a flickering blaze. The result, a sight similar to that of a great war as the battlefield in front of Serilda is destroyed and mostly on fire, a horror show for lovers of nature. She is the same size as Gamabunta, with an enormous wingspan of 20 meters. Although commonly known as The Burning Goddess due to her love of the flame element, she has also earned the title of Mistress of Ninjutsu for being the first and only known Cardinal to obtain triple elemental affinities. Her affinities are to fire, wind and earth which she can easily perform up to S-rank although she mostly prefers fire. She is proud, flirty, and unable to cope with most summoners unless they somehow prove themselves to her or she just likes their “Vibe”. These are the greatest flaws Serilda has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assured nature, she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

A Flaming Goddess Leaving Heaven (Nest Ability)
Activation of this ability by Serilda would cause the environment to drastically change into her ideal territory as the earth breaks apart causing jagged rock formations to protrude from the soil and fire to erupt from the ground making the air extremely hot. The environmental change triggers her Flash evolution as Serilda herself changes with the environment, growing a second pair of flaming wings, her eyes becoming completely white and her talons and beak becoming sharper. As the head of the Cardinals Serilda gains two adaptability boosts as all her elements gain a +20 boost and she becomes able to withstand up to A-rank techniques said elements (fire, earth and wind). As for the environmental effect itself, everyone caught within Serilda’s domain will feel the intense heat and begin to have difficulty breathing, sweat profusely. The heat waves would give mirages, their eyes would begin to dry severely making it very uncomfortable and painful for them thus causing them to blink constantly in a failed attempt at wetting their eyes (this would of course make it harder to keep track of the user visually), this extreme dryness will lead to blindness by the time the domain ends due to abrasion of the corneal surface and corneal ulcers caused by the dry eyes. The intense heat would also cause extreme dehydration as they are losing a lot of water. They would begin to feel very thirsty and light-headed in the 2nd turn, this paired with the mirages leaves them feeling unusually tired (lethargic) and highly confused by the 3rd turn which in turn makes it harder for them to move properly or perform techniques efficiently (-1 rank to techniques). By the time the domain ends the opponent would pass out for 2 turns due to severe migraines and tiredness.
Overall the domain lasts only 4 turns. Once this ability wears off the battlefield is left in complete ruins as most vegetation has been turned to ashes, the temperature drops back to normal, Serilda reverts to her normal form, her and the user are unable to use fire, wind and earth techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the environmental change as they have the “Wings of Protection” armor.

Note
: Can be summoned thrice per battle.
Note: Serilda’s Armour can take 3 A-rank hits before breaking from anything that she doesn’t have an affinity to. Meaning Fire, Earth and Wind up to A-rank can all be tanked by the armour. S-rank variations of aforementioned elements break her armour in 4 hits.
Note: Must sign Cardinal Contract to use.
Note: Remains on battlefield 5 turns, and can only be summoned again after 3 turns


(Kuchiyose: Arashi no Onna Keleano) - Summoning: Keleano Lady of the Storm
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and can fly and move faster than the average summon. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

Note: Can be Only Summoned Once.
Note: Must sign cardinal contract to use.
Note: Can only be taught by El Alucard.

Note: Lasts for four turns
(Kuchiyose: Arashi no joō Keleano) Summoning: Queen Of Storms Keleano
Type
: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is Serilda’s very fierce younger sister. Her egg was stolen from the Royal palace but the thieves made the mistake of trying to cut through Cardinallia Valley as a means of escape and died as soon as they entered leaving the egg there to be taken care of by nature. By some miracle she was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as a royal gained dual affinity for lightning and water, which she can perform up to S-rank. She later went back to the palace and very quickly took a liking to her older sister looking up to her so it’s not a surprise that she enters battle and often reverts to her cardinal form in a similar manner. Keleano is enveloped by a vortex of electrically charged water as she alters her normal human form to that of a large cardinal. She emerges as a large blue cardinal, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 16 meters and can comfortably fit two riders on her back. As her transformation is complete the water shoots forward a multitude of electrically charged bullets (C-rank) as well as an electrically charged wave equivalent to that of an A-rank technique which not only leaves the battlefield in front of her drenched and devastated as if a tsunami had just washed through but also leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many times and has had to learn how to balance and move very fast in order to be able to evade any type of danger, especially the never ending hail and lightning storms within Cardinalia Valley . As such she is very agile and can fly and easily move and react faster than the average Cardinal, easily being able to dodge lightning attacks. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

A Storm Of Premonition (Nest ability)
Activation of this ability by Keleano would cause the environment to drastically change into her ideal territory. This causes a massive amount of water from any nearby water sources and all the water from her drenching the field with her first transformation to float upwards making a multitude of water drops all around the battlefield which float in place. Once every turn they will shoot out in an omnidirectional manner pelting the opponent and before floating in place again looking like someone stopped time while it was raining. The water bullets will only collectively deal +15 blunt force damage in the 1st turn, +20 blunt force damage in the 2nd, +25 heavy blunt force damage from the third, the 4th and last turn will see them doing +30 piercing damage. The bullets up to the 2nd turn will only be a slight hindrance to the opponent as if being pelted by hail, the third turn where its heavy damage might crack a few bone and bullets on the fourth turn although not being able to pierce any internal organs, will pierce eyes and go as deep as the muscular layer thus leaving opponents blind and bleeding as well as tearing or some muscles. As for Keleano herself, she undergoes her flash evolution as she much like her sister grows a second pair of water wings,her feathers begin to give off an electric charge akin to an A-rank lightning technique thus shocking anything she touches whilst in this form. Her eyes become completely white and her talons and beak become more sharp. But unlike her sister who gets a damage boost and defense boost, she gets just speed boost this paired with her already fast movement from being a lightning specialist cardinal makes her very hard to keep up with, even for those with high level Dojutsu.Due to all the water bullets in the air, all small to medium sized fire techniques receive a -10 dmg penalty. Once this ability wears off the droplets fall back to the ground, Keleano reverts to her normal form, and she and the user are unable to use water techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the environmental change as the have the “Wings of Protection” armor
Note
: Can be summoned only once in battle.
Note: Must sign the cardinal contract to use..
Note: Stays on field 5 for turns after summoned.


(Kuchiyose: Appugurēdo) - Summoning: The Upgrade
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 to Taijutsu)

Description: The user will simply perform a single hand seal, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, the armor adds +10 to all Taijutsu the user uses. The beaks are naturally very strong and resilient, able to block damage from up to A-rank Taijutsu, A-rank Ninjutsu and B-Rank Elemental techniques. Since the armor is connected to the cardinals, should there be any Cardinal summon present on the field whilst the user has the armor on, the suit’s true power (The Upgrade) is activated and the suit adapts to the summoning Cardinal on the field.

• The Upgrade (Queen of Flames) - This upgrade is activated when Aphrodite is present on the field. The armor turns red and grants the user the ability to perform all Fire and Wind techniques B-rank and below with a single hand seal. The suit is able to withstand up to S-rank wind techniques, however it also obtains the elemental weaknesses of fire and wind and as such, it can only take two B-rank fire or water techniques before breaking.
Note: Can only use Fire and Wind elements while armor is active.
Note: Cannot use any B-rank and above fire and wind techniques for 2 turns after usage of this armor.
• The Upgrade (The Stormy Sea’s Princess) - This upgrade is activated when Keleano is present on the field. The armor turns blue and grants the user the ability to perform all Water and Lightning techniques B-rank and below with a single hand seal. The suit is able to withstand up to A-rank water and lightning techniques and S-rank Fire, however it also obtains the elemental weaknesses of water and lightning thus it is only able to take two B-rank earth or wind techniques before breaking.
Note: Can only use Water and Lightning while armor is active.
Note: Cannot use any B-rank and above water and lightning techniques for 2 turns after usage of this armor.


Note: Lasts 4 turns after which the beaks fall away.
Note: Can only be used three times per battle, but needs to cool down for 2 turns after the first time used and 4 turns after the second time used.

Note: The beaks that make up the suit are light so they do not remove from the user’s speed
(Hogo no tsubasa) Wings Of Protection(The Upgrade)
Type
: Armor
Rank: S
Range: Short
Chakra:40(+40 to repair damaged armor)
Damage: N/A (+20 to Taijutsu)
Description: Formerly requiring a gesture to summon a rather weak armor, the Royal cardinals decided to remake this armor and give it to those they deem worthy. The armor is still a layered spiky suit made of beaks of various shapes and sizes interlocking throughout the suit however, this time the beaks were taken from the remains of fallen cardinal warriors and treated by the wisest of cardinals in order to make them translucent thus making the armor itself translucent. The armor is sealed within a chakra activated pendant given to them by the Head Cardinal when they are deemed worthy which not only allows them to summon the beaks in any spot on the body they wish but also allows them to withstand all effects from the harsh environmental changes caused by the Cardinals Nesting ability. The user by sacrificing a portion of their chakra to the pendant can summon the beaks wherever, could be just his right arm, both his arms, from his feet to his head, or even having a full body armor; this all happens passively with a thought and as such can be performed simultaneously with other jutsu. When an enemy makes contact with the beaks or is hit by the user with the armor on it will be as if he were stabbed with many sharp knives, and as such the armor adds +20dmg to all Taijutsu the user uses. Although cardinal beaks are naturally very strong and resilient they may break if put under too much stress and as such the user needs to spend 40 more chakra to repair the armor. The suit is able to tank damage up to A-Rank Kenjutsu (break after 4 S-rank Ken), A-rank Taijutsu(break after 4 S-rank Tai), A-rank Ninjutsu (break after 4 S-rank Nin) and B-Rank Elemental techniques (to break 4 A-rank, 3 S-Rank elemental). Since the armor is connected to the cardinals, it too gains the same abilities as the cardinals meaning due to their natural speed the user is passively awarded with +4 to their base speed. Much like the cardinals secondary nesting ability the user can activate the true ability of the armor provided there be any Cardinal Summon present on the field. The armor’s true power (The Upgrade) once activated by the user via sacrificing +15 chakra the armor adapts according to the Cardinal present on the field.

• The Upgrade (Queen of Flames) - This upgrade can be activated when Serilda is present on the field. The armor turns red with golden accents on the edges of each interlocking beak and grants the user the +20 damage to Fire, Wind and Earth techniques (as they are Serilda’s affinities). It, much like Serilda, is also now able to withstand up to A-rank wind, fire and earth techniques and 4 S-rank fire wind and earth will break it however 3 A-rank of Water and lightning will break it.
Note: Can only use Fire, Wind and Earth elements while Queen of flames is active.
Note: Queen of Flames stays active for 4 turns, assuming Serilda is still on the battlefield.
Note: Cannot use any S-rank and above fire, wind, and earth techniques a turn after usage of this upgrade.

• The Upgrade (The Stormy Sea’s Princess) - This upgrade can be activated when Keleano is present on the field. The armor turns to a sky blue color with chrome accents on the edges of every interlocking beak and a speed boost much like Keleano. The user's speed is multiplied by two and as such any physical damage dealt to the opponent during this upgrade gains an additional +10 dmg points. Defensively this upgrade stays the same as mentioned in the earlier description.
Note: Can only use Water and Lightning elements while The Stormy Sea’s Princess is active.
Note: The Stormy Sea’s Princess stays active for 4 turns, assuming Keleano is still on the field.
Note: Base speed decreased by -5 points for 2 turns after usage of this upgrade.

Note: The upgrade ability of the suit may only be used once for each Cardinal which is linked to the suit.
Note: Holders of the Wings of protection pendant. passively gain +4 speed to their base.


All Pending
 
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Alyx

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Original Approval: Gained Ownership Here:
Updated a bit so no bolds added.

Summoning Animal: Thunderbird
Scroll Owner: Mirai
Others who have signed the contract: BoiNez, PyroNB
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht, Mizuno
Description and Background: Thunderbirds are a mythical species of powerful yet majestic predator avians. They once ruled the Lightning Mountains centuries ago; though with humans constantly at war with the birds – they where driven to other parts of the world. This in itself caused the Thunderbirds to become scattered across the world, not having any true place to call home as each of them simply integrated themselves into new residences. Over time however, the species’ numbers started to dwindle; down to the point that they are at near extinction within the world as we know. As far as records go, there’s only so thousands left but among them – they are ruled by five superiors. The superiors, dubbed the “Thunderbird Gods” are the five most powerful of the Thunderbirds alive, worshipped by others and producing many offspring. They each roam the world and have their own sanctuary they command; often times many who pass through these landmarks are caught in the middle of a violent thunderstorm produced by these creatures. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle while having one to three pairs of wings, capable of easily generating lift to fly. They are notorious however for causing violent thunderstorms in areas where they fly, due to being animals born of lightning and thunder.

Abilities:

Incarnation of Baal (Basic Ability #1)
: From the time of their birth, Thunderbird's bodies and feathers are all naturally infused with natural lightning. Through years of conditioning themselves, performing what they call "The Rite of Thunder" each Thunderbird has gained a unique form of immunity. This allows Thunderbirds to become immune to Lightning and other Primary Lightning Based Elements Up to the S Rank. Thunderbirds are also immune to the status effects of these techniques as well such as paralysis up to their rank. Should a Thunderbird be struck with one of these types of attacks that goes over their immunity threshold, they will become overcharged - sustaining the full damage inflicted onto them.

Eyes of the Storm (Basic Ability #2): Thunderbirds despite their mythical status are well known Birds of Prey. Reigning as Apex Predators wherever they roam; these birds are naturally designed hunters and killers. To aid in their primal hunting; they all have keen awareness of other sentient beings or sources of chakra. Their eyes are capable of seeing an sensing chakra; easily capable of identifying species of animals to even human/chakra made beings. This allow them to remember individuals they encountered or even deduct elemental chakra natures due to how acute this still is.

Lords of the Sky (Basic Ability #3): It should be noted that all Thunderbirds are all incredibly fast and agile warriors of the skies. Outside of specific summons, all Thunderbirds are capable of moving at speeds rivaling a Sage. This allows them to easily dodge techniques (via the free form dodge mechanic) with relative ease.

Sky Dominion (Unique): All Thunderbirds naturally and passively flood the sky to which after 2 turns of flight create natural lightning clouds in the landmark they are in. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they passively reform (two-turn cooldown). The strength of these clouds is dependent on the strength of the individual bird and thus requires at least a suitable jutsu of similar rank aimed at them to disperse.

Update Declined by Imperfect.

Okay, so preemptively saying I can see that the Contract was previously approved with Lightning Immunity, but seeing as that was a stupid decision on Pekoms' part, I have elected to ignore it. Just because it was approved then doesn't mean it will be approved now, especially considering the fact that Contracts have evolved since it's original approval, evident by the fact the original only has the two Basics and one Unique. Basic Abilities are scaled to be roughly the same level for all Contracts, regardless of whether the Contract is Basic or Legendary. Basic abilities are small boosts to all Animals on a Contract, Mythicals and Legendaries just get more of them. So this begs the question, if this one is allowed to remain as is, why we even have damage mitigation/ shaving for Basic Contract Abilities, when straight up immunity like this is infinitely better in most situations. Just within this same page of this thread we have Rucken, Serpent and Lili with -20 damage shaving for their animals, with the last being a Legendary. Why didn't they go for a Basic that allowed for straight physical or spiritual damage immunity? It's because it's overpowered for a Basic ability. This needs to be brought in line with current standards, or revamped, but it can't be allowed to remain as is.

Similar power creep problem with Lords of the Sky, highest I've ever personally approved for a base Speed is Jonin as far as I can recall. Having an entire Contract of animals who, at base, are on par with the current base speed of the apex of the biography system is kind of insulting. They get Sage speeds, but half the RP doesn't? That's how it was for Tengu from what I recall, so restating it here.

Eyes of the Storm also needs a minor wording tweak. Actually, I'm exaggerating, it's just a single word tweak. You'll barely notice it, I swear. It's this part specifically; "To aid in their primal hunting; they all have keen awareness of other sentient beings or sources of chakra." Sentience Sensory? Really? The Chakra sensory is perfectly fine, and maybe I'm doing a disservice by assuming the worst, but there's more than just Chakra-based beings and creations that would fall under the umbrella of being "sentient", so drop that tout de suite. As far as I'm aware, it's only one flavor of Sensory per Contract/ Ability, or at least that is how I've operated and tried to keep things. Having Chakra or (anything else) would be an issue in itself, not counting the implications of "sentience". In return you can have 1 adjacent Landmark Sensory, on the house, as that's the standard we allow on Contracts.

Finally, I have the same question as LoK. What does this Unique actually seek to achieve? Implications of using it to perform Kirin aside, which in itself isn't that great a perk when you consider anyone could use the Lightning including your opponent as it doesn't have any Chakra or restriction imposed on who can utilize it, what does this do for you? The Summons' presence creates clouds that possess natural lightning, and then...? Nothing? The clouds and lightning just sit there? They regenerate when they're overpowered, but what do they actually do when they are there? Change the weather for the #vibes? Nothing is actually listed, therefor this currently does nothing. Think about what you actually want this to achieve and list it here. For example, if the plan is to make a CSCJ that utilizes these clouds to allow Summons to perform Jutsu as Natural Lightning, list that. Something else? List that instead. I can't approve something based on what's not there, and as is I can't help with it since I don't know what the intent is.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21921791

(Sandābādo Kuchiyose No Jutsu: Hizuno ) Thunderbird Summoning Technique: Hizuno
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Hizuno. This thunderbird is the known as the Lord of Fiery Thunderstorms; a title he takes extreme pride in like his siblings of the contract, he is the king of his own location - this being a volcanic island consistently surrounded by a constant thunderstorm above. Hizuno is roughly eight meters tall, with a pair three wings with his feathers emblazed with fiery accents. He is rough through and through not taking any slack from either of his children, his siblings or the contract signers of the Thunderbird Contract. Despite this, he's more than willing to help those who he deems his allies, regardless if they are incompetent or not. Ability wise, Hizuno is completely a master of the element of fire release, capable of utilizing it as an Apex Handseal Specialist. Hizuno moves at the speeds of a Apex Speed Jounin Ranked Shinobi. Like his siblings too, his use of the element is naturally infused with natural lightning - which when releasing techniques from his body is shrouded in arcs of lightning. However unlike those whom uses the natural lightning for supplementary effects, Hizuno uses it as a boost in his techniques. Hizuno's Fire Release Techniques are all naturally increased in power by +20 DMG but due to the infusion of natural lightning, these techniques are neutral in nature to Water Release. This is naturally occuring, being a passive ability to Hizuno. Can only be summoned once per battle, lasting four turns each time.

