El’s Workshop

El Alucard

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Notes, Jutsu Ideas, Bio updates etc etc.

General Submissions - 4
CJ, CFSJ, CEJ, CS
Advanced Submissions - 3
CCJ, CT, CMS
Custom Fields - 1
CFS, CE, CC, CSC


Pending submissions

  • 1 Custom tool (OHU)
  • CSC & Custom Summons


Submissions for this cycle

  • Red Mirror (Gen)
  • Blue Mirror (Gen)
  • Reality’s Embrace (Fuuin)
  • Zephyr’s Sentinal (CFSJ)
  • EM set (Custom tool)
Total: 4 General Submissions, 1 Advanced Submission


Back to the drawing board aka declines.

 
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El Alucard

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Creator: El Alucard
Type: Muscular, Molecular, Intestinal and Neurological
Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus, Various Restriction-Enzymes.

After completing his medical training, El Alucard utilized his expertise in molecular poisons to create a highly lethal, versatile poison. This poison incorporates properties from various plants and viral components, yielding potent effects when triggered by chakra interaction.

Description of Effects: The Shape Shifter Poison amalgamates toxins from plants and viral properties into a deadly combination. The poison takes on characteristics from Cicutoxin found in Water Hemlock, inducing amnesia, convulsions, abdominal cramps, and eventual death. Atropine and Scopolamine toxins from Nightshade cause fatigue, hallucinations, and paralysis. Ricin from Castor Bean induces vomiting. Together with various properties of the HI-Virus.

The virus-infused poison possesses two primary attributes. First, it can change states between solid, liquid, and gas through chakra manipulation. Chakra molecules attach to the virus, enabling state changes and genetic alterations, thus coining its name. Second, a hand seal activates viral integration into DNA by way of restricting-enzymes. While this halts already active poison effects, subsequent DNA damage symptoms will occur.

Due to the poison's viral nature, it has the ability to restructure the opponent's DNA. This renders even powerful techniques like Yang Release: Touch of the Sun ineffective in countering its effects. Although the Yang Release technique is capable of restoring individuals to their prime physical state, the poison's alteration of their DNA establishes a new baseline for their "original form." As a result, using the technique even when used multiple times would essentially entail recreating the modified DNA structure. This approach prolongs the individual's survival by restarting the symptoms, but it comes at a significant chakra cost. (This is only viable after the viral cells have been activated.)

Solid State:
- Non-active Viral Cells: A white powder mimicking Ricin, causing immediate and severe burning on contact with wounds or eyes. The result of the powder entering an opponent's eyes is complete blindness. On a wound, on skin or through absorption, the poison not only enters the bloodstream but also causes a severe burning sensation. The burn feels so horrible that it takes up most of the opponents primary focus resulting in a 25% decrease in their damage output. This powder can also mix with liquids like water and sweat. Absorption or Ingestion leads to uncontrollable vomiting after 4 turns. This vomiting continues until there is nothing left and they are throwing up bile, extreme pain between the bottom of their ribs and pelvis as well as severe stomach cramps incapacitate them as they continue to throw up nothing over and over again.

Liquid State:
- Non-active Viral Cells: Yellow liquid akin to Cicutoxin causing the opponent to experience amesia of S-rank and above techniques from the 3rd turn. By turn 4 the opponent experiences bright flashing lights thus hindering their vision and concentration completely, thus resulting in a 25% decrease in their reaction time. Turn 5 will see the opponent begin to convulse this incapacitating them. Death occurs in 6 turns.

Assuming it is not already in the bloodstream, the poison is extractable within 3 turns as that is how long it takes to be absorbed by the body. It can also be washed off of the skin with regular water or any other liquid.

Gas State:
- Non-active Viral Cells: Light blue gas resembling Atropine and Scopolamine. Severe fatigue 2 turns after inhalation will cause the opponent to become highly irritable, unable to focus or think straight as they begin to fight the waves of sleep, thus reducing their overall ability to perform techniques properly, this translates in a 25% damage reduction of their techniques. The effects only get worse by turn 3 as the opponent literally stumbles, unable to keep their eyes open and beginning to fall asleep mid battle. Their inability to keep their eyes open and their overall exhaustion translates to a 25% decrease to their tracking capabilities.
By turn 5 after inhalation, all the opponent's voluntary muscles would become paralyzed. 6 turns after inhalation their involuntary muscles would become paralyzed as well thus causing him to die.

Active Viral Cells: The effects when the viral cells are activated (passively but at the cost of a move as well as 10 chakra) are the same for all states of the poison. The only prerequisite being that the poison must have been in the opponent’s bloodstream for at least 2 turns. Once this is met, the viral cells can be activated by the user. Due to the alteration being of cellular nature the poison can not be cured once the viral cells are activated and the DNA is restructured. Not unless the opponent is able to restructure their own DNA (highly risky) or reverse the restructuring that was done by the viral cells. Effects of cellular alteration cause effects akin to radiation poisoning.

