Ⅰ Shadowy, Dark Vessel Ⅰ

Shady Nurse

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Nara Techniques:

(Kage: Kurechin) - Shadow Arts: Cretin
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Used for the purpose of story telling, Cretin allows the user to manipulate his shadow in all of its forms in order to convey a story to an audience. The story can range from a simple manipulation that covers a few centimeters to a grand, up to scale, extravagant showing. The user's imagination is the only limit. The technique can last 5 turns due to it being inherently harmless and easy to use. It costs 5 chakra points per turn to sustain, with a turn interval required between uses.

(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.

(Kage: (Ikinobiru) - Shadow Arts: Survive
Type: Supplementary
Rank: D
Range: Short
Chakra: 10 (-5 per turn)
Damage: N/A
Description: A simple technique that comes a long way. It enables the Nara to give a portion of his shadow tangible qualities. This allows the user to step on his shadow instead of the ground beneath him. This can be used to protect the user from stepping on/into enemy techniques. It lasts as long as the user wishes due to its basic application. Its as simple as walking on water.
Note: Lasts a max of 4 turns

(Kage: Chumon No Yogen-Sha) - Shadow Arts: Order of The Prophet
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10
Damage: N/A
Description: After capturing the target(s), either through this technique or others, the user is given the opportunity to humiliate the target(s). The user can choose to force the opponent to bend their knee(s) in order to kneel in front of the user, or to choose to cause the target(s) to close their mouths, preventing them from talking. The two are often used together to silence insubordinate mongrel. Other than the aesthetic uses of the technique it has a practical use. The user can choose to close the mouths of the target(s) as they are releasing a jutsu, thus effectively stopping the technique and potentially harm the target(s) depending on the nature of the released technique.

(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes

(Kage: Karon No Michi) - Shadow Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects/techniques with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them). In it's advanced variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the technique draws 5 chakra, as do objects infused. The infusion lasts three turns, and the advanced variation can only be used four times per battle, separated by a two turn interval between infusions.

(Kage: Deddo Otoko Okingu) Shadow Arts: Dead Man Walking
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (5 per turn per person)
Damage: N/A
Description: A technique to be used when an individual is injured/incapable of proper movement on their own. The user would control their shadows through chakra and would follow the movements of their shadows. This allows the user to continue moving on the battlefield. It follows the basic technique of the Naras. While this is invoked the user can not use elemental chakra. It can be applied to others to control their movement however the allies can only use taijutsu, kenjutsu, and basically anything other than that which does not require chakra. This can be used on multiple targets(up to 4), thus allowing the user to control an army of puppets. This allows the user to control even dead bodies and use them as meat shields.
-Usable 4 times
-Lasts 3 turns
-Mastery over Nara clan techniques.
-The controlled people would move 2 levels slower than they normally do. If the user controls himself moves at his same speed. No speed boosts will be applied while active

(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

(Ninpou/Kage: Ryouiki No Helios ) - Ninjutsu/Shadow Arts: Domain of Helios
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using the very nature of how shadows react to light, the user would use a variation of the hiding with camouflage technique in order to manipulate how light hits his body in order transmit the shadow of his body to a distant location. This is reminiscent of the bat signal in the sky. When used during normal daylight time, the user can only transmit the user's shadow to mid range away, however, if it was darker, for instance raining, or dusk/dawn, the user can transmit the shadow up to long range. When used at night times, the user can transit the shadow up to 2 LMs away. In a battle, usage of Domain of Helios allows for the user to perform techniques from a longer range than normal. During daylight, it only allows for a single range increase to techniques, however the other cases allow for a long range usage. The user can choose to transmit a single body part, multiple, or his entire body. The technique can last for two turns, costing 10 chakra per turn, and usage must be separated by a turn interval. The technique can be used 3 times. The user can chain a nara clan technique in the same timeframe with Domain of Helios as long as the techniques core is B ranked or lower. Naturally, the shadow must be at least 5 meters away from an opponent, although it can be projected to lower than that in case of targeting an ally.

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 40 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are decreased by a turn for each turn in contact with the shadow. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle, lasting four turns with a three turn cool down. If the shadow hits multiple targets at the same time the chakra draining is split between them.