Pending
 
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System001

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Summoning Animal: Mandragora ( | )
Scroll Owner
: Fushi
Other Users who have signed this contract: None
Summoning Boss: Unknown - TBA
Other Summoning Animals tied to this contract: TBA
Description and Background: A Mandrake, also known as Mandragora, is mythical and sentient plant which has a root that appear to be like a human (like a baby when the plant is young, but maturing as the plant grows). When matured, its cry could be fatal to any person who hears it, when removed from the its "encampment" (Created via CSCJs). They tend to range in many sizes from 1ft wide to 100ft depending on the summon; coming in many forms however still sustaining the familiar appearance of a Mandragora, moreover each summon moves equal to the user's speed and even though Mandragora's can never be summoned above ground or surface, (solids only unless specified). They are known to not be hostile thus reveling their calm easy going nature. Upon summoning them, the white smoke appears to leave no indication of the summon being seen as its embedded (already within such solid substance). Known to be located in the land of Keys.

Unique Ability: The special ability of Mandragora is that they are undetectable even to all types chakra sensing means i.e; spirit, life sensors, sharingan, and even the byakugan while within the solid substance/inhabited entity, albeit similar to a White Zetsu but, much more potent. This due to them manipulating their existence to become akin to that form of existence inhibited. Furthermore, while in the earth or solid structure, these beings can sense their environment akin to their 5 senses (in WSE; within one Landmark plus it's adjacent LM). Despite means of stealth, they're quote feeble as creatures unable to survive beyond their embedded entity/ more than half exposed. Notice, this doesn't remove emotional sensing or intent sensing, as these creatures can be sniffed out by these means.

Standard Abilities:
1) At tuned with mother-nature, these creatures are always in a constant surge of irregular sources of chakra influencing them, therefore passively releasing all-Genjutsu bar MS or greater genjutsu types.

2) At tuned with mother-nature, All Mandragora have an affinity for Wood release (+1 rank boost, or +20 dmg in regards to S rank and above), minus the minor influence of Water/ Earth release being albeit lesser (+10 dmg up to S-rank and below). *Able to be utilized up to their respective summoned ranks.

3) These creatures have a wide range of Mandragora ages that can be summoned, given they grown akin to humans. This enables the user the ability to use canon jutsu: (Kuchiyose no Jutsu) - Summoning Technique.

Further Restrictions: While Mandragora can stealthy inhabit the soil, they however is a limit in their submerging period, before reset to submerge again; two turn cooldown for B rank or below summonings, three turns for A rank, and four turns for S rank and above, and Forbidden ranked summons are unlimited, unless otherwise stated by summon. During this instance, the summons can be sensed as normal they're usually 50% exposed for moment. Notice, it takes one of the user's jutsu move slot to submerge summon.

Declined: Couple of issues here that I can't fix myself.

First, the Standard abilities aren't valid. The first is odd. Them being in tune with nature acts as an always active Chakra surge? At best, this would be an active thing they use at the cost of a move, just like Kai, so it'd best be pursued with a Contract Custom Jutsu.

The second standard ability is two in one. A standard +20 damage boost, which is a standard ability on it's own, and the ability to use Wood and the components. The Wood part specifically is a unique ability on it's own, as it's an Advanced Element.

Third is another weird one, but allowing every animal on a Contract the ability to use the Summoning Jutsu is something I've declined in the past, on the Roadrunner contract if I'm not mistaken, for it being far too abusable. Basically you can summon a generic Mandragora with the generic B-Rank Summoning Jutsu then, at no cost to yourself because Summons have independent pools, Summon every other Summon on your contract, one at a time. It's not really practical in combat, but it's something I'd rather not allow, simply because of how silly it could get.

Next, this line won't fly "each summon moves equal to the user's speed", firstly because it doesn't make sense. How do your summons move at the same speed as you if you're in say Eight Inner Gates, or another Mode, or dropping Leg Weights, and so on. Secondly because that also is an ability, the ability for every Summon on your contract to move at at least X Ranks Speed which a few contracts have.

Finally for your unique, as I have recently told Xylon with one of his Wyvern Summons, almost complete and total immunity to sensory isn't something I want to allow, but more than that, how does being embedded within the earth or equivalent thereof even make one immune to certain types of Sensory? The Byakugan can visually pierce through solid structures. Are you saying they wouldn't be able to physically see the Summon in the Earth? How does being buried erase a Mandrake's "life force" so that a Child of Tiamat can't sense it at all? Do they die when they bury themselves in the ground? It's a pretty flimsy reasoning for it, so might want to rethink it.

Also what do you mean "inhabited entity"? That sounds like you want to use the summoning while using the medium you apply force to be another person, or equivalent thereof? Then you could have the Mandragora just kind of... Sit there, in someone's chest cavity, until you have them use something? That's a definite no. Summoning them into solid structures is one thing, but that's a whole other level.

Also why do you have sensory tucked away in this Unique like it's not a completely separate thing? That's a Standard Ability a few Contracts also have.

Overall you do have a bit of work, but it's doable. I just think it's rather silly you aren't giving them a Sound Ninjutsu Unique, what with the whole "kills by screaming" aspect to the creature.
 
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Contract approved here

( Kanpekinanin Ban Sennin Modo ) - Perfect Banshee Sage Mode
Type: Mode
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: (Active +30 damage to all ninjutsu and taijutsu up to S rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 20% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense (similar to a Banshee) and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to abilities of a banshee, ie utilizing sound ninjutsu & contract arts (ones normally couldn't use before) to perhaps a better level than the banshees themselves.

Notes:
-Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 20% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Declined, improper setup; while the mentions of 20% should be lowered to 10%, it's ultimately the last ability's wording that is flawed here ( there are other small wording issues that imply more than what the actual ability is in this tech as well as the contract itself ). You don't "gain access to abilities of a banshee"; you gain a Banshee-like anatomy, taking on physical/biological traits of theirs such as a Bat/Crowns contracts wings and Salamander contract granting an organ to be immune to poisons. You'd gain a similar change in anatomy mimicking a Banshee, which in your case would likely be a change related to your face or torso. This would allow you to use Banshee Arts that would exist, but this wouldn't grant you Sound. Your Banshee's unique ability is to use Sound at specific targets and not affect allies. This is something inherently attached to them - situational Sound usage. That would be able to be granted but you can't gain Sound via SM through this.

(Banshee Gigei: Scre zan Banshee) - Banshee Arts: Screech of the Banshee
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Screech of the Banshee (SoB) is a technique used by Banshee or the summoner by utilizing hindering sound waves to release a devastating screech to all foes within range. Once successfully struck, targeted foes across the battlefield will suffer a deadly 'migraine' like attack due to the screeching noise remaining in their head for 2 turns, in which they hear nothing but that. This technique will affect their focus, preventing them from utilizing normal S rank and above techniques and A rank and above techniques of advance fields due to the extreme chakra cost and focus needed (such as Yin, Yang, Yin-yang related fields, Fuin/kinjutsu and so forth).

Notes:
-May only be used once every 3 turns, 3x total per fight.

Declined, preventing all S ranks and above with just a scream is too much; on top of that, there is no drawback to using it - just a cooldown period. Since this is a Hindering Sound tech, it would happen instantly so the mention of "successfully struck" is misleading as it doesn't physically travel. If this is going to prevent S rank usage and be near instant, it doesn't need to also target the advanced skills usage as well. It makes it much stronger and more complicated as a technique to approve. This needs proper restricting, to sum it up.
 
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Contract Approval: https://animebase.me/threads/custom-summoning-submission.777488/post-22049993

(Kuchiyose No Jutsu: Kuto~urufu, Kyū shihai-sha) Summoning Technique: Cthulhu, the Great Old One
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A (- 10 Per Summon)
Description: The user performs the Summoning Jutsu, either through Hand Seals,\ or their Summoning Tattoo in order to summon forth Cthulhu, the Great Old One in the battle. However, simply doing this isn’t without a cost, as the divine creature takes an extra compensation of his summoner’s life energy (-10 HP) which cannot be negated even with Yang Specialist or any other sort of damage reduction skills. Once summoned, this monstrosity nigh immediately towers over the battlefield, rivaling Manda in size alone, with a humanoid body. His head shaped akin to an octopus with many tentacles protruding from his face with beaming red eyes and draconic like wings enabling him to fly. Cthulhu’s sheer presence is known to cause many to be driven completely mad, something that’s almost true (via Madness Induction). Outside of him and his children’s inherent powers, this divine monster has his own unique skills, namely “World Shaper” and “Call of Cthulhu”. Otherwise, he moves at speeds rivaling a Sage Rank Shinobi, with his Madness Induction affecting Sage Level and below shinobi or F rank and below summons.

World Shaper ( D – S): The unique skill Cthulhu possess, allowing the monster to shape the very world he walks on, namely controlling the environment to his leisure. This can be seen as an advanced version of Sage Arts: Inorganic Reincarnation but alas without the need of Senjutsu and also vaster, as he can also control liquids, gases or even the very air around him. This allows him to mold them into various shapes and forms, namely constructs with solids, blasts and powerful twisters with winds etc. The creation of these things is limitless and only limited by Cthulhu’s own imagination. The amount of chakra he fuels into these creations determines how strong they are. These cannot be spawned within 5 meters of the enemy however and is treated as neutral to elemental ninjutsu. A rank can only be used thrice per battle with a cool down of one turn between each use, while S rank can only be used twice per battle, having a cool down of three turns instead while making him incapable of using this skill up to A rank and above for two turns.

Call of Cthulhu (S): The second unique skill to Cthulhu, in which he physically merges with his Vessel. Upon being summoned, or at another point in the battle, by uttering the words “Merge with I”, the creature immediate merges his body into that of his summoner on a molecular level. This can be seen as similar in nature to the Soma no Kou Kekkai Genkai, as both his Vessel and himself merge into one being. While merged, Cthulhu’s divine chakra merges with his host (bypassing any inherent defenses they may have), bolstering the skills they have in common (i.e if his vessel also has ink ninjutsu etc) by an additional +20 DMG increase, but also enables them the ability to use all his intrinsic abilities of his species but also his “World Shaper” ability. The fusion lasts for as long as he remains in battle, though when time to leave he will simply unmerge and disappear. This costs a move in order to utilize but can also be used in the same TF he is summoned initially, immediately merging with his vessel thus counting as one move. While merged, both their minds remain separate, but chakra networks and body merge into one, with them being able to communicate to each other mentally.

Cthulhu can only be summoned once per battle, twice per NW Arc and remains in battle for four turns. While present in battle, none of his children minus Leviathan can be summoned into battle or any present will flee in his presence.
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Declined. The second part is virtually a DNR; your custom contract cannot merge with the user. There is no mention of such a complex vessel-based relationship that actually lets you put a summon within a human. Further, this is basically a complete rip from my own Yin-Yang Fuuinjutsu - just with worse wording. The abilities are, quite literally, ordered in the same way I made mine. Out of my benevolence I am not custom banning you, however much I would like to. But this is my final warning: do not rip customs. Resubmit Call of Cthulhu as something else entirely, this ability will not work.

(Kaibou-gaku no Sheipushifutā) Anatomy of Shapeshifters
Type: Offense, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 to Sustain)
Damage: 20 - 80
Description: This technique acts as the outline of Cthulhu and his children's ability to shape their natural body. An intrinsic ability, these summons are capable of manipulating their anatomy to a minor to large degree, ranging from shifting their limbs into powerful physically blunt or sharpen constructs, down to completely mimicking the appearance of humans and animals alike, with them being anything the user desires (within reason, such as not being able to make waves or anything that "detaches" from the summon). These changes can be made for offensive, defensive and supplementary purposes, depending on the needs of the summoner or summons themselves. They can use it to increase or decrease in size though they can only grow x1.5 their original height while also creating limbs they originally didn't have such as wings to fly or tentacles to grab and constrict others. These limbs can grow and reach up to mid range of Spawn of Cthulhu, while Leviathan and Cthulhu himself can reach up to long rang, with the amount of damage ranging based on the rank applied. D - B Rank can be used at unlimited amounts of times, A rank capable of being used thrice per summon in battle and S rank twice per battle with each having a cool down of two turns before being capable of using it again. These constructs are considered neutral to elemental ninjutsu and multiple can be made in a single use, though the damage splits based on rank applied. Signers of the contract with the "Naturalist Summoning Specialist " can also utilize this on themselves as well, though can only go up to mid range. While clashing with opposing techniques, the constructs are coated in chakra to act as a "barrier" to prevent damage to them unless the attack is overpowered. In the case of neutral clashes, the construct in question loses power and instantly reverts back to their body.

Declined: Two issues. Lesser issue is your own bold. This isn't something the Cthulhu produce naturally, but is rather something they can do as a result of their weird alien biology. Naturalist Spec doesn't give you the biology of the Summon, only the ability to produce the same materials they can, in your case Ink. I'd allow the summoner to use this ability through Sage Mode, as you can take on the physical characteristics and qualities of your summons in those cases, like Jiraiya in his Sage Mode, but not as an added bonus tacked on to the ability's technique itself.


The next issue is just how unbalanced this technique actually is. Not only are you saying that any constructs or alterations from this technique are Elementally neutral, you're also saying that they have a barrier surrounding them as a form of mitigation that means the summon themselves don't take damage. So if you summon Cthulhu, and have him use the S-Rank variation of this technique, not only does he grow up to 1.5x larger, but he also gains a neutral S-Rank defense which doesn't have a defined turn limit that your opponent would need to break before they can even begin dealing damage to him. And when you factor in the potential for your opponent to be affected by your Contracts second unique ability, Madness Induction, which causes their Jutsu to lose 1 Rank in power once affected, which would be rather easy to do since Cthulhu would be able to Shapeshift a part of himself into within 5m of your opponent, thus triggering the passive, it becomes that much harder. And if your opponent can't break through it and then deal enough damage in time, two turns later Cthulhu can do it again. It doesn't sound like a lot in the submission, but if you think about it in the context of a fight, it's way too much to allow. Overall, there's a lot of re-balancing that needs to be done for something that is supposed to be a technique for outlining the usages and limits of a passive ability.
Edits made: Made him a Senjutsu summon, his two skills now based on use of Natural Energy.

(Kuchiyose No Jutsu: Kuto~urufu, Kyū shihai-sha) Summoning Technique: Cthulhu, the Great Old One
Type: Summon
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A (- 10 Per Summon)
Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Cthulhu, the Great Old One in the battle. However, simply doing this isn’t without a cost, as the cosmic creature takes an extra compensation of his summoner’s life energy (-10 HP) which cannot be negated even with Yang Specialist or any other sort of damage reduction skills. Once summoned, this monstrosity nigh immediately towers over the battlefield, rivaling Manda in size alone, with a humanoid body. His head shaped akin to an octopus with many tentacles protruding from his face with beaming red eyes and draconic like wings enabling him to fly. Personality wise, Cthulhu is a very emotionally detached being, showing little to no care for humanity, outside of his Vessel. He is patient and highly observant - waiting for the day his seal is finally broken so he can unleash havoc on humanity once more. He loves his children but at times can be seen as rather militant with them, referring to them as his soldiers rather than his off spring. His desire to rule over this dimension is vast, wanting to expand his reach outside his original dimension to this one. Cthulhu’s sheer presence is known to cause many to be driven completely mad, something that’s almost true (via Madness Induction). He is capable of moving at speeds equivalent to a Sage Rank Shinobi, with his Madness Induction affecting Sage Level and below Shinobi or S-Rank and below summons, with his Madness Induction being Forbidden Ranked in nature. Outside of his inherent powers, this divine monster has his own unique skills, namely “World Shaper” and “Call of Cthulhu”, which are achieved through Natural Energy.

World Shaper (D – S): The unique skill Cthulhu possess, allowing the monster to shape the very world he walks on, namely controlling the environment to his leisure. This can be seen as an advanced version of Sage Arts: Inorganic Reincarnation but without Sage Mode as a requirement, as he naturally controls it and also on a larger scale, extending his control to liquids and even the very air around him. This allows him to mold them into various shapes and forms, namely constructs with solids, blasts and powerful twisters with winds etc. The creation of these things is limitless and only limited by Cthulhu’s own imagination. The amount of Chakra he fuels into these creations determines how strong they are. These cannot be spawned within 5 meters of the enemy however and are treated as neutral to Elemental Ninjutsu. All Ranked applications that are projectile in nature have a Range of Short - Long, while those that actively manipulate the environment are Short - Mid . A-Rank can only be used thrice per battle with a cool down of one turn between each use, while S-Rank can only be used twice per battle, having a cool down of three turns instead while making him incapable of using this skill up to A rank and above for two turns. Finally, any use of World Shaper must come from Cthulhu himself, and not some extension of his being, such as those created by "Anatomy of Shapeshifters".