A turn after the viral cells have activated, an opponent will experience a strong feeling of nausea. Severe vertigo strikes during the second turn causing the opponent to lose their balance and possibly even vomit. 3 turns in and, an opponent will spontaneously begin to bleed through all their orifices, their skin will begin to peel off painfully as all their senses are set ablaze. All they know now is pain.

Their body will reject the new cellular information by the 5th turn thus causing neurological, physical and biological damage all at once, killing the opponent.

It is important to note that the viral infection weakens immunity, making the victim vulnerable to other pathogens and diminishing physical condition hinders chakra efficiency. This translates to the opponent needing to use double the amount of chakra they normally need when performing S-rank techniques and above.

Note: Activating the virus nullifies initial poison effects, reverting the opponent to the state they were before the poison effects begin.
Note: El Alucard is immune to the effects of the poison
Note: An antidote is carried with the poison by other users who have been given this poison.


Poison Release: Malevolent Shadows
Type: Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user performs 2 hand seals, releasing the shapeshifter poison from themselves or utilising an existing source of the poison. This noxious cloud takes the form of eerie creatures born from the user's imagination. The size and shape of these poison familiars can vary, from small insects to grotesque chimeras, depending on the user's creativity. Each familiar is connected to the user through a mental link. This link enables precise coordination for both offensive and defensive maneuvers without the need for conscious commands.

The number of familiars created depends on their size. For example, the user can generate numerous tiny insects or critters, up to four menacing serpents, two monstrous creatures, or a single colossal dragon. Alternatively, they can opt for miniaturized dragons, allowing them to create multiple familiars. These familiars also serve as a reservoir of poison that the user can manipulate without dispelling them. For instance, a serpent familiar can constrict an opponent, and further manipulated to emit spikes to harm the constricted opponent.

Note: S-rank can only be used three times.
Note: Familiars only persist on the field for four turns.
Note: Cooldown period of two turns.
Note: Can only be taught by El Alucard.


(Doku no kaihō: Venomufōji) | Poison Release: Venomforge
Rank: S
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique enables the user to control the "Shapeshifter poison." After performing 3 hand seals, the user can generate or manipulate existing forms of the poison into offensive, defensive, or supplementary structures. Due to the shapeshifter poison’s natural ability to change its state, the created structures vary in potency, size, and density, allowing for the creation of waves, blasts, fog, pools, and constructs depending on what state the poison is in (solid, liquid or gas).
Note: After usage, the user can't employ S-Rank or higher poison techniques in this or the subsequent turn.


(Doku no hōshutsu: Uirusu no kassei-ka) | Poison Release: Viral Activation
Range: Short-Long
Rank: D
Chakra: 10
Damage: N/A
Description: This technique serves a dual purpose. It allows the user to manipulate the state of the "Shapeshifter poison" between solid, liquid, or gas forms. Additionally, it can also be used to activate the latent viral cells within the shapeshifter poison. Upon usage the transition between states occurs instantly.
Note: usable once per turn.
 
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El Alucard

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Serenton: Daru de Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive
Rank: D - S
Chakra: 40
Range: Long
Description: The technique involves generating a spherical ball of amorphous red brick selenium powder, which, once formed, is propelled into the atmosphere. Upon reaching a certain altitude, the ball detonates, dispersing selenium particles and creating a “misty snowfall” of selenium dust over the designated area.
Note: A-rank and above only be used thrice per battle.
Note: A-rank has a 3 turn cool-down period S-rank has a 5 turn cool-down period.
Note: Snowfall lasts for 4 turns.


(Kisenonton: Raitoshō) | Xenon Style: Light Show
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Light Show is a formidable Xenon jutsu that draws inspiration from the destructive power of lightning. The user adeptly harnesses the volatile nature of Xenon to conjure a cataclysmic assault. With focused chakra manipulation, they conjure a colossal storm cloud infused with Xenon and charged with electricity, all set to unleash havoc upon release. Once unleashed, this tempestuous cloud unleashes a relentless torrent of blinding lightning bolts that streak across the battlefield, leaving behind dazzling trails of Xenon. The lingering streaks of Xenon, can also be skillfully employed for subsequent Xenon-based techniques.
Note: Can only be used 4 times per battle. Requires a cooldown of two turns before it can be reused.
Note: Can also be used via pre-existing clouds.