(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of Creations of Tomorrow that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling the user's base speed. The shadow would erupt into a multitude of small triangular shadow shards that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique's rank, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques rank. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

(Kage: Shotou) Shadow Art: Elementary
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After performing two hand seals the user will split his shadow into two halves. Each half could extend to mid range distance. The halves shape could be altered to the user's liking. For example, one half would be a fist while the second would be a dagger. One half can hold down the target and the other would stab said target. The halves can each reach 5 meters size if deemed necessary. Similar to other shadow art techniques the halves can rise upwards. As such, the user can use them as means to gain elevation for example. Lastly, the strength of the shadows is similar to that of steel.
-Usable 3 times.
-Shadow techniques can be performed through the halves
 
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Shady Nurse

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The Lab:
(Doton: Merīgōraundo ) - Earth Release: Merry-Go-Round
Type: Defensive
Rank: C
Range: Short-Medium
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Merry-Go-Round is a very simple technique where the user focuses their chakra into a large portion of the ground beneath an area. Once done, the portion of earth the chakra is allocated to spins like a merry-go-round at a pace the user chooses to set be it slow or very rapidly. This serves many, many purposes such as redirecting a frontal technique such as a fire technique before it hits you. It can be used to rapidly spin an opponent quickly and disorient them, making them dizzy. This can also be used on the user themselves to help avoid certain attacks and could also be used on a summon for the same purposes. This technique can be sustained indefinitely, but costs 15 chakra to activate and -5 per turn to keep utilizing.

(Kuchiyose: Hottochokorēto ) Summoning Technique: Hot Chocolate
Type: Offensive/Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description: This technique is very simple, but very special to the ones who utilize it. Using the generic summoning signs, the user will then slap their hand, foot, whatever they need to onto the ground so summon a cup of hot chocolate from a famous ramen shop in Konoha. This hot chocolate is useful for many reasons. For one, it is piping hot so from the pain is capable of breaking up to B rank genjutsu from taking a sip of the hot chocolate at a small price of -5 health points. It can be thrown in the eyes of the opponent, temporarily blinding them for the entire following turn. Also, if used to drink, which is its primary use, it is used to gain +15 chakra per sip but also -5 health points is the cost. The cup of hot chocolate is worth six sips, or six usages in general, so it can be used six times any way the user sees fit before it runs out.

Note: Can only be summoned twice per battle.

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Summoning Animal: Fire Coral
Scroll Owner: Shady Nurse
Other Users who have signed contract: None at this time.
Summoning Boss if existing: To be submitted by scroll signers. Mine to also be submitted separately.
Other Summoning Animals tied to contract: None at this time.
Description and Background: Fire coral, although looking like the coral we usually see in the ocean, growing quite stationary, fire coral are a completely different entity, moving around and having differential traits. The reason it is called fire coral is because it only looks like the everyday coral and is a completely different "species", being a Hydra and related to other hydrozoans. Fire coral can also survive for elongated periods of time above water. Depending on how they are summoned, they can be summoned very tiny, moving slowly and having sneaky attributes, or summoned to the extent of filling an entire field into a fire coral farm. Again, these things do indeed move, albeit slowly, like a snail. But they are meant to be strategic as opposed to most of the brute force other shinobi and summons tend to favor. The main abilities of the fire coral are synchronizing and gaining more strength when pumped, surrounded or submerged in water which varies depending on the summon itself. This being said, shall a shinobi pump a water technique into the fire coral, the fire coral can apply +20 damage to said technique and pump it out as the shinobi intended. As opposed to damage, if it is a sustained or turn based technique being pumped into the fire coral, it can be sustained or last for two more turns as opposed to what it would normally last (ex: 2 turn tech now lasts 4). Their second and most feared ability, which is what makes the fire coral feared is their immunity to, and carrying of, the generic poison found in the ninja world. Again, based on the summon, does this determine to what extent they exert, intake or store such things, but all are known to have these two affinities: water release/hydro pumping via summoner and poison release. Their exoskeleton is very brittle, making any breaks in the coral very sharp albeit non-life threatening to the coral itself, but more so serving as a sharp defense mechanism to being tampered with. All fire coral have limb extensions compared to that of a jellyfish although smaller, thinner, and not as apparent. Actually, more microscopic than anything, reminiscent of hairs on a human body. These are what help the natural poison within the fire coral to spread to other humanoid species such as humans or other summons upon contact, even though there are other methods for the fire coral to release such things. Signers of this contract (bios stating that they have signed this contract) are immune to all effects of the fire coral.
 
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