Call of Cthulhu (S): The second unique skill to Cthulhu himself, where the monstrosity is calls upon his control of Natural Energy around him. In doing so, the natural energy takes the form of a cloak of sorts, masking himself or his Vessel. This cloak serves as a protective armor or sorts, flickering like a miasma in nature but in true is capable of defending. This cloak corners the entire body, but it doesn't obscure the target's ability to breath, see or any other essential. It has a damage reduction upon interacting with techniques, causing them to lose - 20 DMG on interaction. This technique will continue to persist even after interactions, only disappearing after naturally timing out or ending prematurely as it only acts as damage reduction; meaning techniques will continue and strike the one shrouded in the cloak for full damage if the technique isn't fully stopped. This ability can only be used twice per battle, lasting three turns and having a cool down of three turns. While active however Cthulhu cannot utilize his "World Shaper" ability either.

Note: Cthulhu can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated.

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Approved by Imperfect, with highlighted edits.

(Kuchiyose No Jutsu: Rivaiasan, Doriimu Wiibaa ) Summoning Technique: Leviathan, the Dream Weaver
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Leviathan, the Dream Weaver in the battle. Once summoned, this monstrosity nigh immediately towers over the battlefield, being roughly 30 meters tall. While he looks identical to his father and lesser siblings, the egotistical off spring wanted to give himself a new "look". Thus when he appears in battle, utilizing Anatomy of Shapeshifter passively - he becomes a sort of hybrid of his base form but resembling that of a demonic whale/dragon hybrid. Personality wise, Leviathan is a far more egotistical than that of his father and siblings. He seems himself above all of humanity, often times questioning his loyalty even towards the Vessel of the Outer Gods. He only serves the latter out of respect of his father's desires and dreams. Despite all this, he shares the same base abilities as his siblings and father, but like them has his own unique powers while moving at the speed of an Jounin Ranked Shinobi. His Madness Induction is considered S-Rank, affecting Jounin Ranked and Below Shinobi or A-Rank and Below Summons/Animals. As his title might suggest, Leviathan is a master of dream weaving, aka Genjutsu. He is capable of utilizing any basic Genjutsu the Vessel of Outer Gods is capable of up to S Rank and without the need of handseals, only needing to create body gestures. While this is considered rather basic in itself, his use of Genjutsu isn't without a twist. Illusions where the target perceives some sort of sentient being or animal, i.e Illusion Technique: Crushing Snake Constriction where it creates an illusionary snake, Leviathan can manipulate the illusion, causing an illusionary form of himself instead to appear in a snake like form.

Note: Leviathan can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated.

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Approved by Imperfect, with highlighted edits.

(Kuchiyose No Jutsu: Tamago no Kuto~urufu ) Summoning Technique: Spawn of Cthulhu
Type: Summon
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth a Spawn. These monstrosities are the basic summons of the contract, all appearing the same so to speak. While in base form, they resemble their father, they lack his wings which is used for flight (though can be grown via Anatomy of Shapeshifters). However in the end, they are his foot soldiers - showing little diversity outside of their shared abilities. Their Madness Induction is considered A-Rank, affecting Chunnin Ranked and Below Shinobi or B-Rank and Below Summons/Animals. Personality wise, all the Spawns can sometimes be deemed rather mindless. It's rather rare for any of them to exhibit any sort of personality outside being completely devoted to the desires of their father and the Vessel of the Outer Gods, but they are capable of thinking for themselves in terms of combat or other problem solving skills/everyday task. Some of them are capable of utilizing one of the basic five elemental natures (to be stated when summoned) but this can only be used up to A-Rank without the need of hand seals They move at speed equal to that of a Chunnin Ranked Shinobi while capable of tracking them by x2 their base speed (gained from Eyes of the God) while being roughly ten meters tall, though can easily shrink down via Anatomy of Shapeshifers.

Note: Only one Spawn can be summoned at a time or be present. They can be Summoned thrice per battle. They remain in battle until they are defeated or dismissed by the Vessel of the Outer Gods.

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Approved by Imperfect with highlighted edits.
 
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Lili-Chwan

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Original Submission

( Kouton: Horimono ) Box Arts: Ta Moko

Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles in order to attack a target. Each box has an average of 4 tentacles, from which they derive their name, and their size and strength differs from rank to rank ( Based on the summoning technique's rank ). The power and range of Ta-Moko varies according to those variables. B rank and bellow summons are capable of stretching 1-4 tentacles ( D-A Rank ) up to Mid-Range. A and higher summons are capable of stretchin 1-4 tentacles ( C-S Rank ) up to Long Range.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch 1-4 tentacles ( C-S Rank ) up to Mid-Range . The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.

Note: Follows Strong Taijutsu like Leaf Dragon God's S&W, aka Neutral to elemental ninjutsu.
Note: Unless specified otherwise in the summoning technique, the user/box can only use Ta Moko with up to 4 tentacles, the rank and damage of the technique varying according to the number of tentacles used.
Note: A rank usages of this technique are restricted to once every two turns, for a maximum of 4 usages per user. S Rank usages of this technique are restricted to once every three turns, for a maximum of 2 usages per user.

Note: Summoning the tentacled box uses the same technique, but requires 3 handseals
Note: The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again.
Note: Human summoners have higher resistance to the poison, but are not immune.

(Kouton: Pishari ) Box Arts: Fa'ataupati

Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user. The venom can be controlled up to Mid-Range, but can shot outwards up to Long-Range, as the user relinquishes controll of the venom and turns it into a linear projectile.

Note: Follows Strong Taijutsu like Leaf Dragon God's S&W, aka Neutral to elemental ninjutsu.
Note: Up to and including B rank, the user is capable of manipulating the Jellyfish up to three turns. Requires a 1 turn cooldown between usages. A rank and above can only be manipulated up to two turns, requiring a 2 turns cooldown between usages. A rank can only be used 4 times, S rank can only be used 2 times per user.

Note: While controlling the venom, the user can't preform other jutsus except Taijutsu.
Note: Human summoners have higher resistance to the poison, but are not immune
Note: Can only be used by Boxes, or Summoners with the Naturalist Specialization.

-Both Declined- Why would these be like leaf dragon god, just cause? Also you can't really control the venom, it's a byproduct, you couldn't use it like an elemental release.
 
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Link to contract

Shīhōsu Geijutsu: Ōkyū Shochi | Seahorse Arts: First Aid
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: First aid is a technique that allows a Seahorse to forgo its basic ability in exchange for helping the user by channeling its regular non manipulated chakra in order to aid the user. By doing so, they can channel additional chakra, resulting in a +10 chakra increase and infuse it into a user's technique in order to empower it, following logic. Due to it being regular chakra, once it's infused with the users technique, it would be shape and/or nature manipulated by the user. The Seahorse can infuse its chakra into the users techniques only within short range, but these techniques can travel further if within their realm of possibility. Using this technique prevents the summon from performing its basic ability in the same and next turn.
Note: Must sign the Seahorse Summoning Contract

Shīhōsu Geijutsu: Zetsuen suru | Seahorse Arts: Insulate
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Insulate is a Seahorse Arts technique that allows the Seahorse to use its chakra in order to infuse its own, an independent water source or a users water technique. This infusion spreads through the water, taking control of all the molecules contained, in order to manipulate the physical bond between them. By enveloping every minuscule molecule with chakra, it separates them from each other, preventing direct contact. This creates a water that acts as an insulator, removing its generic ability to conduct lightning. This technique can be especially useful for a Seahorse to protect itself when an opponent is trying to disperse it back to its homeland by attacking its water source with lightning. This can be used only three times per battle and once used lasts for 4 turns in that water source, or until the water source is dispersed.
Note: Must sign the Seahorse Summoning Contract

Both Declined on user's request.
 
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Onii Chan

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Updating current contract: Custom Jutsu Submission - III | Page 85 | Anime Forum (animebase.me)

Summoning Animal: Pelican
Scroll Owner: Onii Chan
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: (Shisō / Kioku) - Huginn and Muninn
Description and Background: Pelicans are a genus of large water birds that make up the family Pelecanidae. They are characterized by a long beak and a large throat pouch used for catching prey and draining water from the scooped-up contents before swallowing. They have predominantly pale plumage, the exceptions being the brown and Peruvian pelicans. Pelicans frequent inland and coastal waters, where they feed principally on fish, catching them at or near the water surface. They are gregarious birds, travelling in flocks, hunting cooperatively, and breeding colonially. The relationship between pelicans and people has often been contentious. The birds have been persecuted because of their perceived competition with commercial and recreational fishing. They often eat only fish and can store massive amount of water in their mouth at anytime.

Pelicans are known for their flight and their throat pouches, widely known as birds although the only species that have the ability to store water in their mouth or even prey. Through the art of fiction Pelicans can be shown using water or wind due to their wings. Because of this it is their nature to be surrounded by the sea or ocean front; always travelling across it or seeking food. In the ninja world their inhabitants are known as ''Tensamigoku'' or ''Heavenly Summit'', a land of high skies surrounded by clouds and constant flowing water falls.

Abilities:

1st: Because they're naturally gifted in both Wind and Water, they gain a damage increase of +20 to both elements.

2nd: Because of their throat pouches Pelicans that can perform Water Jutsu can do so without a preexisting source to cast it from.

Approved by Imperfect, with edits.

(Kuchiyose: Ōritsumizutori) Pelican Summoning: The Great King Water Bird
Type:
Summon
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: The Great King Water Bird is known as the god that resides in ''Tensamigoku'' or ''Heavenly Summit''; the realm of the pelican contract. Although not the king or leader of the region it is noted that within legend his name would not to be spoken of for his very name would curse the very life of all pelicans and their summoners. Known and regarded as legend, ideally the most strongest of the pelicans himself is not widely known personally, due to this it is unknown how he is or what he knows of the ninja world or how long his lived. In appearance his nickname tells all, ''World Swallower''; a massive bird with jetblack blueish feathers with a almost similar beak. his eyes glow a bright gold color with a gaze that will strike fear into anyone, his voice echoes amongst the halls of the dead and the living alike with a rasp. The stature of this bird is equal to none, being so massive that a normal 6'0 foot individual would only compare to the eye of this creature, because of this it is extremely hard or rather impossible for it to dodge out of offensive maneuvers conjured against him. His abilities are the most strongest in the realm of his contract, having a passive boost to all water and wind jutsu that he casts with a +20DMG ontop of the normal boost. His eye sight increases from the normal +1LM boost to a +5LM boost with a additional increase to his LM travel time that decreases its wait time to 5 minutes instead of the normal boost of 10 minutes. He is ideally immune to genjutsu of MS level or higher due to his bird senses and furthermore having a passive defensive boost to all techniques on the bases of -10DMG. Lastly due to his stature and his legendary nickname, ''World Swallower'', he is the only pelican of his contract that is able to perform the forbidden technique called as such that is only tied to The Great King Water Bird and only him alone can perform it with a sacrifice to his summoning longevity down from 5 posts on the field to 0 posts with him instantly being desummoned after performing said technique with a real life wait time to summon him again of one full week.

Declined by Imperfect: Poster requested decline to allow a revamp, as the next technique is DNR'd.

(Nomikomusekai-Ōritsumizutori: ) Ultimate Pelican Technique: World Swallower
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: N/A
Description: After summoning The Great King Water Bird the user will order the summon to perform this technique at any given time. Upon commanding the pelican to use this technique they will then fly directly in the sky and dive downwards, opening their mouth they'll land first with their beak firmly grasped upon the entire battle field or the entire landmark to then henceforth ''swallow'' the entire ground and its entire inhabitants thus leaving just a massive circular like crater in a fashion of a bite mark. This technique will cause the summoning to desummon instantly after performing this jutsu and cannot be summoned for a real time wait of 1 full week and can only be used again after a real time wait of 1 full year. The opponent or opponent(s) that succumb to this technique will not die but will be transported to the realm of the pelican contract for 3 days and will be unable to proceed with their journey in the NW till they return.

DNR by Imperfect: Without even reading the Contract or the Great King Water Bird themselves, this is without question a complete write off. The 1 week and 1 year cooldown on resummoning the animal and using the technique are bad enough, as we don't use real world time values to determine re-usability of techniques with the exception of regenerating uses within the Ninja World, but on top of that swallowing an entire Landmark is just absolutely moronic. There could be important events happening within a LM that you interrupt, some Landmarks cannot be altered or affected in any way, and the scale of Landmarks isn't static. The blanket statement of saying "It can swallow an entire Landmark" just doesn't make sense.

But the worst offender is the sheer gall it takes to write a technique where the main focus seems to be the potential to grief other players, and that is what ultimately set this apart from anything I have ever seen. Even if it's only 3 days in real life, a lot can happen within that time, and even with those ludicrous cooldowns, the blatant intent is just insulting. Be glad I didn't hand this over to Drackos, as even though he would have final say on what would happen if this were ever used to interrupt an event or activity in the NW, because this could have potentially impacted his world in such a pivotal way, he really should have been given this to check. I try to be constructive with my criticisms when it comes to checking, but there is nothing about this Contract Jutsu I think is redeemable. Please, do better next time.
 
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System001

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Myth Source:

Summoning Animal:
Death's Stem - Shinokuki
Scroll Owner: Placelse
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: On the fields of war; growing slowly in the ever unending warring era of WSE, along the countless shed blood of shinobi, these chakra fused flora prospered lavishly. into sentient creatures. Where's sites of vicious massacres; blood of thousands of warriors has saturated the soil, a strange kind of tree can be found. From afar, jubokko appears to be an ordinary tree of sorts, indistinguishable from the various species that dot the landscape. Outwardly, they look just like ordinary trees, passively until their untrue nature is revealed (to be created via CSCJs). It takes an observant eye to notice the slightly more fearsome features of its branches, or the piles of human bones buried in the undergrowth beneath the tree. In fact, they were once normal trees, but the vast amounts of the shinobi blood absorbed through their roots causes them to transform into a type of yokai. Thereafter, these tree-like creatures thirst only for shinobi blood, the greater the chakra the better.

Death’s stem wait for unsuspecting humans to pass underneath their branches (due to immobility). When somebody gets close enough, they attack, snatching their prey up with long, jagged, finger-like branches, and hoisting it up into their boughs. These branches pierce the skin of their victims, sucking out all of the blood with special tube-like twigs. Meanwhile, given their stationary means as being unable to move (besides their branches/ roots), they track at a standard Jounin ninja rank speed (+1). After the body is drained of everything the jubokko can take, the rest is consumed by birds, insects, and other animals, until only the dry bones fall back to earth. By the time most people are close enough to notice the heaps of bleached bones at the base of the tree, it is already too late to escape. Summoning sizes range from 3mm to 100mm (Boss-Summon limit) in both length and height. With a vary of ranges in appearance; Jubokko aka Death’s Stem can range from flower appearances to tiny ant parasite vines (to be created via CSCJs).

[Standard Ability] Being made of wood-life as standard particularity - they are quite resilient to physical techniques made of such type varieties as Doton chakra, Suiton Chakra and/or Raw Chakra (including advanced shape manipulation); not excluding even Bijuu Chakra, being able to shave off -20 dmg.

[Standard Ability] Jubokko's take on the traits of a mixed Carnivorous Plant, Cryptid-type, and/or Demonic Plant Physiology. Meaning as Jubokko sustain themselves off on the life force and energy of other living beings. Normally, to do would be by draining chakra/ blood from those foolish enough to come near, as it grew. Thus indicating these summons have a passive chakra absorbing technique, at will.

[Standard Ability] Sharing a mental link with the summoner, as to being able to communicate easily. Furthermore, when summoned within the User (to be created via CSCJs), this enables the user to passively sense near-by blood (Mid-range) at a cost of 10 Chakra per turn. This happens due to the roots growing within them, as the plant feeds on their own chakra as supplement substitute for blood.

[Unique] Capable of utilizing Wood Release, however with an additional strength against RAW shinobi chakra (including advanced shape manipulation) & Blood Release or related Ninjutsu.

[Depiction]

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Serpent

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Legendary Contract in Inventory:


Summoning Animal: Oozaru​
Scroll Owner: Serpent​
Other Users who have signed contract: N/A​
Summoning Boss if existing: (To be Submitted​
Other Summoning Animals tied to contract: (To be submitted)​
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Description and Background:
Oozaru are massive legendary monkeys that live in a far distant land. They are a naturally aggressive warrior race who were once supposedly striving to be the strongest. It is believed that they once worshiped "Son Goku" the four tailed beast for a time, until he was sealed away within a mere human, breaking away in their belief in him. Over time the race of legendary monkey's faded and it is currently unknown how many still survive to this day. Many speculate that they never existed at all, and are merely fabled stories to scare children.​
Abilities and Traits: Oozaru are Legendary and massive creatures with some standard traits. Their massive physique rivaling that of the four tailed beast are not only durable, but powerful. This allows them to resist high amounts of physical damage and allows them to have high physical damage output and, because of their size their Taijutsu can reach out to long range. Along side their standard traits Oozaru have some unique abilities. First is their ability to manipulate nature energy known as Ki Energy. This is unique to Oozaru and can be used in a variety of ways. Ki Energy rivals elemental ninjutsu and are considered summoning ninjutsu.​
  • (Standard Ability) Damage Resistance: Oozaru physiques and thick fur hide give them high durability that reduces 20 damage from non spiritual techniques.​
  • (Standard Ability) Physical Strength: Oozaru physiques boasts powerful muscles that deal +20 to Taijutsu, being able to use standard canon taijutsu up S-rank​
  • (Standard Ability) Advanced Speed: Oozaru have incredible speed in spite of their massive size. Having a base speed equivalent to Jounin Ranked Ninja.​
  • (Unique Ability) Ki Energy: Oozaru naturally have nature energy flowing through them and developed this Senjutsu into their own unique summoning techniques called "Ki Energy" that play on par with elemental techniques. While this nature energy does not give their techniques a boost in damage, it does allows them to sense the world around them on par with Sage Mode Users.​
  • (Unique Ability) Ki Flight: Despite their massive physique and weight Oozaru have developed their Ki energy in a way that allows them to gain flight. Being able to fly and maneuver as fast as they can run.​



Approved, though I wouldn't have wasted a Unique ability slot on the flight. That's a basic ability that's something not considered an ability depending on anatomy.