Chakra Conversion Matrix
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Chakra Conversion Matrix serves as a meticulously designed attachment, tailor-made to synergize seamlessly with the Absorption Arm. This ingenious robotic enhancement not only converts absorbed chakra into sage chakra, but also proficiently stores it for future use.
The Chakra Conversion Matrix activates automatically in tandem with the Absorption Arm's usage and passively draws upon the exact amount of chakra absorbed by the Absorption Arm in each instance. Additionally, it channels a corresponding amount from the user's own chakra reserves, actively working to convert both sources into sage chakra.
The matrix is capable of holding up to 240 units of sage chakra. It diligently accumulates and preserves this precious resource, ready to be harnessed at the user's discretion.
Note: Can only be used 3 times.
Note: Can only be taught by El Alucard.


(Healing Resonator) Health Converter | Ocean Hued Clam
Type: Tool
Rank: S
Chakra: N/A
Range: N/A
Damage: N/A
Description: The Healing Resonator is a remarkable medical fuuinjutsu-infused implant designed to work in tandem with the Quantum Resonator. Like its counterpart, it is seamlessly integrated into the user's body through a carbon-knit bodysuit. Whenever the Quantum Resonator activates and the user takes damage, the Healing Resonator kicks in. It uses sealed medical chakra to heal the user and absorbs a portion of the health regained, converting it into damage. The converted damage is stored in a three-pronged chamber, similar to the Quantum Resonator, as raw energy. When three activations of the Health converter have occurred, the Healing Resonator can release the stored energy as a single, omnidirectional burst of raw offensive jutsu. The amount of damage output is directly proportional to the health regained and the set percentage for conversion. For example, if you regain 60 health, and 50% is converted, you'll have 30 damage stored.

Note: The percentage of health converted into damage can be customized but must be set before the battle begins.
Note: The Healing Resonator's release can only be activated twice per battle, regardless of the amount of damage stored.
Note: The activation of the Healing Resonator's prongs happens passively, like the Quantum Resonator, but the release of damage requires the user to spend 1 move slot per prong engaged.


The Elemental Maestro’s Ensemble
Type: Tool Set
Rank: S
Chakra: N/A
Range: N/A
Damage: N/A
Description: The Elemental Maestro’s Ensemble is a set of four distinct scientific ninja tools, each tailored to enhance the user’s elemental abilities. Each piece is crafted to empower a user’s manipulation of any one of the basic five elements - water, earth, lightning, fire, and wind. When wielded individually, these tools offer specialized enhancements to one chosen element during battle.
Upon acquiring either two or four pieces of this set, they synchronize with each other granting additional effects which activate passively, further augmenting the user’s control over the designated element. This passive augmentation allows for an intensified wielding of the chosen elemental affinity throughout the battle. At the beginning of each battle, the user tunes the set to and one of the basic 5 elements to empower for the duration of the fight.

The Maestro’s Bracelet: The bracelet resonates with the user's chakra. Upon using a B rank or higher jutsu of the chosen element, it consistently channels a +5 chakra boost to all subsequent techniques of that element for 5 turns, followed by a 3-turn cooldown phase.

The Maestro’s Ring: The ring resonates with the user's chakra. Upon using a B rank or higher jutsu of the chosen element, it gives a +5 damage boost to all subsequent techniques of that element for 5 turns, followed by a 3-turn cooldown phase.

The Maestro’s Crest: The crest is when triggered by imminent threats, unleashes an S-rank outward burst of the chosen element, acting as a defense within close range, followed by a 3-turn cooldown.

The Maestro's Boots: Scientific marvels that calculate your running speed. Should the user exceed a speed of 20, they adapt to the users running and optimize themselves to make the user’s run the most efficient, thus increasing the users base speed by +2. Additionally, every kick is now imbued with the chosen element for 5 turns, adding status effects – fire for burns, lightning for shocks, etc. This is followed by a 3 turn cooldown.

2-Piece Set: Equipping any two pieces from the Elemental Maestro’s Ensemble causes them to synchronize with each other thus passively granting a +10 chakra and +20 damage boost to the chosen element’s techniques.

4-piece set: Once all four pieces of the ensemble are united, duration of these effects extends by an additional 3 turns, enabling the user to wield the selected element with heightened mastery for longer.

Note: Each element of the ensemble functions as a tool, occupying its own tool slot.
Note: The user is restricted to choosing a single element per battle, applicable to all components of the set.
Note: Can only be taught by El Alucard.


(Baria no michi: Kaze no Ōjo) | The Way of the Barrier: Zephyr Sentinel)
Type: Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: This passive technique, exclusive to practitioners who specialize in the Way of the Barrier, establishes an innate connection between the user and the fighting style. Constantly active, the Zephyr Sentinel manifests an invisible barrier around the user, akin to an ever-present shield. Operating autonomously, it reacts instantaneously to incoming threats of A rank and below, deflecting and nullifying attacks without the need for the user's conscious activation.