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(Kanpekinanin Ōzaru Sennin Modo) Perfect Oozaru Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A (+30 to Ninjutsu and Taijutsu up to S-rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. Once activated the user will undergo physical alterations. Their hair is lengthened while becoming wilder, reaching down to the middle of their back, while two long pointed bangs of hair appear on both sides of the neck. The user will have increased muscularity while they gain a fur tail and a thick hide that helps aid the users resistant's to physical damage providing a damage resistance of 60 for the duration of this technique. As a payoff to this high level of resistance, this Sage Mode does not grant the user a healing factor. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling monkey sage mode. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required. Lastly, gained though Oozaru's unique ability of Ki control. The user is able to make use of their ability of flight, being able to fly and maneuver as fast as they can run.
Notes:
-Usable three times per battle by Perfect Sages and must wait two turns before using this technique again.
-Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve
-Can only be used by Serpent

-Declined- That 60 damage resistance is a no, also you're kinda triple dipping with this, adding genjutsu resistance along with the highest boosts to both nin and taijutsu and the speed boost of monkey sage mode.
 
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Onii Chan

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Updating current contract: Custom Jutsu Submission - III | Page 85 | Anime Forum (animebase.me)

Summoning Animal: Pelican
Scroll Owner: Onii Chan
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: (Shisō / Kioku) - Huginn and Muninn
Description and Background: Pelicans are a genus of large water birds that make up the family Pelecanidae. They are characterized by a long beak and a large throat pouch used for catching prey and draining water from the scooped-up contents before swallowing. They have predominantly pale plumage, the exceptions being the brown and Peruvian pelicans. Pelicans frequent inland and coastal waters, where they feed principally on fish, catching them at or near the water surface. They are gregarious birds, travelling in flocks, hunting cooperatively, and breeding colonially. The relationship between pelicans and people has often been contentious. The birds have been persecuted because of their perceived competition with commercial and recreational fishing. They often eat only fish and can store massive amount of water in their mouth at anytime.

Pelicans are known for their flight and their throat pouches, widely known as birds although the only species that have the ability to store water in their mouth or even prey. Through the art of fiction Pelicans can be shown using water or wind due to their wings. Because of this it is their nature to be surrounded by the sea or ocean front; always travelling across it or seeking food. In the ninja world their inhabitants are known as ''Tensamigoku'' or ''Heavenly Summit'', a land of high skies surrounded by clouds and constant flowing water falls.

Abilities:

1st: Because they're naturally gifted in both Wind and Water, they gain a damage increase of +20 to both elements.

2nd: Because of their throat pouches Pelicans that can perform Water Jutsu can do so without a preexisting source to cast it from.

Approved by Imperfect, with edits.

(Kuchiyose: Ōritsumizutori) Pelican Summoning: The Great King Water Bird
Type:
Summon
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: The Great King Water Bird is known as the god that resides in ''Tensamigoku'' or ''Heavenly Summit''; the realm of the pelican contract. Although not the king or leader of the region it is noted that within legend his name would not to be spoken of for his very name would curse the very life of all pelicans and their summoners. Known and regarded as legend, ideally the most strongest of the pelicans himself is not widely known personally, due to this it is unknown how he is or what he knows of the ninja world or how long his lived. In appearance his nickname tells all, ''World Swallower''; a massive bird with jetblack blueish feathers with a almost similar beak. his eyes glow a bright gold color with a gaze that will strike fear into anyone, his voice echoes amongst the halls of the dead and the living alike with a rasp. The stature of this bird is equal to none, being so massive that a normal 6'0 foot individual would only compare to the eye of this creature, because of this it is extremely hard or rather impossible for it to dodge out of offensive maneuvers conjured against him. His abilities are the most strongest in the realm of his contract, having a passive boost to all water and wind jutsu that he casts with a +20DMG ontop of the normal boost. His eye sight increases from the normal +1LM boost to a +5LM boost with a additional increase to his LM travel time that decreases its wait time to 5 minutes instead of the normal boost of 10 minutes. He is ideally immune to genjutsu of MS level or higher due to his bird senses and furthermore having a passive defensive boost to all techniques on the bases of -10DMG. Lastly due to his stature and his legendary nickname, ''World Swallower'', he is the only pelican of his contract that is able to perform the forbidden technique called as such that is only tied to The Great King Water Bird and only him alone can perform it with a sacrifice to his summoning longevity down from 5 posts on the field to 0 posts with him instantly being desummoned after performing said technique with a real life wait time to summon him again of one full week.

Declined by Imperfect: Poster requested decline to allow a revamp, as the next technique is DNR'd.

(Nomikomusekai-Ōritsumizutori: ) Ultimate Pelican Technique: World Swallower
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: N/A
Description: After summoning The Great King Water Bird the user will order the summon to perform this technique at any given time. Upon commanding the pelican to use this technique they will then fly directly in the sky and dive downwards, opening their mouth they'll land first with their beak firmly grasped upon the entire battle field or the entire landmark to then henceforth ''swallow'' the entire ground and its entire inhabitants thus leaving just a massive circular like crater in a fashion of a bite mark. This technique will cause the summoning to desummon instantly after performing this jutsu and cannot be summoned for a real time wait of 1 full week and can only be used again after a real time wait of 1 full year. The opponent or opponent(s) that succumb to this technique will not die but will be transported to the realm of the pelican contract for 3 days and will be unable to proceed with their journey in the NW till they return.

DNR by Imperfect: Without even reading the Contract or the Great King Water Bird themselves, this is without question a complete write off. The 1 week and 1 year cooldown on resummoning the animal and using the technique are bad enough, as we don't use real world time values to determine re-usability of techniques with the exception of regenerating uses within the Ninja World, but on top of that swallowing an entire Landmark is just absolutely moronic. There could be important events happening within a LM that you interrupt, some Landmarks cannot be altered or affected in any way, and the scale of Landmarks isn't static. The blanket statement of saying "It can swallow an entire Landmark" just doesn't make sense.


But the worst offender is the sheer gall it takes to write a technique where the main focus seems to be the potential to grief other players, and that is what ultimately set this apart from anything I have ever seen. Even if it's only 3 days in real life, a lot can happen within that time, and even with those ludicrous cooldowns, the blatant intent is just insulting. Be glad I didn't hand this over to Drackos, as even though he would have final say on what would happen if this were ever used to interrupt an event or activity in the NW, because this could have potentially impacted his world in such a pivotal way, he really should have been given this to check. I try to be constructive with my criticisms when it comes to checking, but there is nothing about this Contract Jutsu I think is redeemable. Please, do better next time.
- completely redone this summoning from the ground up besides the name lol, name cool af, and added another questionable summon. just trying to figure out if it would be possible or not idk

(Kuchiyose: Ōritsumizutori) Pelican Summoning: The Great King Water Bird
Type:
Summon
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: The ''Ōritsumizutori'' or The Great King Water Bird is the almighty god and the singular monarch that oversees ''Tensamigoku'' or Heavenly Summit (Pelican Realm) regarded as this contracts king or boss. He is regarded as a ruthless leader, sometimes without regard to others, however his love for nature makes his humanity of all things pure. More or less a crude and blunt individual with a somewhat soft side persona mixed deep within, Ori can be seen overlooking the seas and trees alike; merely basking in the breeze that he believes the bark has given birth to as a miracle by its own standards. It is his fondness of nature that he is named after the water itself; king of all that ever flows. Alongside his traditional contract boosts he is known to focus more on the conceptual entities of water rather than wind, due to this he is able to perform such release with x2 speeds based on the current calculations of the summoner's once upon being conjured forth into battle. However due to his love of nature and his surroundings he may forgo the speed boost to water release in exchange for using his genes of his bird ancestry to heighten his senses ten fold; granting him the ability to hear sounds, voices, foot steps, etc from a maximum of 2 landmarks away alongside his eyesight being advanced to equal levels of prowess. This ability allows him to pin point any number of individual(s) locations within his limited range, however because Ori cannot use sensory he is unable to pinpoint a location of a individual that has masked themselves with a disguising technique and or standing completely still and silent. Example of this would be Zabuza, whom performed his mist jutsu and did not move or speak therefore Ori would be unable to locate his/her specific location. Furthermore like most Pelicans of this contract that originate from Tensamigoku he is without question able to communicate telepathically to the summoner through thought, thus making conversational topics more discreet.
- Can only be summoned once
- Able to Traverse landmarks by itself

-Declined- Are you serious? double the current speed for elemental release? TEN TIMES sensory increase? You're banned from the next cycle.

(Kuchiyose: Arashi) Pelican Summoning: Ms. Storm
Type:
Summon
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: N/A
Description: This summoning contract was one of Diluc's favorites, being that it was a pelican that first taken a liking to him when he first arrived to their realm. ''Arashi'' or, Ms. Storm is a moderate sized pelican with a white collar that blends into black feathers. Her personality is of confidence and wisdom, sometimes giving those that signed with her knowledge of the past due to her age. What separates this animal from the rest of the pack is her natural ability to absorb water release or liquid material from any distance and thus into her throat pouch to be quickly absorbed. By doing so she manipulates a unique form of wind chakra like a vortex that surrounds the liquified substance, condensing it into a ball or small stream that'll then be hurled into her open beak; residing within her throat pouch till swallowed. Whilst she is on the field, she may utilize this technique upwards of 5 times and on liquified substances up to her own rank.
- Can only be summoned twice

-Declined- No you can't just absorb all liquid material S rank and below.
 
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Daemon

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Legendary Contract Purchase Pending
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Summoning Animal: Archangels​
Scroll Owner: Daemon
Other Users who have signed contract: N/A
Summoning Boss if existing:N/A
Other Summoning Animals tied to contract:N/A
Description and Background: Angels, specifically Archangels are entities found in Abrahamic religions. These Archangels are hailed as the highest ranking Angels, those who act as the direct hand of God Himself. In this sense however, Archangels hail from a dimension known as Heaven that exists outside of normal space time. Those who possess the contract have the ability to summon these angelic entities from Heaven to aid them in the battlefield. Archangels are winged humanoids typically with golden irises and long flowing hair of various colors. They stand taller than the average human; standing at about 7ft in height. Archangles are also dressed in armored regalia of differing designs. Along with armor, Archangels also have weaponry on their person similar to Toad Summons and the weapons they are summoned with can range from closed ranged like a broadsword to long ranged using bows and arrows. Using their advanced combat skills and spiritual abilities, Archangels are generals in the war against evil, smiting those who they see fit. In their respective religion/mythology, Archangels are capable of judging/weighing the souls of the damned, being direct messengers of God, and smiting down those before them.

Being powerful interdimensional entities, Archangels have various abilities. They are as follows:

Basic Ability #1: A denoted by their physiology, all Archangels are capable of advanced flight. Due to their natural flight ability, they are able to maneuver effortlessly through the air and even control their degree of flight; using their wings to just levitate off the ground or engaging in high level flight. As such, Archangels, while in flight, are capable of moving at x2 Sage Ranked Speed.

Basic Ability #2: Archangels are able to sense and perceive the spirit. This allows them to sense the souls of entities around them and extends to the ability to sense spiritual entities. This sensing ability extends to 2 Ninja World Landmarks. They are able to discern the quality and configuration of one's soul allowing them to distinguish and identify specific individuals based on their soul alone.

Basic Ability #3: As stated in their general description, Archangels are typically armed with generic weapons that can range from swords to long ranged weaponry like crossbows/bows and arrow. Archangels are capable of carrying multiple weapons of various types as they see fit. Due to their proficiency with weaponry and close quarters combat, Archangels are capable of using their ally's custom fighting style as long as they have the means to do so within reason.

Smite: The first unique ability of Archangels is known as Smite or Smiting. Smite is an energy originating from the alternative dimension of Heaven itself, the Archangels homeland. The energy presents itself as a shimmering light, that gives of a warm almost life-like glow. Archangles are capable of producing this shimmering light and use it to fire off beams of holy light, blasts of Smite, erect barriers of Smite or even produce Smite in direct contact with the enemies. Smiting is capable of directly affecting the souls' of those who are basked within its light. Though Smiting itself is not particularly hot to the touch, entities struck with Smite become engulfed in a white flame that burns away their soul/spiritual energy. The holy light can also be used to reinforce and enchant their own weaponry and the weaponry of allies with Smite, tying in to the Archangel's inclination for carrying weapons. Smite is neutral to all elemental interactions.

Judgement: The second unique ability of Archangels is known as Judgement. During the holy war, The War In Heaven, Archangels battled fallen angels for dominion and control of Heaven. Those who were not smited down and cast from heaven in direct physical combat with an Archangel were then judged by the high ranking angel in the midst of battle; damning their souls to eternal damnation as they were cast from heaven. Their souls charred and reduced to nothingness as they couldn't withstand the holy light. Judgement is an ability that allows Archangels to judge and damn the souls of their victims. Through direct eye contact with an Archangel, an opponent is caught in a trance-like state. While caught in the glare of an Archangel targets will have their souls/spirit momentarily transported/teleported to the realm of Heaven to be judged by the righteous light of God. The target's body will fall limp during the out of body experience until the soul is transported/teleported back into the target's body. The higher the rank of the Archangel, the longer the Judgement takes place. Lastly, while the overarching effect of Judgement entails the transport of the target's spirit/soul into the domain of Heaven to be burned by the holy light, additional effects can also be experienced which is dependent on the Archangel who uses the Judgement. The additional effects typically tie into the Archangel's specialty/affinity.

-Pending- Leaving for @Lord of Kaos

I don’t even know why you trying me with this submission TBVH.
 
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Kooljay

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Hawk Contract
Approved Sasuke Bio

(Taka Bunshin no Jutsu) - Hawk Clone Technique
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: After fighting with Itachi, Sasuke looked to create his own version of his older brother's crow clone. The hawk clone jutsu is a technique that produces a clone by projecting one's own chakra towards dozens of crows. These are summoned by the technique itself. Because it uses crows as a medium, it requires less chakra than the normal Shadow Clone Technique, while still being able to perform techniques (up to A-Rank). The dozens of hawks come together to form the body of a clone. When the chakra projected by the user is severed, the hawks disperse, though the user is still able to continue to speak through it.

Note: Can only be used by those taught by Kooljay

Declined by Imperfect.

After confirming with the Customs head, Clone techniques are, and have been banned for a while. My apologies for the delay in checking.

(Kuchiyose: Taka ) Summoning: Hawks
Type: Summon
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: This is the generic summoning jutsu of the Hawk Summoning Contract. After performing the summoning jutsu, the user can summon a hark ranging from the size of a normal hawk to a hawk roughly 10m in size. The hawks can use up to B rank fuuton ninjutsu and take up to B rank damage. These hawk's fly at the speed of a regular Jonin ninja.

Declined by Imperfect.

I'm doing you favor by declining this. You get this kind of Summon for free with B-Rank Ninjutsu. Read the below. Aside from the B-Rank Wind and Jonin speed, it's the same thing. I'd take this and remake it. Make at least an A-Rank Hawk Summon with the same Jutsu access, speed, and then give it some kind of ability. Don't undersell the value of your slots, as they are limited, and you can get more from them than this.

(Kuchiyose no Jutsu) - Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.
 
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Serpent

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Legendary Contract in Inventory:


Summoning Animal: Oozaru​
Scroll Owner: Serpent​
Other Users who have signed contract: N/A​
Summoning Boss if existing: (To be Submitted​
Other Summoning Animals tied to contract: (To be submitted)​
You must be registered for see images
Description and Background:
Oozaru are massive legendary monkeys that live in a far distant land. They are a naturally aggressive warrior race who were once supposedly striving to be the strongest. It is believed that they once worshiped "Son Goku" the four tailed beast for a time, until he was sealed away within a mere human, breaking away in their belief in him. Over time the race of legendary monkey's faded and it is currently unknown how many still survive to this day. Many speculate that they never existed at all, and are merely fabled stories to scare children.​
Abilities and Traits: Oozaru are Legendary and massive creatures with some standard traits. Their massive physique rivaling that of the four tailed beast are not only durable, but powerful. This allows them to resist high amounts of physical damage and allows them to have high physical damage output and, because of their size their Taijutsu can reach out to long range. Along side their standard traits Oozaru have some unique abilities. First is their ability to manipulate nature energy known as Ki Energy. This is unique to Oozaru and can be used in a variety of ways. Ki Energy rivals elemental ninjutsu and are considered summoning ninjutsu.​
  • (Standard Ability) Damage Resistance: Oozaru physiques and thick fur hide give them high durability that reduces 20 damage from non spiritual techniques.​
  • (Standard Ability) Physical Strength: Oozaru physiques boasts powerful muscles that deal +20 to Taijutsu, being able to use standard canon taijutsu up S-rank​
  • (Standard Ability) Advanced Speed: Oozaru have incredible speed in spite of their massive size. Having a base speed equivalent to Jounin Ranked Ninja.​
  • (Unique Ability) Ki Energy: Oozaru naturally have nature energy flowing through them and developed this Senjutsu into their own unique summoning techniques called "Ki Energy" that play on par with elemental techniques. While this nature energy does not give their techniques a boost in damage, it does allows them to sense the world around them on par with Sage Mode Users.​
  • (Unique Ability) Ki Flight: Despite their massive physique and weight Oozaru have developed their Ki energy in a way that allows them to gain flight. Being able to fly and maneuver as fast as they can run.​



Approved, though I wouldn't have wasted a Unique ability slot on the flight. That's a basic ability that's something not considered an ability depending on anatomy.
Updating and refining the following in "Blue" to better fit the contract animal.

Summoning Animal: Oozaru
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Scroll Owner: Serpent
Other Users who have signed contract: N/A
Summoning Boss if existing: (To be Submitted)
Other Summoning Animals tied to contract: (To be submitted)
Description and Background: Oozaru are massive legendary monkeys that live in a far distant land. They are a naturally aggressive warrior race who were once striving to be the strongest. It is believed that they once worshiped "Son Goku" the four tailed beast for a time, once believing him to be a god to their people. Although they have long since broken away from their belief in him. Over time the race of legendary monkey's faded and it's currently unknown how many still survive to this day. Many speculate that they never existed at all, and are merely fabled stories to scare children.​
Abilities and Traits: Oozaru are legendary and massive creatures with some standard traits. Their massive physique rivaling that of the four tailed beast are not only durable, but powerful. This allows them to resist high amounts of physical damage and allows them to have high physical damage output and, because of their size their Taijutsu can reach out to long range. (25m). Alongside the standard traits, Oozaru have some unique abilities. First is their ability to produce, manipulate and control Ki Energy and having an ability called Zenkai, bound by Oozaru genetics.
  • (Standard Ability) Damage Resistance: Oozaru physiques and thick fur hide give them high durability that reduces D-rank damage (20 damage) from non spiritual techniques.​
  • (Standard Ability) Physical Strength: Oozaru physiques boasts powerful muscles that deal +20 damage to Taijutsu, being able to use standard canon taijutsu up S-rank.​
  • (Standard Ability) Advanced Speed: Oozaru have incredible speed in spite of their massive size. Having a base speed equivalent to Jonin ranked Ninja.​
  • (Unique Ability) Ki Energy: Also known as "latent energy" is a unique for of energy that uses the Oozaru's natural infusion of nature energy and innate yang energy from within to form this unique energy. Ki (氣), which directly translates as "life force." is a tangible energy that plays on par with elemental technique. Oozaru are able to manipulate it and use it for performances outside the body and can be used for many different summoning techniques. Through the use of Ki, Oozaru passively use this energy to effortlessly sense the world around them on par with Sage Mode Users and have learned to fly, being as natural a method for them as it is for a ninja to walk on water or up the side of a building.
  • (Unique Ability) Zenkai: Is genetically exclusive to Oozaru. The ability is a genetic trait that allows an Oozaru's power to increase substantially after recovering from injuries. When an Oozaru is healed after taking damage, their natural boost to taijutsu doubles for a sort time. This increase lasts for two turns. (The turn they are healed and the turn after.) This ability does not stack with itself, meaning if the Oozaru is healed on consecutive turns, the damage increase doesn't double for a second time.
Declined, the Ki ability sounds eerily similar and nearly identical to Yang, especially when you label it as life force. Also, stating that it uses Yang energy, even if just Yang, makes it unapprovable. I spoke with Imp and Daemon about it in general and Summonings cannot use Yin or Yang energy/techniques as one of the contract abilities. Even if that wasn’t the intention here, the mention can’t be there. The second Unique ability is fine, it’s more so the wording of the Ki Energy ability that prevents it from being approved. Suggestion, I’d remove the Ki definition and mentions of Yang/life energy and detail it as simple as an energy source that has a unique trait/auxiliary effect. For example, Tengubi is magic Fire that burns the spiritual essence of techniques/people and has a mostly intangible form and can be used to combat elemental techniques, fighting on equal terms with them. Ki Energy is an energy source that ________ and can be used to combat elemental techniques, fighting on equal terms with them.
 
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Lili-Chwan

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Summoning Animal: ( Yako no Kitsune ) Nightmare Fox

Scroll Owner:
Lili-Chwan
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:

Nightmare Fox, or Demonic Foxes are demonic entities made of fear, dread and horror. They are the legendary beings that populate the darkest places of our mind and prey on our dreams and hopes, filling them with dread, fear and nightmares. While the western culture knows them as shadowy entitites that manifest within our fears and nightmares, the Yako are fox-like yokai, based on the tales of the mischiveous foxes that cause spiritual and physical illness with their possession or contact with the common folk, until their spiritual enlightment grows and their tails multiply.

The Nightmare Fox, or the Yako Kitsune, appear as a black or white fox with a single tail and crimson or golden eyes, though many can appear to have red or other markings, personal to every fox. They prey on people's mind by playing tricks and possessing them, or by shapeshifting into other beings. Their method of attack, which stems from their original tail, is through Genjutsu and their Ghastly Fox-Fire, a gas-like flame that burns lazily and palely. They can use this ghastly flame to deal spiritual damage onto others, infuse their techniques with it and to possess others, stealing their abilities and wearing off their mental fortitude.

The act of possessing others is part of their journey for spiritual enlightment. The possession will allow them to acquire other abilities which will allow them to grow a tail, up to the ninth tail, where they typically acquire a golden fur and are considered at the zenith of their spiritual power and enlightment. Their Sanctuary is a black meadow within two hills. It is always night time within the meadow, and the grass blows with an eerie sound of death. Multiple white birches cover the base of the hills, a stark contrast in front of the black grass. It is called Yama-no-Okami.

Unique Ability #1 - Spiritual Enlightment/Possession - The Heaven Fox

The first unique ability of the Nightmare Foxes is through their spiritual journey. They are capable of possessing the summoner or their targets through a spiritual tether. This tether can be achieved through contact with their body or techniques, or through the natural blood link they share with their summoner. Abilities stolen from the summoner allows the Nightmare Fox to acquire both Cannon and Custom techniques the summoner knows. Techniques stolen from a target will only be based on Cannon techniques, with the exception of CE or CFS.

When they are summoned, they usually possess 1 tail, which is the Spiritual Tail that gives them access to their first abilities: Basic Genjutsu & Ghastly Fox-Fire ( Barring CFS or Doujutsu-based Genjutsu ) which is always tethered to their summoner ( Canon and Customs the user knows on the category of Basic Genjutsu ). Every turn, they can pull on a category of jutsu ( Elemental, Genjutsu, KG, Advanced Ninjutsu, etc ) that either their summoner knows or they possess from a target using an appropriate attack. Different elemental natures count as different categories, such as Fire and Water being caught in diferent tails. Advanced Elements do not require the elements that compose it, as the ability is spiritually stolen from whom they possess. The Nightmare Fox becomes complete and enlightened after 9 turns, where it acquires 9 tails, which can happen only at the 9th turn after summoning the fox, at minimum.

While there are no requirements when the Nightmare Fox grows a tail from their summoner, with the exception of being turn based, and are capable of using Canon and Custom techniques that they own, certain requirements are in place for stealing abilities from others: The Fox must hit their target or counter their techniques using it's body ( Taijutsu and similar ) or their abilities ( Foxfire, Genjutsu, Ninjutsu, etc ). For the second tail, the fox is required to neutralize or overpower at least an E rank technique or hit the target freestyle taijutsu or E rank technique. Overpower or neutralize a D rank for the third tail or hit with similar ranked technique directly, C rank for the fourth tail, B rank for the fifth tail, A rank for the sixth tail and S rank for the seventh tail. Requirements for the 8th and 9th folllow additional requirements.

As the possession is Spiritual nature, it can be countered with a Yin and/or Yang surge, or an Anutu surge. Thus, in order to steal these abilities, they have to either be grown from the summoner or by overpowering a technique of this nature, while restricting the usage of a second surge throughout the same turn. Stolen powers will grow a tail at the beginning of the next turn, if the Spiritual Possession was not blocked, by using the specific technique Spiritual Enlightment.

Unique Ability 2# - Ghastly Foxfire

Nightmare Foxes are capable of producing a demonic smoke or gas through their body that they are capable of materializing or manipulate through chakra. The smoke produced by the Nightmares has a corporeal substance to it, in the sense that it can be compressed and interact with other physical objects and entities, but is Spiritual in nature. It glows in an eerie green colour, almost like a pale and lazy flame.

This gas carries Spiritual damage, instead of Physical. The smoke can be used to form constructs that can be thrown at their opponents or other techniques, playing in equal fields with Ninjutsu and Elemental Ninjutsu ( Neutral S&W ). Upon physical contact or inhalation of the smoke, the target will feel hallucinogenic effects, translated as drunken daze, and is a vessel through which the Nightmares cast Genjutsu. ( Ghastly Foxfire will be submitted as a CSCJ, and is not Canon Smoke Ninjutsu ).

Basic Ability 1# - Mischievous Illusion

Nightmares are capable of using Genjutsu, which can be cast handsealessly or by contact with the Ghastly Fox-Fire. Genjutsu cast through the eerie smoke will require the target to absorb/seal or counter the smoke in order to then release from the genjutsu, or use a method that does both at the same time, like a chakra Surge of sufficient rank. They can use Canon and Custom Genjutsu, not Sound Genjutsu, Doujutsu or CFSJ, as their First Tail, though can acquire and mix in other forms of Genjutsu as they grow tails. Their paws have been developed in order to perform makeshift handseals for any categories that they acquire that are outside the Genjutsu spectrum.

Basic Ability 2# - Nightmare Spiritual Resistance

As Nightmares are creatures that prey on the target's psyche and mind, they are resistant to Spiritual damage attacks like Genjutsu and Spiritual-based Yin techniques, shaving off -20 damage from techniques that deal spiritual damage.

Basic Ability 3# - Ghostly Apparation

Nightmares are capable of flight, traveling at the speed of the average Jounin. Their tracking, though, is spiritual in nature, allowing them to sense Spiritual Entities and Chakra, acquiring a +5 tracking to their Base level, though always within the same landmark.


Declined, too much going on here; starting with the basics, each ability is meant to be one ability only. These go over that, I’ll show what I mean. Basic 1 has both Apex Handseal as an ability as well as Genjutsu Usage ( granted, this one is minor as we tend to allow summonings to have either Apex Handseal or a form of substitute that allows sealless ninjutsu, Basic 2 has just the Mitigation Perk, reducing damage which is another standard ability. Basic 3 has, in just a short sentence, Jounin Speed, Spiritual Sensory, Enhanced Tracking as well as Flight (flight being the most minor one here). This is considered 3 different abilities minimum here (Speed, Sensory and Enhanced Tracking) which definitely will not be allowed in one perk as it bypasses the 3 Basics limit. Tl;dr You essentially have Genjutsu Usage, Damage Mitigation, Jounin Speed, Spiritual Sensory and Enhanced Tracking as your Basics when you can only have 3 max. Remove any 2 of these.

Now the actual problematic part: the first Unique ability. The range of this ( not battle ranges, but the scope ) is far too high to allow for a contract. As of now, there are 2 contracts that allow the theft/usage of abilities not inherent to the contract/summoning: In the case of Korra’s contract, the summoning can gain the opponent’s KG or equivalent but it requires all 3 summonings lifecycle to accomplish. Tengu gain more abilities the longer they are near their bonded host in a 4 turn system (Gaining AN/HA then Universal/Mode and then KG or AE in consecutive turns). Both of these are only allowed the canon customs of these fields they gain access to as a trade off for the ability theft/mimicry. These all have some form of difficulty in usage or require some extended set up system to accomplish their goals and even then, there is an inherent limit based on the fields accessible.

You wish to have a contract that gains access to abilities and techniques ( canon or custom ) through simply blocking a technique with your body, sometimes as easy as with a D rank if possible. This is far too easy and simple to allow in this set up. Having spoken with Imperfect and Daemon, we agreed on certain things about it. For starters, there needs to be some system where it’s harder to acquire, even if marginally. Remaining within short range of a target nonstop is more difficult to achieve vs countering any jutsu they launch, for example. You can’t just go as easy as “I block this A rank with an A rank and gain a 4th Tail that I decide is Sound Release ). There needs to be more consistency with how it’s gained as well. Random selections won’t fly ( “I pick Fire as my first ability and Rinnegan as my second ability this fight but last fight, I chose MS as my first ability and then Fire as my second” type thing). Like described with Tengu, the first turn grants either the HA or AN. Second turn, a Universal or Mode, etc. Simply having it set at anything of the user’s discretion can cause the ability to be too broken early in when something like this would only be allowed in a staggered/rising system where turn by turn, stronger abilities access is gained. A suggestion would be Turns 1-2 = Basics, Turns 3-4 = AN/HA/AE, Turns 5-6= etc, or even having it be divided by Tiers. This would allow it to progressively become stronger over time with more abilities because stealing a KG or a higher end Tiered ability would not be approved. In addition to this, customs of any kind is a hard no for any contract that steals abilities/mimics them. The only time this is allowed is when you can only steal/mimic one ability and a low level one, such as a HA. Because the contract steals up to 9 abilities, it definitely won’t have any access to any customs - user or opponent’s ( unrelated but certain abilities directly mention being unable to be stolen such as Anutu fields and thus, can’t be replicated either way ).

Tl;dr = There needs to be a harder system to steal abilities as simply blocking techs won’t fly. The 9 abilities stolen needs to be progressively stronger as the time it’s presents is extended, be it Tiers or some other clearly defined system. Custom access is a hard no that can’t be bypassed ( the only exception here is due to the First Basic ability and only allows access to Basic Genjutsu which is none elemental or Sound/Doujutsu/Yin Enhanced/etc. And the Possession ability also needs to be reworked. While there exists several abilities, both canon and custom, that allow one to become possessed by some entity, this one is very, very undefined and vague and as is, is considered a completely separate ability than the actual detailed ability in the first Unique ( Ability Theft/Mimicry ). The Possession parts need to go or become it’s own Unique ability, at which case the smoke has to go. Speaking of which, the actual smoke related ability is fine. Keep in mind this wont be allowed to be used as a source for custom Gens as well. I have yet to read the bottom two techs as the contract was declined and as such, these may drastically change as well.

( Yako no Kitsune Hijutsu: Kitsunebi ) Nightmare Fox Secret Arts: Ghastly Foxfire

Type: Offensive/Defensive/Supplementary
Rank: E-Forbidden
Range: Short-Long
Chakra Cost: 5-50
Damage Points: 10-90
Description: Ghastly Foxfire is the inherent power of the Nightmare Foxes, a spiritual-damage dealing ghostly gas that burns like a lazy and pale flame. These can be manipulated into coating their fur and body parts, appear as levitating orbs and garbs around the Nightmare fox, or be used as rudimentary constructs and projectiles to attack or defend. They move at the speed of Basic Fire Ninjutsu.

Touching the bioluminescent gas won't burn or physically harm any target, but will induce several hallucinogenic and mental ailments. This technique will serve as the generic utilization of this Ghastly Foxfire, whose S&W follow a relation of Neutrality against other techniques. When interacting with physical objects, they will possess the same power tier as the chakra that was used to produce and manipulate it, or similar in chakra-less techniques. When interacting with sentient beings, they will be able to produce a rudimentary mental pain and hallucinogenic effect similar to being in a drunken haze. The severity of these effects will increase the greater the rank of the construct. This will affect the dexterity, speed and tracking of the afflicted target. Loss of Dexterity translates in losing the ability to perform strings of handseals that are more than 5-0 ( E-S Rank ). Loss of Tracking/Speeds translates in the loss of 1,2 or 3 points to their base values ( E-B,A-S or Forbidden Rank ). The effects do not stack, it requires a hit from a higher tiered Foxfire in order to aggravate the effects. Can be healed by Advanced Medical Ninjutsu (A or above) or Yang techniques of the same chakra tier as the affliction.

Ghastly Foxfire can be used to induce Genjutsu onto others, and will lock the Genjutsu onto their targets for as long as the ghastly gas is afflicting them. It can be purged through surges of Yin-Yang and Anutu, or any of their components of equal rank. Likewise, they can be interacted with through Advanced Sealing techniques that intend to absorb the chakra within the Foxfire, by using the same tier of chakra as the flame. Unlike Yin-based techniques, Foxfire are natural products of the Nightmare Foxes, and thus interact with Senjutsu with advantange in S&W, meaning that, unlike ninjutsu, Senjutsu surges can break the afflictions of Ghastly Foxfire, but do so by using a rank above the flame. The afflicted is dealt the same damage as the Foxfire vessel or the infused Genjutsu, whichever is highest. Damage does not stack ( A rank Foxfire carrying an A rank Genjutsu won't deal 60 damage twice ). Genjutsu used like this can behave either like a Ninjutsu and induce the Genjutsu on contact, or similar to Yin Release: 5 Element Illusion, where it is categorized as an Elemental Genjutsu cast upon the Target (Up to Mid Range at Max, no Specialty can increase the range), and the damage is dealt following Genjutsu's method ( Damage is felt if the technique is not countered properly, instead of being immediate ).