The Zephyr Sentinel, much like Gaara’s sand armor, operates seamlessly, providing a continuous layer of protection against both seen and unseen dangers. The user becomes an epitome of defence, guarded by the silent and vigilant Zephyr Sentinel, ensuring their safety in the face of formidable adversaries.


(Shinran) - Reality's Embrace
Type: Supplementary
Rank: S
Range: Short
Chakra: 50 (+10 to returned illusion)
Damage: (+20 to returned Illusion)
Description: Shinran, an intricately devised body seal, springs into action with seamless precision when the user becomes the target of genjutsu or illusionary techniques. Responding to the intruding chakra within the user's system, the seal adeptly intercepts and absorbs the opponent's illusionary influence before it gains a foothold.

In a swift counteraction, the expelled chakra undergoes a sophisticated enhancement process within the seal, deftly harnessing its illusory essence. The augmented chakra is promptly redirected back to the opponent, entangling them in a refined and intensified iteration of their own illusion. The returned illusion now carries an additional +20 in damage and +10 chakra, heightening the consequences for the unsuspecting opponent.

Note: Does not counter MS and EMS Genjutsu.
Note: Seal activation limited to 3 times per fight.
Note: 2-turn cooldown period after each activation.
Note: Passively activated, allowing the user to employ other techniques however, consuming one move slot.
Note: Can only be taught by El Alucard.


(Senjutsu: Hōka no Tengoku)|Sage Art: Phoenix's Wrath
Type: Offensive
Rank: S
Range: Long (50 meters, excluding user's landing point)
Chakra: 50
Damage: 100 (Elemental damage based on user's choice)
Description: Whilst mid-air the user channels massive chakra into their legs, descending with awe-inspiring force. Upon landing, they infuse the released energy with their chosen elemental chakra, transforming the ground upheaval into a personalized cataclysm. The resulting explosion, fueled by Sage energy and the selected elemental force, engulfs the battlefield, leaving a trail of devastation and dealing the damage and status effects of the chosen element.
Note: Can also be used with CE, AN and AE
Note: User must be at least 5 meters above the ground.
Note: Can only be done 3 times
Note: Requires 3 turn cooldown period.
Note: Can only be taught by El Alucard.

 
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El Alucard

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Custom Element Name:
月蝕 Gesshoku

Custom Element Name:
Eclipse

The Element is Based On:
Eclipse is a CE that harmoniously combines Fire, Advanced Fuuinjutsu, and Lightning chakras to create a unique black plasma-like substance. This creation is inspired by celestial events like solar eclipses, where light is effortlessly absorbed by the encompassing darkness.

Facts That Prove the Element to Be Possible (in the Naruto Manga Context):
While not explicitly mentioned in the Naruto manga, Eclipse aligns with the established concept of merging different chakra natures to birth new elements, a technique witnessed with various custom elements throughout the series. That and solar/lunar eclipses are things that have been seen to happen in the Naruto series.

In the Naruto universe, Fuuinjutsu is a versatile art that allows the sealing of various elements, energies, and even concepts. In a scenario where shinobi seal sound in a room for privacy, this demonstrates the plausibility of sealing certain elements or energies to achieve specific goals, making the concept of sealing light not entirely implausible.

The darkness generated by Eclipse leads to profound psychological effects through sensory deprivation-like experiences. In the Narutoverse, chakra and the elements it comprises often influence the mind and body. The darkness created by Eclipse isn't just an absence of light; it's a manipulation of chakra that interferes with the opponent's perception and psyche. This interference triggers altered perceptions, such as hallucinations, distorted time, and heightened anxiety, making it challenging for an opponent to orient themselves or engage effectively in combat.

In the Narutoverse, characters possess emotions and senses similar to real-life individuals. Hence, the psychological effects induced by the Eclipse darkness can be explained by acknowledging the shared experiences and responses of characters in Naruto to those encountered in reality.

In both worlds, the absence of light can induce a range of psychological responses due to the unique nature of sensory deprivation and its impact on the mind. Just as humans in the real world might experience disorientation, fear, and altered perceptions when placed in complete darkness, the characters in Naruto, being relatable in their emotional and sensory responses, can undergo similar psychological effects when engulfed by the all-consuming darkness of the Eclipse element.