Note: Nightmare Foxes can passively produce damageless Ghastly Foxfire constructs, and can remove the damage from the Genjutsu they carry as well. These become Supplementary and/or Defensive in type, dropping the Offensive type. This can actively be revoked by spending a move slot.
Note: Using a specific Genjutsu attached to the Foxfire requires the usage of both techniques, spending chakra for both. It can't be used with Foxfire bellow B rank. It entails an infusion of +10 chakra to the attached Genjutsu, whereas the remaining chakra is made to produce the Foxfire itself. The Genjutsu can only be attached to a Foxfire of the same or higher rank. Forbidden ranked Genjutsu cannot be attached to Foxfire.
Note: Can only be used by Nightmare Foxes or Signers who have Naturalist Specialty.
Note: S and Forbidden ranked usage can only occur once every 3 turns and up to 5 times collectively and 2 max for Forbidden.
Note: After using S rank or higher, the user cannot make use of Foxfire for 2 turns, counting as the same and the next turn.
Note: After using S rank or higher, the Nightmare Fox's ability to perform Spiritual Enlightment ( the ability to grow a Tail ) will be in a stasis for those turns. If all 5 times are used up, the Nightmare Fox won't be able to perform Spiritual Enlightment, and will stop at whatever stage it was.

( Yako no Kitsune Hijutsu: Okami Kyubi ) Nightmare Fox Secret Arts: Spiritual Enlightment

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 50
Damage Points: N/A
Description: The progress from Nightmare Fox cub into a fully fledged Eternal Fox is through Spiritual Enlightment, otherwise known as Spiritual Possession. They acquire spiritual knowledge from either their Summoner or others, growing tails until they form their trademark 9 tailed form. This process begins with a single tail, which grants the Nightmare Foxes their initial and inherent abilities, namely access to the Ghastly Fox-Fire and other Nightmare Fox Secret Arts and Genjutsu, which is linked to their blood tether with their Summoner upon signing the Summoning Contract, granting them access to Canon Basic Genjutsu and Custom Basic Genjutsu from their Summoner.

Each turn, after being summoned, they can spend 50 chakra and pull on their Summoner's ability and mimic one category. The tail is grown at the begining of the turn, up to a maximum of Nine Tails. These can range from KG and CC abilities, different Basic, Advanced or Custom Elements ( Without requiring the Elements that compose them, as they stem from the original user that was Spiritually Possessed ) or other Advanced Ninjutsu and Techniques like Sound Ninjutsu, CFS Abilities, Sensory Abilities, Yin-Yang and their components, Anutu and their components, Senjutsu, etc. Abilities that work in stages will be mimicked at the stage that the original user has unlocked to gain their inherent abilities, though each different ability require a different Tail, namely a Nightmare Fox can mimick the Sharingan for its Doujutsu-based Genjutsu, Sensory abilities OR Ninjutsu-based abilities like Blaze, or Rinnegan for a Tail per Path. Growing a Tail requires the Nightmare Fox to spend 50 chakra and counts as move towards the jutsu slot allotted for each turn.

Spiritual Possession can be used against other targets different than the summoner. This is part of Nightmare Foxes' mischievous skills and spiritual abilities, but has different requirements in addition to the described in the spiritual possession of the summoner. In order to fullfill the requirements to perform Spiritual Possession, the Nightmare Fox has to interact with their target or overpower their techniques, either through physical contact or through a technique of their own. This gets increasingly harder the more tails the Nightmare Fox possesses. Abilities pulled from other targets will only grant access to the Cannon Jutsu list for that category, with the exception of CE, CFS and CC Abilities, or Customs that replace Canon abilities for that category, like Custom Sharingan. Likewise, Canon variants of Abilities can only be pulled from users that possess them, like the different types of Boil, Steam or Sharingan Techniques. The Second Tail requires a mimimum of Freestyle Physical Contact or E rank Techniques (Meaning affecting the Target with at least an E rank technique or overpower an E rank technique from the opponent). From the Second to the Seventh Tail, the mimimum requirement increases by one rank from E rank/Freestyle to S rank. The Eight and Ninth Tail has the same S rank requirements, but the opponent must be hit/contacted while actively using the Ability that the Fox intends to steal ( Like specific stages of Doujutsu ) or the technique being overpowered must be from the Ability that is being mimicked. If these conditions are achieved, the Nightmare Fox can perform Enlightment at the begining of the next turn and grow a Tail with the desired ability.

As the possession is Spiritual nature, it can be countered by the opponent. Surges of Yin and Yand and their components, or surges of Anutu and their components will counter the spiritual tether and invalidate the requirements described previously. If the Nightmare Fox uses a B Rank technique to overpower a B Rank technique from the opponent [User Turn 1], and the opponent uses a Yin-based surge at least B rank ( same chakra tier ) in their following turn [Target Turn 1], then the Nightmare Fox won't be able to use Spiritual Enlightment in the begining of the next turn to grow the Fifth Tail [User Turn 2], and will need to atempt to fulfill the requirement once more. If the Yin-Surge was not the first technique in the turn and was then naturally interrupted in the user's turn ( according to Time-Frame ), then the Nightmare Fox can perform Spiritual Enlightment at the begining of the turn afterwards [User Turn 3].
If the Nightmare Fox counters a Surge Technique from one of the aforementioned abilities with an appropriate, like using an A Rank technique to overpower a B rank Yin-Surge [User Turn 1], then the Nightmare Fox can use Spiritual Enlightment at the begining of the next turn [User Turn 2].

Note: Tails can be maintained throught a Battle or a Story Arc, and the abilities are Reset at the begining of the next Arc.
Note: Once a Nightmare Fox is summoned, no other summoner can call upon it.
Note: Spiritual Enlightment is considered a Ghastly Fox-Fire technique that deals no Damage to either the Summoner nor the Target.
Note: Following an usage of the S rank or Higher variant of Ghastly Fox-Fire, the Nightmare Fox's ability to perform Spiritual Enlightment ( the ability to grow a Tail ) will be in a stasis for those turns. If all 5 times are used up, the Nightmare Fox won't be able to perform Spiritual Enlightment, and will stop at whatever stage it was. Stasis means that if the conditions were met prior, the Nightmare Fox will be able to grow the Tail at the begining of the first turn that the Fox-Fire restrictions are lifted.

Both Declined by Default
 
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Link to approval of Church Grim > Here. <




(Gādian Ikatsui Gigei: Henkan ni Jin'ei) - ✢ Church Grim Arts: Return to Shadows ✢
Type
: Supplementary
Rank: B-rank
Range: Short
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Henkan ni Jin'ei is a defining technique that indicates the true spiritual origins of the Church Grim, as well the spiritual bond that they share with their summoner. Through the application of the necessary Chakra, a Church Grim is capable of manipulating the very makeup of their form that, upon rushing to the side of their summoner and lunging into their shadow, they are capable of changing themselves into a phantasmal state of being that, like a wisp of blackness, submerge themselves into the earth that is directly outlined by the shadow of their summoner, allowing for them to move relative to the summoner's shadow as the effective boundary without need for additional effort on their part. While in this state, the Grim is capable of communicating telepathically with the summoner as per usual by way of their spiritual bond with them, but are incapable of interacting with the material world or use techniques until they disperse this technique or it times out. Because of the natural of this technique relying on the outline of the summoner's shadow, it is possible for the Grim to be forced out of this state of submergence by removing the shadow entirely in any logical sense, such as the summoner leaving the ground and being airborne more than 10 meters high, submerging themselves into the ground or other solid substance, or by removing all source of light that would produce a shadow.

Notes:
-This technique once used lasts for a maximum of 3 turns.
-Outside of combat, this technique can last indefinitely, and costs no Chakra.
-If the shadow of the summoner is removed entirely inadvertently, the Grim will be forced out of the shadow and return, being incapable of using any Chakra-based techniques the same turn.
-Can be used in the shadow of both the original summoner and any of their clones.

Approved with edit.




(Gādian Ikatsui Gigei: Shuukai Maisou Shizumeru) - ✢ Church Grim Arts: Mass Burial Submergence ✢
Type
: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: The use of Shuukai Maisou Shizumeru is often defined as sacrilegious among the Church Grim; often relied upon as a last ditch effort to subjugate the dead into a state of final rest that consequently forces the living to face the same. The technique is first enacted by the Church Grim letting out a bellowing howl into the air similar to that of when they are enacting their "Resurgence Overrule" ability that leaves a rippling effect across the ground in front of them; cracks webbing across the earth in one rapid motion forward. Upon the introduction of the Grim's chakra into the earth, spreading it rapidly across a large encompassing area (up to long-range in radius), the earth will begin to move in an unsteady shift of the splintered plates, serving as the only preluded sign of the following events before they take full effect. After a brief quaking shift of the ground that disrupts any movement nearby individuals may be attempting, throwing them off balance similarly to "Earth Release: World Shaking", the earth will abruptly open up like a maw coiling around all that is within the range of the technique's effect, yet it does not cause a freefall state, but instead submerging each target in a near instantaneous coffin-shaped structure of stone that molds to the shape and size of their target that is then immediately plunged into the earth at speeds comparable to that of "Earth Release: Great Moving Earth Core", plunging both the Grim, their summoner and all others caught within the range of this technique 100 meters below the earth's surface. Upon arrival to the full 100 meter depth, the stone coffins will crumble like loose chunks of rubble, falling away from those that were previously ensnared within them, giving way to the capability to see an unexpectedly illuminated large cavern stretching in long-range of radius that is built into what appears to be the mocked structure of an immense Graveyard and Church; everything whittled, carved and formed out of the faces and formations of the earth that they are submerged in. Pitted like a pond near the center of the cavern is found a sole water source, albeit foggy and mucky in appearance. While in this new environment, it acts as the Church Grim's "domain," imparting upon the Grim a series of benefits that is meant to serve in expediting their efforts in returning those brought here to their grave.

Guardian's Bulwark - takes the form of acting like a natural force that is applied onto the field via the surrounding earth. While the Church Grim is active, they are perpetually funneling chakra into the state of the domain that now acts as the reintroduced active field of battle, every wall and surface within the cavern exuding the chakra the Grim is applying to maintain the environment. Because of this, the chakra not only acts as a sort of smokescreen against Dojutsu users, effectively acting as a blinding effect to such eye enhancements, it also serves to naturally draw upon the chakra of all those that are not the Grim or their Summoner. More specifically, any foreign chakra that is molded into a technique while within the cavern suffers a one rank degrade, or -20 damage equivalent.
Guardian's Terror - acts as an extension of the Church Grim's inherent ability "Resurgence Overrule." Where this unique ability would normally only impart it's effects onto those that are Undead, such as Edo Tensei, while within the cavern this ability can effect all those that are deemed foreign to the Church Grim (excluding the Grim's Summoner), regardless if they are Undead or alive, causing those caught in the Grim's horrific howl to see a reduction of their base speeds by one rank if considered Alive (Sage reduced to Jounin, Jounin reduced to Chunin, etc). Undead suffer the same drawbacks as they would normally but perpetually suffer +40 damage from all attacks made by the Church Grim (not the Summoner).
Guardian's Authority - prevents those that are caught within Shuukai Maisou Shizumeru's cavern from leaving it through normal means, such as through the use of techniques like "Earth Release: Hiding in Rock Technique". Any attempt to submerge oneself into the surfaces of the cavern will result in immediate rejection of the opposing chakra, nullifying the attempted use of such techniques due to the coating of the Grim's chakra being infused within the surfaces of the cavern. The use of space-time or transfer techniques that do not rely on passing through the earth in some way are the exception.

Notes:
-Once activated, this technique lasts for only 2 turns, meant to serve as a short but powerful field advantage.
-This technique may only be used once per battle and can only take effect if standing upon solid ground.
-Once within the cavern, the Church Grim may use all known Earth techniques without restriction.
-Once the 2 turn time limit is reached or the Grim is defeated/dispersed, all will remain within the cavern but may leave through any means, no longer being withheld by "Guardian's Authority." Additionally at the end of the 2 turns, the Church Grim will disperse and cannot be resummoned for the remainder of the fight.
-It is possible to avoid or counter the technique, in which case half the chakra cost is spent and nothing but the change in the terrain (breaking up the earth) occurs.
-Must be the final technique used in the same turn.

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Declined by Imperfect.

Will try and keep this brief. Long isn't a radius, it's a range. Long could mean 15m, or it could mean an entire Landmark. Stating that clearly is a high priority here. It becomes even more of an issue when you say that everyone within it's range is affected. Without actually specifying a proper distance, this can't be approved.

While I'm not against the premise of this, the dragging people down 100m is very specific, and the amount of passive benefits you're getting is potentially too much. What is the significance of it being 100m? Why would a being who protects graves disturb the earth? My recommendation is, if you can, pull this up to the surface, and make it a choice of the available buffs. 2 out of the 3 can be applied at any time, and you can change them a limited number of times and not in consecutive turns.

Reducing it's potency means you can increase it's duration. Two turns is effectively only the one, cause you use it last in a turn meaning it could easily be invalidated due to a change in the timeframe so it doesn't happen. Can easily be prevented from using this entirely with that last note. Should remove that. Anyway, you get it off, then at the end of your next one, it disappears. The turn you use it is "Turn 1". You functionally have nothing here, so that can be increased. 4 turns would be standard for this. That third note is a no, sadly. Can't allow any Church Grim to use any Rank of techniques. This is Forbidden to start with, so really it should only be allowed to be used by S-Rank and Forbidden Rank Summons with access to those Ranks anyway. Make a few changes, and maybe simplify the description in the first paragraph so there's less superfluous information, and you should be good.
 
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El Alucard

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Changelog:
1. Changed first ability.
2. Edited second ability as asked with more in depth explanation.
3. Updating armor as well.
4. Minor updates to the contract to better fit the abilities.
5. Changes bolded


Summoning Animal: Cardinals
Scroll Owner: El Alucard
Other Users who have signed contract: N/A
Summoning Boss if existing: Lady Serilda (Aphrodite)
Other Summoning Animals tied to contract:
Keleano, Mother Earth and Kurt Travis
Description and Background: The Cardinals are passerine birds that live on an Island hidden away from humanity normally only accessible to them and those whom they allow. They have sharp claws and extremely hard beaks and often love to appear as humans when interacting with the outside world. Having learned how to look like them and talk like them, it's easy to mistake them for your average person. The cardinals have a royal family leading them which is headed by The Burning Goddess Serilda. People that have signed the cardinal contract are able to communicate telepathically with their summons no matter where they are or how far they are. They will also receive from the royals a suit of armour made from a special type of cardinal beaks which will not only aid them in battle but will help them withstand the effects of one of the abilities of the cardinals. Although most royal cardinals are born with an affinity to multiple natures, it is important to note that they cannot use the natures simultaneously.

Fast Movement(Basic ability 1): All Cardinals are able to move and react faster than your average summon. As such they can all move faster than a Jonin rank ninja. The only exceptions to this rule are Cardinals with an affinity towards lightning and those with an affinity towards taijutsu who are able to move and react faster than a Sage rank ninja.

Nest Adaptability (Basic ability 2):Cardinals were originally migratory birds, in order to find the required weather and environmental conditions for their nests and reproduction. When they acquired chakra and ninjutsu, becoming Nin Cardinals, they created the ability to passively use their chakra to adapt to the environment. Since the ability is not always active, after being summoned into the field, they can passively activate this ability, which causes their chakra to permeate into the surroundings, and become infused with their chakra signature. While detectable by chakra sensors/seers, there are also discernible physical changes that take place, such as a water cardinal flooding battlefield thus making it dangerous to use lightning techniques as combatants would be underwater, combatants who do not know how to swim would also drown. The cardinal itself being in its natural domain would obtain an adaptability boost to its main Elemental Affinity or Ability, quantified as a +20 boost to techniques of said affinity or ability. Another example would be a wind cardinal making high-speed winds blow across the battlefield thus picking up dust and rocks. The cause and effect of these winds would be vision hindrance due to all the dust, minor damage from being pelted by pieces of debris etc. The cardinal itself being in its natural domain would obtain an adaptability boost to its main Elemental Affinity or Ability, quantified as a +20 boost to techniques of said affinity or ability, and clearly stated in the summoning technique. Generic Cardinal Summons will acquire a +10 boost to Cardinal supporting Ninjutsu. Adaptability boosts are not limited to damage only as a speed based cardinal may obtain a speed boost or a defensive one a defense boost and so forth, however, every cardinal excluding the head cardinal may only obtain one type of boost (two for the head) which should be clearly stated in the Cardinals description.


Declined, first ability is almost good, just a few small things. While the speeds are being more clear, we now require an actual numeric reference. Saying faster than a Jounin just tells us that it's a minimum of 8. I think being as fast as a Jounin itself is fine, meaning 8. Going higher for a contract wide speed gets harder to approve. If you want one or two fast/speed based ones, then those specific summonings can detail that they're faster than normal.

The second ability becomes too much in this setup; because of the wording suggesting more than elemental affinities can be used, it becomes troublesome with potential fields like Fuuinjutsu capable Summonings or Genjutsu using Summonings. If you're going for the added damage/additional boosts, you cannot have the ability to change or affect your surroundings which leans close to Unique ability territory.