How It Works:
Eclipse generates a black, fire-like plasma that crackles like lightning and possesses an extraordinary ability - the power to draw in and absorb all forms of light. By conserving its energy and not generating additional light, it super-heats this dark plasma to temperatures surpassing those of regular fire or heat-based elements. Eclipse not only inflicts a paralyzing burn on its victim but also upon deployment, acts as a complete seal, eliminating all light energy from the vicinity, resulting in a pervasive and profound darkness. This darkness can be disorienting and terrifying, engendering psychological effects akin to sensory deprivation. Effects can include hallucinations, an altered perception of time, increased stress, and cognitive impairments. It may also induce emotional changes such as fear and anxiety, leading to a sense of disorientation and perceptual distortions. Furthermore, Eclipse can impair an opponent's sleep patterns and motor skills. The sensory deprivation can even leave individuals hypersensitive to minor sensory input once reintroduced to normal stimuli. The user is immune to the psychological effects of this darkness and can see clearly within it.

Eclipse's impact on light is selective within its immediate radius, creating an intriguing visual contrast between what the user and the opponent perceive. For the user, the Eclipse manifests as a mesmerizing black flame-like plasma, reflecting the user's chakra and elemental manipulation abilities. In stark contrast, to the opponent, the area affected by the Eclipse presents an unnerving sight—a space that seems to have been erased from existence. This visual distortion makes the space visually confusing, drawing attention due to its perplexing and unnatural appearance.

What's remarkable about Eclipse is its ability to influence an opponent even without complete immersion within the element. Merely gazing at the Eclipse for more than two turns is sufficient to trigger some of the lesser effects. This exposure can result in hallucinatory figures emerging within the darkened area or evoke a sense of fear of the unknown, affecting the opponent's perception and emotional state. However, the more intense effects, such as full disorientation or hypersensitivity, require the opponent to be fully enveloped within the Eclipse's darkness, experiencing its profound psychological impacts.

Psychological Effects of Eclipse:
1. Hallucinatory Shadows: After exposure to Eclipse, the opponent may begin to perceive ominous shadowy figures or illusions that aren't actually present within that darkness, making rational decisions difficult.

2. Time Distortion: When exposed to Eclipse’s darkness, time feels erratic for the opponent. Moments stretch or race, leading to a disorienting perception. When not fully enveloped, opponent’s perception may distort jutsu, perceiving them as slow or immobile due to the absence of registered light. Simultaneously, they witness the encroaching darkness, adding to their disorientation, hindering their reactions and planning. This temporal distortion intensifies their confusion, making effective responses challenging. Once fully enveloped by Eclipse, time perception collapses entirely, leaving the opponent unable to distinguish between seconds and hours.

3. Hypersensitivity: Individuals can become hypersensitive due to Eclipse because, after experiencing prolonged sensory deprivation within its darkness, their senses may become accustomed to minimal sensory input. Once reintroduced to any other stimuli, even minor sensations can feel overwhelming.

4. Disorientation: The opponent may experience disorientation, feeling lost in the inky blackness, unsure of their location or the direction they were heading, which can make it challenging to maintain their bearings and engage in combat effectively.

5. Fear of the Unknown: The complete darkness might create a profound fear of the unknown, where the opponent becomes terrified of what might be lurking in the dark void, hindering their ability to focus on the battle at hand.

These scenarios reveal the profound psychological and perceptual challenges an opponent faces when exposed to the Eclipse’s darkness. It can significantly disrupt their mental state and impair their combat abilities, offering a distinct advantage to the user of Eclipse.

Jutsu Usage Examples:

Eclipse Release: Umbral Artistry

Type: Supplementary
Rank: D-S
Chakra: 10-40
Range: Short-Long
Damage: 20-80
Description: The Umbral Artistry serves as the quintessence of the Eclipse element. Through this technique, the user can weave the very essence of eclipse into versatile constructs. These constructs, ranging from shields to swords, kunai to ropes, manifest in various forms limited only by the user's imagination. The user can opt to create identical constructs in both hands, enabling dual-wielding or simultaneous attacks, albeit consuming two move slots.

Beyond conventional tools and weapons, this technique extends to encompass blasts, streams and waves. Upon gazing at the eclipse, the opponent is ensnared by hallucinations, witnessing haunting faces, figures, tentacles and other disturbing images emerging from the dark constructs. This not only obscures their perception of the constructs but also distorts their ability to gauge the constructs' actual distance. Light being sealed around the constructs produces an intriguing visual effect, where the immediate area appears erased while the surrounding space seems to emerge from the darkness, adding to the illusion that the constructs are both stationary and in motion simultaneously, further confusing them the more they look at it.

Note: S-rank usage is limited to three times per battle.
Note: No Eclipse techniques of S-Rank and above can be employed for three turns after S-rank usage.

Conditions to Be Able to Use It:
Mastery of Fire, Advanced Fuuinjutsu, and Lightning Release is necessary to harness the Eclipse.

Weaknesses:

  • Dark: Can absorb Eclipse.
  • Wind: The gusts of wind can extinguish and negate Eclipse’s electrical aspect.
Strengths:
  • Light Emitting Elements: Eclipse can seal and absorb light, enhancing its power.
  • Cold-Based Elements: Eclipse's intense heat easily melts through cold-based elements.
  • Plant-Based Elements: Eclipse burns through plant-based elements
  • Fire: The addition of fire amplifies its destructive capabilities.
Neutral:
  • Water: While water can extinguish the flame aspect of Eclipse, it acts as a conductor for its electrical aspect. Additionally, Eclipse's high temperature allows it to evaporate water upon contact depending on its strength.
  • Earth: Eclipse can be snuffed out by earth-based elements and ground its electrical component, but its intense heat can effortlessly melt through even crystalline structures.
Co-Creator: None
Students passing this to: None
 
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El Alucard

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Summoning Animal: Cardinals
Scroll Owner: El Alucard
Other Users who have signed contract: N/A
Summoning Boss if existing: Aphrodite
Other Summoning Animals tied to contract: Keleano, Mother Earth, and Kurt Travis

Description and Background: In the secluded sanctuary of an island concealed from humanity, Cardinals, passerine birds of remarkable prowess, reside. Guarded by sharp claws and unyielding beaks, they wield jutsu effortlessly, employing wing flaps and intricate sounds. At the helm of this avian realm is the royal family, led by the venerable Aphrodite.
Transformation (Basic Ability 1): Cardinals typically manifest as diminutive birds, small enough to nestle comfortably in the palm of their summoner’s hand. However, in the heat of battle, they can undergo a remarkable transformation, revealing their true and often vastly different forms.

Nest Adaptability (Basic Ability 2): Originally migratory, Cardinals have evolved remarkable adaptability, enabling them to thrive in diverse weather and environmental conditions—an essential trait for their nests and reproduction. In favourable environments, certain Cardinals can acquire an additional element or skill, further enhancing their capabilities.



(Kuchiyose: Koigokoro Megami Aphrodite) Summoning: Love Goddess Aphrodite
Rank: S-rank
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: Aphrodite, a petite scarlet avian, materializes gracefully upon the summoner's right shoulder. In her diminutive form she can constantly channel chakra into the user flushing their system as well as adding +20 damage to the user’s Katon jutsu. Her presence exudes an air of regal grandeur, albeit accompanied by an unmistakable hint of self-righteous and egotistical demeanor. Yet, when the call to battle resounds, she invariably chooses to reveal her true form – a breathtaking metamorphosis that unfolds with breathtaking speed.

Aphrodite's transformation commences with a colossal flame tornado, an awe-inspiring spectacle that draws in chunks of earth from the surrounding terrain, altering her essence in the blink of an eye. In mere moments, this once diminutive bird becomes an imposing figure, a red predatory bird whose frame dwarfs most men. Her body is now adorned with strategically placed, lightweight armor that shields her vital regions – her wings, head, chest, and legs – from immediate peril.

The transformation completes as she unfurls her newly enhanced wings, initiating a spectacular display of power. The flaming tornado that birthed this change erupts, casting forth substantial A-Rank flames intermingled with substantial earthen fragments. This not only leaves an indelible mark upon Aphrodite's fiery plumage but also transforms the battlefield into her preferred environment – an inferno. In her new form, she mirrors the size of Gamabunta, boasting an expansive wingspan of an astonishing 20 meters.

Aphrodite, a master of the fire element up to S-rank, ascends to unparalleled prowess in her preferred nesting environments. Amidst the infernos of volcanoes, blazing fields, or forests, and the gusty landscapes of deserts, she not only commands fire but harnesses a secondary element—wind—up to S-rank as well. In these scorching or gusty domains, her power reigns supreme, showcasing a harmonious dance of flame and wind.

Note: Can be summoned thrice per battle.
Note: Aphrodite’s Armour can withstand 4 A-rank hits before breaking
Note: Remains on battlefield 5 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, Aphrodite's fiercely resolute younger sister, takes the form of a petite azure bird perched upon the summoner's left shoulder. In her diminutive form she can constantly channel chakra into the user flushing their system as well as adding +20 damage to the user’s Suiton jutsu. Her origin story is as captivating as her abilities – her egg, stolen from the Royal palace, found itself in the treacherous Cardinallia Valley, a passageway to doom for the thieves who met their end within. Nature, however, embraced this stolen egg, and Keleano emerged amidst a tempestuous storm. Her journey led her back to the cardinal palace, where she quickly developed a deep admiration for her elder sister Aphrodite, often mirroring her transformation into cardinal form for battle.