(Kuchiyose: Koigokoro Megami, Aphrodite) - Summoning: Love Goddess, Aphrodite
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu for being the first Cardinal to obtain dual elemental affinities. Her affinities are to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

Note: Can be Only Summoned Once.
Note: The Armor takes 3 B-Rank hits and breaks.
Note: Must sign Cardinal Contract to use.
Note: Only one element may be used in a move.
Note: Lasts for four turns
(Kuchiyose: Moeru Megami Seriruda) Summoning: Burning Goddess Serilda
Rank
: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses their summoning tattoo to summon the Head of the Cardinals, one known by many names but commonly Serilda or Aphrodite. The Burning Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Like all Royal Cardinals, Serilda likes to appear in human form most times. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle she often opts to revert to her true form, a gigantic flame tornado envelopes Serilda pulling in chunks of earth from the surrounding area, altering her drastically in almost an instant. A vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, set ablaze as it shields wings, head, chest and legs from immediate dangers. Serilda’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests with razor sharp talons. As the transformation is completed, she swiftly with all her power opens her wings thus causing the flame that begat this transformation to burst forward sending outwards large flaming chunks of earth with a wave of A-Rank flames. This leaves a mark on Serilda’s feathers as the bird’s wings light up with a flickering blaze. The result, a sight similar to that of a great war as the battlefield in front of Serilda is destroyed and mostly on fire, a horror show for lovers of nature. She is the same size as Gamabunta, with an enormous wingspan of 20 meters. Although commonly known as The Burning Goddess due to her love of the flame element, she has also earned the title of Mistress of Ninjutsu for being the first and only known Cardinal to obtain triple elemental affinities. Her affinities are to fire, wind and earth which she can easily perform up to S-rank although she mostly prefers fire. She is proud, flirty, and unable to cope with most summoners unless they somehow prove themselves to her or she just likes their “Vibe”. These are the greatest flaws Serilda has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assured nature, she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

A Flaming Goddess Leaving Heaven (Nest Ability)
Activation of this ability by Serilda would cause the environment to drastically change into her ideal territory as the earth breaks apart causing jagged rock formations to protrude from the soil and fire to erupt from the ground making the air extremely hot. The environmental change triggers her Flash evolution as Serilda herself changes with the environment, growing a second pair of flaming wings, her eyes becoming completely white and her talons and beak becoming sharper. As the head of the Cardinals Serilda gains two adaptability boosts as all her elements gain a +20 boost and she becomes able to withstand up to A-rank techniques said elements (fire, earth and wind). As for the environmental effect itself, everyone caught within Serilda’s domain will feel the intense heat and begin to have difficulty breathing, sweat profusely. The heat waves would give mirages, their eyes would begin to dry severely making it very uncomfortable and painful for them thus causing them to blink constantly in a failed attempt at wetting their eyes (this would of course make it harder to keep track of the user visually), this extreme dryness will lead to blindness by the time the domain ends due to abrasion of the corneal surface and corneal ulcers caused by the dry eyes. The intense heat would also cause extreme dehydration as they are losing a lot of water. They would begin to feel very thirsty and light-headed in the 2nd turn, this paired with the mirages leaves them feeling unusually tired (lethargic) and highly confused by the 3rd turn which in turn makes it harder for them to move properly or perform techniques efficiently (-1 rank to techniques). By the time the domain ends the opponent would pass out for 2 turns due to severe migraines and tiredness.
Overall the domain lasts only 4 turns. Once this ability wears off the battlefield is left in complete ruins as most vegetation has been turned to ashes, the temperature drops back to normal, Serilda reverts to her normal form, her and the user are unable to use fire, wind and earth techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the environmental change as they have the “Wings of Protection” armor.

Note
: Can be summoned thrice per battle.
Note: Serilda’s Armour can take 3 A-rank hits before breaking from anything that she doesn’t have an affinity to. Meaning Fire, Earth and Wind up to A-rank can all be tanked by the armour. S-rank variations of aforementioned elements break her armour in 4 hits.
Note: Must sign Cardinal Contract to use.
Note: Remains on battlefield 5 turns, and can only be summoned again after 3 turns


(Kuchiyose: Arashi no Onna Keleano) - Summoning: Keleano Lady of the Storm
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and can fly and move faster than the average summon. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

Note: Can be Only Summoned Once.
Note: Must sign cardinal contract to use.
Note: Can only be taught by El Alucard.
Note: Lasts for four turns
(Kuchiyose: Arashi no joō Keleano) Summoning: Queen Of Storms Keleano
Type
: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is Serilda’s very fierce younger sister. Her egg was stolen from the Royal palace but the thieves made the mistake of trying to cut through Cardinallia Valley as a means of escape and died as soon as they entered leaving the egg there to be taken care of by nature. By some miracle she was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as a royal gained dual affinity for lightning and water, which she can perform up to S-rank. She later went back to the palace and very quickly took a liking to her older sister looking up to her so it’s not a surprise that she enters battle and often reverts to her cardinal form in a similar manner. Keleano is enveloped by a vortex of electrically charged water as she alters her normal human form to that of a large cardinal. She emerges as a large blue cardinal, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 16 meters and can comfortably fit two riders on her back. As her transformation is complete the water shoots forward a multitude of electrically charged bullets (C-rank) as well as an electrically charged wave equivalent to that of an A-rank technique which not only leaves the battlefield in front of her drenched and devastated as if a tsunami had just washed through but also leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many times and has had to learn how to balance and move very fast in order to be able to evade any type of danger, especially the never ending hail and lightning storms within Cardinalia Valley . As such she is very agile and can fly and easily move and react faster than the average Cardinal, easily being able to dodge lightning attacks. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

A Storm Of Premonition (Nest ability)
Activation of this ability by Keleano would cause the environment to drastically change into her ideal territory. This causes a massive amount of water from any nearby water sources and all the water from her drenching the field with her first transformation to float upwards making a multitude of water drops all around the battlefield which float in place. Once every turn they will shoot out in an omnidirectional manner pelting the opponent and before floating in place again looking like someone stopped time while it was raining. The water bullets will only collectively deal +15 blunt force damage in the 1st turn, +20 blunt force damage in the 2nd, +25 heavy blunt force damage from the third, the 4th and last turn will see them doing +30 piercing damage. The bullets up to the 2nd turn will only be a slight hindrance to the opponent as if being pelted by hail, the third turn where its heavy damage might crack a few bone and bullets on the fourth turn although not being able to pierce any internal organs, will pierce eyes and go as deep as the muscular layer thus leaving opponents blind and bleeding as well as tearing or some muscles. As for Keleano herself, she undergoes her flash evolution as she much like her sister grows a second pair of water wings,her feathers begin to give off an electric charge akin to an A-rank lightning technique thus shocking anything she touches whilst in this form. Her eyes become completely white and her talons and beak become more sharp. But unlike her sister who gets a damage boost and defense boost, she gets just speed boost this paired with her already fast movement from being a lightning specialist cardinal makes her very hard to keep up with, even for those with high level Dojutsu.Due to all the water bullets in the air, all small to medium sized fire techniques receive a -10 dmg penalty. Once this ability wears off the droplets fall back to the ground, Keleano reverts to her normal form, and she and the user are unable to use water techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the environmental change as the have the “Wings of Protection” armor
Note
: Can be summoned only once in battle.
Note: Must sign the cardinal contract to use..
Note: Stays on field 5 for turns after summoned.


(Kuchiyose: Appugurēdo) - Summoning: The Upgrade
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 to Taijutsu)
Description: The user will simply perform a single hand seal, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, the armor adds +10 to all Taijutsu the user uses. The beaks are naturally very strong and resilient, able to block damage from up to A-rank Taijutsu, A-rank Ninjutsu and B-Rank Elemental techniques. Since the armor is connected to the cardinals, should there be any Cardinal summon present on the field whilst the user has the armor on, the suit’s true power (The Upgrade) is activated and the suit adapts to the summoning Cardinal on the field.

• The Upgrade (Queen of Flames) - This upgrade is activated when Aphrodite is present on the field. The armor turns red and grants the user the ability to perform all Fire and Wind techniques B-rank and below with a single hand seal. The suit is able to withstand up to S-rank wind techniques, however it also obtains the elemental weaknesses of fire and wind and as such, it can only take two B-rank fire or water techniques before breaking.
Note: Can only use Fire and Wind elements while armor is active.
Note: Cannot use any B-rank and above fire and wind techniques for 2 turns after usage of this armor.
• The Upgrade (The Stormy Sea’s Princess) - This upgrade is activated when Keleano is present on the field. The armor turns blue and grants the user the ability to perform all Water and Lightning techniques B-rank and below with a single hand seal. The suit is able to withstand up to A-rank water and lightning techniques and S-rank Fire, however it also obtains the elemental weaknesses of water and lightning thus it is only able to take two B-rank earth or wind techniques before breaking.
Note: Can only use Water and Lightning while armor is active.
Note: Cannot use any B-rank and above water and lightning techniques for 2 turns after usage of this armor.

Note: Lasts 4 turns after which the beaks fall away.
Note: Can only be used three times per battle, but needs to cool down for 2 turns after the first time used and 4 turns after the second time used.
Note: The beaks that make up the suit are light so they do not remove from the user’s speed
(Hogo no tsubasa) Wings Of Protection(The Upgrade)
Type
: Armor
Rank: S
Range: Short
Chakra:40(+40 to repair damaged armor)
Damage: N/A (+20 to Taijutsu)
Description: Formerly requiring a gesture to summon a rather weak armor, the Royal cardinals decided to remake this armor and give it to those they deem worthy. The armor is still a layered spiky suit made of beaks of various shapes and sizes interlocking throughout the suit however, this time the beaks were taken from the remains of fallen cardinal warriors and treated by the wisest of cardinals in order to make them translucent thus making the armor itself translucent. The armor is sealed within a chakra activated pendant given to them by the Head Cardinal when they are deemed worthy which not only allows them to summon the beaks in any spot on the body they wish but also allows them to withstand all effects from the harsh environmental changes caused by the Cardinals Nesting ability. The user by sacrificing a portion of their chakra to the pendant can summon the beaks wherever, could be just his right arm, both his arms, from his feet to his head, or even having a full body armor; this all happens passively with a thought and as such can be performed simultaneously with other jutsu. When an enemy makes contact with the beaks or is hit by the user with the armor on it will be as if he were stabbed with many sharp knives, and as such the armor adds +20dmg to all Taijutsu the user uses. Although cardinal beaks are naturally very strong and resilient they may break if put under too much stress and as such the user needs to spend 40 more chakra to repair the armor. The suit is able to tank damage up to A-Rank Kenjutsu (break after 4 S-rank Ken), A-rank Taijutsu(break after 4 S-rank Tai), A-rank Ninjutsu (break after 4 S-rank Nin) and B-Rank Elemental techniques (to break 4 A-rank, 3 S-Rank elemental). Since the armor is connected to the cardinals, it too gains the same abilities as the cardinals meaning due to their natural speed the user is passively awarded with +4 to their base speed. Much like the cardinals secondary nesting ability the user can activate the true ability of the armor provided there be any Cardinal Summon present on the field. The armor’s true power (The Upgrade) once activated by the user via sacrificing +15 chakra the armor adapts according to the Cardinal present on the field.

• The Upgrade (Queen of Flames) - This upgrade can be activated when Serilda is present on the field. The armor turns red with golden accents on the edges of each interlocking beak and grants the user the +20 damage to Fire, Wind and Earth techniques (as they are Serilda’s affinities). It, much like Serilda, is also now able to withstand up to A-rank wind, fire and earth techniques and 4 S-rank fire wind and earth will break it however 3 A-rank of Water and lightning will break it.
Note: Can only use Fire, Wind and Earth elements while Queen of flames is active.
Note: Queen of Flames stays active for 4 turns, assuming Serilda is still on the battlefield.
Note: Cannot use any S-rank and above fire, wind, and earth techniques a turn after usage of this upgrade.

• The Upgrade (The Stormy Sea’s Princess) - This upgrade can be activated when Keleano is present on the field. The armor turns to a sky blue color with chrome accents on the edges of every interlocking beak and a speed boost much like Keleano. The user's speed is multiplied by two and as such any physical damage dealt to the opponent during this upgrade gains an additional +10 dmg points. Defensively this upgrade stays the same as mentioned in the earlier description.
Note: Can only use Water and Lightning elements while The Stormy Sea’s Princess is active.
Note: The Stormy Sea’s Princess stays active for 4 turns, assuming Keleano is still on the field.
Note: Base speed decreased by -5 points for 2 turns after usage of this upgrade.

Note: The upgrade ability of the suit may only be used once for each Cardinal which is linked to the suit.
Note: Holders of the Wings of protection pendant. passively gain +4 speed to their base.


All Pending
Changelog: *Tweaks bolded*
1. Numeric value-added
2. Second ability tweaked on how nesting works, also no Gen and Fuuin not allowed
3. Edited nesting abilities for both cardinals and made ask armor tweaks



Summoning Animal: Cardinals
Scroll Owner: El Alucard
Other Users who have signed contract: N/A
Summoning Boss if existing: Lady Serilda (Aphrodite)
Other Summoning Animals tied to contract: Keleano, Mother Earth, and Kurt Travis
Description and Background: The Cardinals are passerine birds that live on an island hidden away from humanity normally only accessible to them and those whom they allow. They have sharp claws and extremely hard beaks and often love to appear as humans when interacting with the outside world. Having learned how to look like them and talk like them, it's easy to mistake them for your average person. The cardinals have a royal family leading them which is headed by The Burning Goddess Serilda. People that have signed the cardinal contract are able to communicate telepathically with their summons no matter where they are or how far they are. They will also receive from the royals a suit of armor made from a special type of cardinal beaks which will not only aid them in battle but will help them withstand the effects of one of the abilities of the cardinals. Although most royal cardinals are born with an affinity to multiple natures, it is important to note that they cannot use the natures simultaneously.

Fast Movement(Ability 1): All Cardinals have a base speed higher than that of the average summon. Granted the normal summon’s speed is the same as a Jonin rank ninja, a (+4 increase to Jonin Speeds = 12). Exceptions to this rule are only to Cardinals with an affinity towards lightning release and those with an affinity towards taijutsu who are able to move and react faster than a Sage rank ninja (+4 increase to Sage speed = 15).


Nest Adaptability (Basic ability 2): Cardinals were originally migratory birds, in order to find the required weather and environmental conditions for their nests and reproduction. When they acquired chakra and ninjutsu, becoming Nin Cardinals. Since the conditions for their offspring were not always ideal, they then created the ability to passively use their chakra to adapt themselves thus creating the ideal environment for their nest. This ability however is not always activated as they only used it when they needed to nest and as such, after being summoned onto the field, they can passively activate it only costing a move. They do this by channeling massive amounts of chakra into themselves, so much so it begins to leak out into the surrounding area. This causes the Cardinals to undergo incredible changes that bring about various effects not only to themselves but to the surrounding area. While detectable by chakra sensors/seers, there are also discernible physical changes that take place. Examples can be seen from water cardinals whose offspring needed very humid conditions to survive as such the summon would channel so much water-based chakra within themselves, that it begins to leak out and the air itself becomes so humid other organisms within the vicinity feel as though they are drowning. The cardinal itself being in its natural domain would obtain an adaptability boost to its main Elemental Affinity, quantified as a +20 boost to techniques of said affinity or ability. Wind cardinals on the other hand prefer extremely windy nests so one would observe extreme gusts of wind around them picking up dust and rocks. Organisms within the vicinity would flee due to vision hindrance from all the dust, as well as minor damage from being pelted by pieces of debris, etc. The cardinal itself from the massive chakra channeling would obtain an adaptability boost to its main Elemental Affinity or Ability, quantified as a +20 boost to techniques of said affinity or ability, and clearly stated in the summoning technique. The royal lineage of the Cardinals and their attendants were the only ones allowed to learn these nesting abilities however and they only seem to be able to do it with Basic and Advanced elements, Basic and Advanced Ninjutsu, Taijutsu and variants as well as Kenjutsu. Other abilities like Genjutsu and Fuuinjutsu could not really be used to nest as Illusions did not work on eggs and what mother would seal their egg? Also, they didn’t really have physical properties like how fire has heat, lightning has energy, etc that their offspring needed so they didn’t bother to learn them. Generic Cardinal Summons will acquire a +10 boost to Cardinal supporting Ninjutsu. Adaptability boosts are not limited to damage only, as a speed based cardinal may obtain a speed boost, or a defensive cardinal a defense boost, and so forth, however, every cardinal excluding the head cardinal may only obtain one type of boost (two for the head) which should be clearly stated in the Cardinals description.

Declined, okay so the first one is almost good. Just number tweaking now, I think. No contract is being approved at speeds of a Sage or higher. As I pointed out last check, Jounin based speed is good. If you want some to be slightly faster, you can submit specific summonings that state they are faster than normal but the +4 to Jounin speed is a definite no - especially for a basic contract. Even the set up you have grants an extra Conditional Ability ( Speeds of +4 Jounin normally and then Lightning ones with +4 Sage speed). Again, write into specific summonings that they have faster speeds compared to the average Cardinal if you want some to be faster than others. This should only tell us the basic default speed.
Second ability gets confusing and more unique the more you put into it; they’re essentially channeling chakra to partially terraform landmarks/arenas to fight in by flooding it with their chakra and changing conditions such as making wind storms that whip around stone that hinders vision and deals minor damage as stated. This isn’t a basic ability such as Damage Mitigation, Genjutsu/Taijutsu Usage, Enhanced Damage, Boosted Stats,etc. Terraforming in the way it’s described adds an ability onto what should be simple Enhanced Damage or State. The additional line about it being done with Tai and Ken also makes little sense in relation to what the goal is. The main flaw comes from trying to make this a Swiss Army knife of augmentations. This logically should only apply to elemental fields and should be as simple as “when the Cardinal is in weather conditions related to their affinity, they gain an additional 20 damage.” Everything else makes it bloated, grants more abilities than allowed and ultimately moves towards Unique territory which would make it auto declined.