Keleano's metamorphosis commences with her being enshrouded in a swirling vortex of electrically charged water, instantly transforming into a majestic blue cardinal. While not as colossal as her sister, Keleano's form is still imposing, standing at approximately 3/4 the size of Gamabunta with a remarkable wingspan of 16 meters. As her transformation reaches its apex, she unfurls her enhanced wings, unleashing a torrent of electrically charged water projectiles, akin to A-rank bullets. These deluge the battlefield, leaving it drenched and desolate, as if ravaged by a tsunami, creating her favored nesting environment. The water residue left on her wings also serves as a unique water source for her to harness in battle.

Keleano, a water user by nature, emerges from the tumultuous heart of Cardinallia Valley with extraordinary agility and speed, sculpted through countless encounters with relentless hail and lightning storms. Her unique nesting habit, cultivated in favorable environments, not only elevates her speed to surpass all other cardinals, effortlessly dodging S-ranked lightning, but also bestows upon her a secondary element—lightning release. In habitats rich in water, humidity, or lightning, such as rainy days, storms, lightning storms, ocean fronts, and foggy fields, Keleano's elemental mastery truly shines.

Note: Can be summoned only twice in battle.
Note: Stays on field 5 for turns after summoned.



(Kuchiyose: Hahanarudaichi | Summoning: Mother Earth)
Type: Summoning
Rank: A
Range: Short
Chakra: 40
Damage: N/A
Description: Mother Earth, the shy and cunning cardinal, possesses a unique feather colour that allows her to seamlessly blend into any environment, essentially rendering her invisible when perched on the user’s shoulder, it only seems this way, in reality her feathers just make it hard for the eye to register her. She prefers to go unnoticed by most, avoiding drawing any unnecessary attention. However, if an opponent manages to visually register her due to her peculiar feathers, they are ensnared in an A-rank illusion. The nature of this illusion varies each time she’s detected, adding an element of unpredictability to her presence.

Mother Earth maintains a telepathic connection with her summoner and any cardinal on the field, ensuring seamless communication. Despite her petite size, comparable to the Ma toad, she remains securely perched on her summoner’s shoulder, channeling chakra into her feet to withstand high-speed movements. Instead of relying on hand seals, Mother Earth excels at triggering genjutsu by emitting a high-pitched call, capable of performing up to A-rank illusions with precision.

Note: Stays on the field for 4 turns.
Note: Can only be summoned once.


Imperfect Cardinal Sage Mode:
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: ( -10 turn to sustain )
Damage: (Active + 20 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 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent techniques employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20.

Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.


Perfect Cardinal Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: ( -10 turn to sustain )
Damage: (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 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent techniques 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 move and fly at 3x his speed and sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, due to the cardinal’s natural tendency to adapt and transform becoming stronger when in environments of their liking the user similarly gains an additional (+10 damage) when using any skills/elements they have an affinity towards (all fields specialized in)

Attaining the Perfect Cardinal Sage Mode seamlessly integrates the user with the essence of the cardinal. In this perfected transformation, the summoner effortlessly manifests majestic cardinal wings and sharp talons while retaining their human form. Remarkably, they retain the dexterity to wield weapons and execute intricate handseals, ensuring a seamless fusion of their enhanced avian attributes with their original capabilities.

Note: 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 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
 
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El Alucard

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Summoning Animal: Weaver Ants
Scroll Owner: El Alucard
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Arachnia, Lumina
Description and Background: Nestled in the lush corners of dense rainforests, the Weaver Ants form an expansive and loyal colony, showcasing unparalleled unity. However, the potency of this summoning contract hinges upon a profound pact with the queen of the colony. Devoid of her presence, the summoner finds themselves unable to exert control over the colony, rendering its formidable potential inert.

Notably, Although the colony does have a chakra system, the entire colony, including the queen, are unable to utilize any jutsu. Instead, each colony possesses a distinctive trait dictated by the expertise of its ruling queen. For instance, a colony led by a queen with the fire chakra will also have fire chakra and might scorch opponents upon contact, while a colony under the dominion of a poison elemental queen could deliver venomous bites. The colonies dutifully follow the queen's orders, guided by the queen's specific pheromones that serve as the ultimate command. Through these pheromones the colony is able to work together as a unit.

Different from collective consciousness, hivemind which is one made up of sapient individuals communicating and collaborating in a collective, and working as one, weaver ants work as an individual hive mind, which is a singular consciousness that manipulates all instances of a species which otherwise are not capable of operating as sapient or as individuals.

Crown Convergence (Basic Ability 1): The Queen is able to pass on her title to the user by attaching to the back of their neck with a profound bite. The user assumes the mantle of the new queen, entwining their thoughts, chakra, and essential pheromones with the ruling monarch. This act not only unifies the user with the colony but forges an inseparable link, endowing the user with the authority to command the disciplined forces of the colony in harmonious accord.

Bioluminescent Trailing (Basic Ability 2): Evolving amidst the vibrant foliage, Weaver Ants possess Bioluminescent Trailing. They release a mesmerizing luminescent pheromone trail, guiding allies or disorienting foes in the darkness of the rainforest.