(Kuchiyose: Koigokoro Megami, Aphrodite) - Summoning: Love Goddess, Aphrodite
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu for being the first Cardinal to obtain dual elemental affinities. Her affinities are to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

Note: Can be Only Summoned Once.
Note: The Armor takes 3 B-Rank hits and breaks.
Note: Must sign Cardinal Contract to use.
Note: Only one element may be used in a move.
Note: Lasts for four turns

(Kuchiyose: Moeru Megami Seriruda) Summoning: Burning Goddess Serilda
Rank:
S-rank
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses their summoning tattoo to summon the Head of the Cardinals, one known by many names but commonly Serilda or Aphrodite. The Burning Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Like all Royal Cardinals, Serilda likes to appear in human form most times. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle she often opts to revert to her true form, a gigantic flame tornado envelopes Serilda pulling in chunks of earth from the surrounding area, altering her drastically in almost an instant. A vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, set ablaze as it shields wings, head, chest, and legs from immediate dangers. Serilda’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests with razor-sharp talons. As the transformation is completed, she swiftly with all her power opens her wings thus causing the flame that begat this transformation to burst forward sending outwards large flaming chunks of earth with a wave of A-Rank flames. This leaves a mark on Serilda’s feathers as the bird’s wings light up with a flickering blaze. The result, a sight similar to that of a great war as the battlefield in front of Serilda is destroyed and mostly on fire, a horror show for lovers of nature. She is the same size as Gamabunta, with an enormous wingspan of 20 meters. Although commonly known as The Burning Goddess due to her love of the flame element, she has also earned the title of Mistress of Ninjutsu for being the first and only known Cardinal to obtain triple elemental affinities. Her affinities are to fire, wind, and earth which she can easily perform up to S-rank although she mostly prefers fire (Note she can only use one at a time). She is proud, flirty, and unable to cope with most summoners unless they somehow prove themselves to her or she just likes their “Vibe”. These are the greatest flaws Serilda has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assured nature, she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

A Flaming Goddess Leaving Heaven (Nest Ability)

By channeling massive amounts of chakra within herself Serilda would Activate her nest ability causing her to grow a second pair of flaming wings, her eyes becoming completely white and her talons and beak becoming sharper. As the head of the Cardinals Serilda gains two adaptability boosts as all elements she is able to use gain a +20 damage boost and she becomes able to withstand up to A-rank techniques said elements (fire, earth, wind). As her chakra leaks from her, the surrounding area up to long-range begins to heat up rapidly as she becomes hotter and hotter, everyone within the vicinity will begin to feel the intense heat radiating from her as it moves over the battlefield causing difficulty breathing, profuse sweating. The heatwaves from the bird would cause mirages, as their eyes would begin to dry severely making it very uncomfortable and painful for them thus causing them to blink constantly in a failed attempt at wetting their eyes (this would of course make it harder to keep track of the user and Serilda visually), this extreme dryness will lead to blindness by the time the domain ends due to abrasion of the corneal surface and corneal ulcers caused by the dry eyes. The intense heat would also cause extreme dehydration as they are losing a lot of water. They would begin to feel very thirsty and light-headed in the 2nd turn, paired with the mirages leaves them feeling unusually tired (lethargic) and highly confused by the 3rd turn which in turn makes it harder for them to move properly or perform techniques efficiently (-1 rank to techniques). By the time the domain ends the opponent would pass out for 2 turns due to severe migraines and tiredness.

Overall the ability lasts only 5 turns. Once this ability wears off the battlefield is left in utter ruins as most vegetation has been turned to ashes, the temperature begins to drop back to normal, Serilda reverts to her normal form, her and the user are unable to use fire, wind, and earth techniques of S-rank and above for 3 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage. Holders of the contract are not affected by the Cardinal’s chakra as they have the “Wings of Protection” armor.

Note:
Can be summoned thrice per battle.
Note: Serilda’s Armour can take 4 A-rank hits before breaking from anything that she doesn’t have an affinity to. This means Fire, Earth, and Wind up to A-rank can all be tanked by the armor. S-rank variations of the aforementioned elements break her armor in 5 hits.
Note: Must sign Cardinal Contract to use.
Note: Remains on battlefield 5 turns, and can only be summoned again after 3 turns

(Kuchiyose: Arashi no Onna Keleano) - Summoning: Keleano Lady of the Storm
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and can fly and move faster than the average summon. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

Note: Can be Only Summoned Once.
Note: Must sign cardinal contract to use.
Note: Can only be taught by El Alucard.
Note: Lasts for four turns

(Kuchiyose: Arashi no joō Keleano) Summoning: Queen Of Storms Keleano
Type:
Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is Serilda’s very fierce younger sister. Her egg was stolen from the Royal palace but the thieves made the mistake of trying to cut through Cardinallia Valley as a means of escape and died as soon as they entered leaving the egg there to be taken care of by nature. By some miracle, she was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as a royal gained a dual affinity for lightning and water, which she can perform up to S-rank. She later went back to the palace and very quickly took a liking to her older sister looking up to her so it’s not a surprise that she enters the battle and often reverts to her cardinal form in a similar manner. Keleano is enveloped by a vortex of electrically charged water as she alters her normal human form to that of a large cardinal. She emerges as a large blue cardinal, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 16 meters, and can comfortably fit two riders on her back. As her transformation is complete the water shoots forward a multitude of electrically charged bullets (C-rank) as well as an electrically charged wave equivalent to that of an A-rank technique which not only leaves the battlefield in front of her drenched and devastated as if a tsunami had just washed through but also leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many times and has had to learn how to balance and move very fast in order to be able to evade any type of danger, especially the never-ending hail and lightning storms within Cardinalia Valley. Due to her affinity to lightning Keleano is even faster than the average Cardinal as mentioned in the contract, easily being able to dodge lightning most attacks (Up to S-rank I believe as her base speed is 15). She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

A Storm Of Premonition (Music to be murdered by)
By channeling massive amounts of chakra within herself Keleano would Activate her nest ability causing her, much like her sister to grow a second pair of water wings, her feathers begin to give off an electric charge akin to an A-rank lightning technique thus making all water techniques she uses electrically charged (this does not add to the damage of the water technique, an A-rank water technique will still have the same amount of damage, the only difference is it will be electrically charged causing shock or paralysis). Her eyes become completely white and her talons and beak become sharper. However, unlike her sister who is damage-based Keleano gains an x2 speed boost to her base. As her chakra leaks from her, the surrounding area up to long-range begins to become so humid a multitude of water drops begin to form all around. The droplets will float in place and once every turn they will shoot out in an omnidirectional manner pelting the opponent and before forming once more due to the humid surrounding. Despite the vast number, the water drops will only collectively deal +15 blunt force damage in the 1st turn, +20 blunt force damage in the 2nd turn, +25 heavy blunt force damage from the third turn, and the 4th and last turn will see them doing +30 piercing damage. The bullets up to the 2nd turn will only be a slight hindrance to the opponent as if being pelted by small hail so the will not hinder the opponent, the third turn where its heavy damage may fracture a few bones and bullets on the fourth turn although not being able to pierce any internal organs, will be able to pierce eyes and go slightly deeper than the muscular layer thus leaving opponents blind and bleeding as well as tearing of some muscles. Once this ability wears off the droplets fall back to the ground, Keleano reverts to her normal form, and she and the user are unable to use water techniques of S-rank and above for 2 turns. This ability can only be utilized thrice with a cooldown period of 5 turns between usage Holders of the contract are not affected by the environmental change as they have the “Wings of Protection” armor

Note:
Can be summoned only once in battle.
Note: Must sign the cardinal contract to use.
Note: Stays on field 5 for turns after summoned.

(Kuchiyose: Appugurēdo) - Summoning: The Upgrade
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 to Taijutsu)
Description: The user will simply perform a single hand seal, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, the armor adds +10 to all Taijutsu the user uses. The beaks are naturally very strong and resilient, able to block damage from up to A-rank Taijutsu, A-rank Ninjutsu and B-Rank Elemental techniques. Since the armor is connected to the cardinals, should there be any Cardinal summon present on the field whilst the user has the armor on, the suit’s true power (The Upgrade) is activated and the suit adapts to the summoning Cardinal on the field.

• The Upgrade (Queen of Flames) - This upgrade is activated when Aphrodite is present on the field. The armor turns red and grants the user the ability to perform all Fire and Wind techniques B-rank and below with a single hand seal. The suit is able to withstand up to S-rank wind techniques, however it also obtains the elemental weaknesses of fire and wind and as such, it can only take two B-rank fire or water techniques before breaking.
Note: Can only use Fire and Wind elements while armor is active.
Note: Cannot use any B-rank and above fire and wind techniques for 2 turns after usage of this armor.
• The Upgrade (The Stormy Sea’s Princess) - This upgrade is activated when Keleano is present on the field. The armor turns blue and grants the user the ability to perform all Water and Lightning techniques B-rank and below with a single hand seal. The suit is able to withstand up to A-rank water and lightning techniques and S-rank Fire, however it also obtains the elemental weaknesses of water and lightning thus it is only able to take two B-rank earth or wind techniques before breaking.
Note: Can only use Water and Lightning while armor is active.
Note: Cannot use any B-rank and above water and lightning techniques for 2 turns after usage of this armor.

Note: Lasts 4 turns after which the beaks fall away.
Note: Can only be used three times per battle, but needs to cool down for 2 turns after the first time used and 4 turns after the second time used.
Note: The beaks that make up the suit are light so they do not remove from the user’s speed

(Hogo no Tsubasa) Wings Of Protection(The Upgrade)
Type:
Armor
Rank: S-rank
Range: Short
Chakra:40(+40 to repair damaged armor)
Damage: N/A (+20 to Taijutsu)
Description: As the previous rendition was unable to withstand the harsh nature of the Cardinal’s nesting ability the Royals decided to remake it and hand it to only the trusted signers’ of the contract. The armor is still a layered spiky suit made of beaks of various shapes and sizes interlocking throughout the suit however, this time the beaks were taken from the remains of fallen cardinal warriors and treated by the wisest of cardinals in order to make them translucent thus making the armor itself translucent. The armor is sealed within a chakra activated pendant given to the user by the Head Cardinal when they are deemed worthy which not only allows them to instantly summon the beaks onto any spot on the body they wish but also allows them to withstand all effects from the harsh nature of the Nesting ability almost as if they were offspring of the cardinals. The user by sacrificing a portion of their chakra to the pendant can summon the beaks wherever, could be just his right arm, both his arms, from his feet to his head, or even having a full body armor; this all happens passively with thought and as such can be performed simultaneously as the other Jutsu. When an enemy makes contact with the beaks or is hit by the user with the armor on it will be as if he were stabbed with many sharp knives, and as such the armor adds +20dmg to all Taijutsu the user uses. Although cardinal beaks are naturally very strong and resilient they may break if put under too much stress and in such a case the user would need to spend +40 chakra to fully repair the armor. The suit is able to tank damage up to A-Rank Kenjutsu (break after 5 S-rank Ken), A-rank Taijutsu(break after 5 S-rank Tai), A-rank Ninjutsu (break after 4 S-rank Nin), and B-Rank Elemental techniques (to break 4 A-rank, 3 S-Rank elemental). Since the armor is connected to the cardinals, it too gains the same abilities as the cardinals meaning due to their natural speed the user is passively awarded +4 to their base speed. Much like the cardinals secondary nesting ability the user can activate the true ability of the armor provided there be any Cardinal Summon present on the field. The armor’s true power (The Upgrade) once activated by the user via sacrificing +15 chakra the armor adapts according to the Cardinal present on the field. Alternatively, the upgrade will automatically activate without chakra cost, should the Cardinal on the field activate their nesting ability in order to prevent the user from being affected as well.

• The Upgrade (Queen of Flames) - This upgrade can be activated when Serilda is present on the field. The armor turns red with golden accents on the edges of each interlocking beak and grants the user the +20 damage to Fire, Wind, and Earth techniques (as they are Serilda’s affinities). It, much like Serilda, is also now able to withstand up to A-rank wind, fire, and earth techniques and 5 S-rank fire wind and earth will break it however 4 A-rank of Water and lightning will break it.

Note:
Can only use Fire, Wind, and Earth elements while Queen of flames is active.
Note: Queen of Flames stays active for 5 turns, assuming Serilda is still on the battlefield.
Note: Cannot use any S-rank and above fire, wind, and earth techniques a turn after usage of this upgrade.


• The Upgrade (The Stormy Sea’s Princess) - This upgrade can be activated when Keleano is present on the field. The armor turns to a sky blue color with chrome accents on the edges of every interlocking beak and a speed boost much like Keleano. The user's speed is multiplied by two and as such any physical damage dealt with the opponent during this upgrade also gains an additional +15 dmg points. Defensively this upgrade stays the same as mentioned in the main description.

Note:
Can only use Water and Lightning elements while The Stormy Sea’s Princess is active.
Note: The Stormy Sea’s Princess stays active for 5 turns, assuming Keleano is still on the field.
Note: Base speed decreased by -5 points for 2 turns after usage of this upgrade.
 
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Legendary Summon:
Uchiha's Eyers
Scroll Owner: Placelse
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The Uchiha Eyers are found on a full blood red moon, within the caves of Dentong, known for countless of natural hotsprings in its lush natural landscape, the home of the Valley of Hell where the spiritual caves reside, a remote, rocky canyon of iron and air thick with sulphur. Known to only to be harmless to one who sports the same eyes, these creates are quite ever so intelligent. [Anatomy] Much like a bat's wing, these creatures have the ability of flight, flying endlessly without ever needing to land or take a break however. With their small devil like horns on their heads, sporting a circular body that houses a massive eye that's akin to the Uchiha Doujutsu. These spiritual creature's eyes (seen with many colors) have tomes that are merely a representative bane to all who've foreknown what a Uchiha is. Summoned in many sizes that range from boss summon size to a small bat-size.

[Standard Ability] Eyers' Ocular eye boasts powerful keen perception that grants keen detection of sight related illusions/gen-barriers; passively able to use Kai Release up to that summon's rank, from Spiritual/ Genjutsu techniques (Bar MS/ Yin Release). Furthermore, this also implies these Eyers have the ability to directly "See" any Genjutsu's chakra or a spiritual technique's chakra affecting them below MS-level.


[Standard Ability] Eyers' powerful Ocular eye boasts powerful keen illusion innate insight, that deals +20 to all Spiritual/ Genjutsu, as well being able to use any standard canon Genjutsu up S-rank (correlating to summon's rank).

[Standard Ability] Sharing a mental link with the summoner, as to being able to communicate easily. This couples into their summon(s) being able to layer (1) Genjutsu passively within the same-time frame of the user casts theirs, as the summon offers assistance; equal to summon's rank (Costing a move).


[Unique] These Eyers are able to see spiritual entities, like Katsuryoku spirits, Divine Spirits, Yamanaka mind-tethers, or Yin's Hungry Ghosts etc. (Respectively up to one LM away.)

[Unique] Eyers have a strong affinity with Genjutsu and Spiritual understanding, along with a strong mental will; enabling them to shave off damage done against their mind/ spirit/ soul by -20 DMG. (Able to resist Yamanaka effects similarly, correlating to summon's rank)

Bought here:

Declined, a few issues here but starting with the wording/phrasing of abilities and statements in this; the choice of words create far more problems than the actual abilities sometimes. I’m not sure if its intentional or accidental, but the phrases presented suggest ulterior motives with some abilities. There is no reason for any ability that should be directly described to say that it “implies” some ability can be used because I’m going to directly say unless the ability is DIRECTLY stated, any implications are false and subject to rechecks to remove as it wasn’t the intention when approved. All of the “boasts keen perception which grants keen etc etc” should be explained for what it is intended to be and not later used as a way to argue indirectly mentioned abilities “Well it has keen perception and can see movements similar to a Sharingan’s perception when things are slowed down” type of arguments stem from undefined or poorly phrased lines like that in the past. As for the actual abilities, I and others are leaning heavily towards a decline for the use of the Sharingan appearance as part of the contract. Besides being very misleading, it creates unnecessary relations and overlap with the Sharingan. All of this is a precursor to the decline.

The first Standard is completely declined. For starters, it’s not even a Standard ability: The ability to release Gen passively via Kai up to their rank (which being Legendary will always be S or higher, another problematic phrasing) as well as being “implied” to see Genjutsu being a second ability altogether ( Gen Release + Spiritual Detection ). The second Standard contains 2 Abilities: Genjutsu Usage as well as Enhanced Damage. The third Standard and the justification make no sense; They communicate with one another mentally so they can use a Genjutsu in the same timeframe as the summoner passively (from the way this is worded, it seems you mistake passively with “same timeframe” because nothing can be both passive and cost a move at the same time, that contradicts itself). I’m also not sure why the first or second Standards grant a boost to Spiritual techniques and not Genjutsu alone because the two are NOT synonymous and the description talks solely of illusion based techniques.

The first Unique is a little off; spiritual entities are again not synonymous to anything spiritual in nature. These are very specific phrases and terms being used. A Yamanaka technique, for example, is NOT a Spiritual Entity nor is a Divine Spirit a Spiritual Entity as that term is definitely defined differently than what you’re attempting to imply here. The second one agains suffer from wording problems as some of these things refer to very specific things in the RP, such as the difference between the Soul and Mind in relations to Spiritual and Utu related techniques and abilities. Plus, shaving 20 damage from Spiritual techniques (as it should be written) is not the same as resisting Yamanaka techs to a certain rank. That is a different level and form of Mitigation that shouldn’t be in one technique.

Tl;dr You are doing far too much with one contract. Legendaries can have up to 3 Standards and 2 Uniques depending on the abilities and the contract. In almost each of these, you have 2 abilities posing as one. You have actually written 5-6 Standards and 3 Uniques within this submission. While this is not a DNR, I do not see this being approved in the current Spiritual/Sharingan/Gen heavy use that it is attempting to pass as. I recommend dropping the Uchiha eye thing as appearance wise, it probably wont be allowed even if you get the overall abilities ironed out eventually. As for abilities, focus on ONE ability for each one and write it as clear as possible. The weird phrases and writing that is only present in your customs and not normal posts just highlights the issues already present in them and makes them harder to check because often times, staff is unable to figure out exactly what is being attempted.
 
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