Shōran no Michi - The Epileptic Arts
Type: Nin-Tai-Ken
Background:
The Epileptic Arts, known as Shōran no Michi, emerged from a profound quest to devise a combat form capable of incapacitating adversaries without causing enduring harm. Forged by the adept hands of a skilled ninja, this unique style meticulously manipulates various elements to disrupt opponents' senses, inducing temporary seizures.

Description and Inner Workings:
The Epileptic Arts operate on the principles of fluid movements and precise chakra manipulation, seamlessly intertwining with elemental Ninjutsu, Taijutsu, and Kenjutsu. Its practitioners, attuned to the subtleties of combat, introduce nuanced shifts in their movements and chakra. In the realm of elemental Ninjutsu, these subtle changes alter the chakra's nature, embedding additional factors that assail the opponent's senses, triggering momentary seizures or strokes through sensory overload. The effects manifest in various ways, from a fire technique subtly strobing to the eerie sensation of a wind technique on the opponent's skin, all designed to induce a seizure.

In the domain of Taijutsu and Kenjutsu, The Epileptic Arts practitioners execute seemingly ordinary movements. Unbeknownst to their adversaries, these movements induce subtle effects, like a punch with a subtle movement of the shoulder causing the opponent to experience a momentary stroke and not see the fist coming his way, or see the fist; the mini-seizure causes them to be unable to process the information, freezing up, allowing the fist to make contact. This style is not an illusion or a trick of the mind, but rather it predates on the sensitivity and fragility of the human body to various external factors.

The consequences of these seizures vary, ranging from minor glitches and muscle spasms to impaired sensory perception or full-body convulsions. The intensity of the seizures is classified as Mini-Seizures (D-C), Moderate Seizures(B), Substantial Seizures(A), and Severe Seizures(S-Forbidden). They correspond to the intricacy of the setup, sometimes demanding specific sequences or unexpected combinations. For example, a skilled practitioner might need to swing their katana horizontally for five turns to elicit a particular effect or execute two large-scale earth techniques in the same turn, subtly incorporating nuances that trigger a balance seizure, disrupting the opponent's footing or even requiring the user to use certain elements in succession to trigger an effect.

Example Techniques:

Rokkaku Seken | Hexagonal Mirage
Rank: C-S
Type: Supplementary
Range: Short-Mid
Chakra: 10-40
Damage: N/A
Description: Rokkaku Seken, the Hexagonal Mirage, stands as the pinnacle technique within The Epileptic Arts. This captivating display is intricately woven into elemental techniques, where the user deftly tweaks chakra to produce mesmerizing effects—strobe-like patterns, vivid colors, tweaks in sound frequency, lingering drafts or wind, heat/cold fluctuations etc. — some effects are more subtle than others. These tweaks are crafted to be picked up by the opponent’s senses inducing seizures, the severity amplifying with each progressive rank.

- C-rank: Initiates a mini-muscular seizure, disrupting the opponent's ability to perform hand seals for the current turn and the next.


- B-Rank: Causes a moderate seizure. The opponent experiences momentary disorientation, compromising accuracy and coordination for the next two turns.

- A-Rank: Elevates the visual onslaught, inducing a substantial seizure. This affects the opponent’s tracking, halving it for the subsequent three turns if the opponent was exposed to the technique 2 turns in a row.


- S-Rank: The culmination of Rokkaku Seken, an overwhelming visual assault triggers a severe seizure. The opponent succumbs to full-body convulsions, rendering them defenseless. Notably, the S-Rank can only be employed three times per battle, and all three usages are necessary to elicit its profound effect.

Additional Effects and Restrictions:

- Status Epilepticus: Having too many seizures can lead to a condition known as status epilepticus. Should the opponent experience 8 or more substantial or higher level seizures in a battle, this will cause a condition where seizures occur continuously without recovery between them. This can lead to complications such as respiratory distress, brain damage, and death.

- Sequencing: In cases of sequences and turn-based exposure, missing one turn or not performing the sequence as it should be will cause the effect not to be triggered. However, the user can just restart the sequence immediately.

Specialty:
Embedded within the intricate tapestry of The Epileptic Arts is a specialized skill that grants practitioners a unique advantage. This specialization enables the user to passively integrate the style's principles into their combat techniques once every turn. As the practitioner refines their mastery, this specialization becomes an inherent facet of their combat identity, allowing for an ongoing, subtle utilization of the style's sensory manipulation. This consistent and subtle edge in battle, seamlessly integrated with elemental Ninjutsu, Taijutsu, and Kenjutsu, exemplifies the practitioner's profound connection with The Epileptic Arts.
 
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