♆ Panthalassean Colonies & Breeding Grounds ♆

Panthalassa

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♆ Bio & Notes Bureau ♆ Panthalassa Aburame

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Basic Information



Name: P. D Panthalassa​

Nickname: Beelzebub, Self-Proclaimed Admiral

Gender: Male

Age: 19

Clan: Aburame






Looks



Panthalassa is a lanky and scrubby looking fellow, with average height and sun-burnt skin with two tattoos, black stripes on the right side of his neck and the fly summoning tattoo on his right lower arm. He has a deep dark hair and a thin scar roughly the shape of a crescent around his right eye, and fractal scar by a lightning wound all over his back. His eyes are greener than the ocean depths, and there's a certain vivacity and spunk in them that would make him attractive, were he not always picking his nose.


As his default look, Panthalassa wears a patterned, purplish long-sleeved shirt ( see bellow ), the seemingly floating sunglasses, black cloth trousers and black boots. His village plate sits on a blackish band that is wrapped around his left arm, though it is now crossed. Several small pouches and tiny scrolls sit around his waist with kunai, needles and paper-bombs, and an assortment of basic ninja tools. He doesn't show his scythe in full form, instead having it in swarm form inside his clothes, with the hidden Lucifer Sage Fly colony within.



Personality



He is a person that takes himself very seriously, acting somber and stern, though everything he does seems to point out otherwise. Because he only has average skill, everything he does seems almost caricatured, even though Panthalassa has quite a strategical and analytical mind, and enough smarts to keep him going.


After getting banished from his childhood village, while he kept his dispar personality, he also gained a very ingrained sense of boredom. More like frustration with life. His battles started to blend in together, and he was drifting, both geographically and mentally. As a rogue, his aim was much less focused on loyalty and more in just a very hedonistic mindset, albeit quite passive and dull. He still gets extremely excited with the natural world, insects in particular, and Aburame clansmen, but not very much else.



Technical Stats




Village Info
Village of Birth
:
Konohagakure
Village of Alliance: Kirigakure
Rank//Chakra Info
Ninja Rank
:
Jonin
Specialty: Chakra Specialist ( Lifeline ), Water Specialist ( Single Handseal ), Summoning Specialist ( Personal Summoning ), Aburame Specialist ( Sustainment ), Serengeti Spears Specialist
Elemental Nature: Water





Your ninjutsu:
Basic Ninjutsu ♆
Aburame Ninjutsu ♆
Summoning Ninjutsu ♆
Fly Summoning & Ninjutsu ♆
Shark Summoning & Ninjutsu ♆
Ink Ninjutsu ♆
Water Release ♆
Panthalassic Water Release ♆
Basic Taijutsu ♆
Basic Kenjutsu ♆
Pharaoh Sychles Fightning Style ♆
Serengeti Spears Fightning Style ♆
Akasha's Impetus of Untouchable Fightning Style ♆
Panthalassean Colonies & Breeding Grounds


Lifeline Specialist: Panthalassa has a very unique fightning style, mostly based around chakra efficiency, absorption and control. He single mindendly focused his skills around different Non-Elemental Ninjutsu, such as Aburame, Summoning, Ink and other non specialized Ninjutsu, while his elemental Ninjutsu remains solely focused on Water and it's variants. Being such an distinct chakra specialist, he has 25% more chakra than other ninja for a grand total of 2000 chakra points, rivalring those of a Sage level ninja.​


Single Handseal Specialist: Panthalassa developed the Water element as far as he can, exploring no other elements and, thus, no secondary elemental specialties, constantly exploring new techniques, especially those related with water's chakra absorption properties and mist. He is capable of performing water techniques with one (1) handseal.​



Personal Summoning Specialist & Fly Summoning Contract: After travelling to the mount of Zaebub, he was able to befriend and forge a contract with the great flies, becoming the first Fly Summoning Contract Holder. Applying his Aburame heritage with the new-found contract, his Main insects aren't Kikaichu anymore, but rather his own personal fly breed, which are called the Milemorpha crypta, also known as the Lucifer's Sages replacing his previous personal fly breed, the Leviathan Gorges.​
( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.
Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.
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Aburame Sustainment Specialist & Special Aburame Insect Breed: Panthalassa is a masterful Aburame specialist, exploring the art and taking it to unimaginable levels. As a specialist he can sustain his creations and techniques without limiting himself, allowing them to exist without sustaining it via chakra per turn. This is done by adding 1 handseal to the necessary total. As a Jonin Ranked Aburame shinobi, Pantalassa has access two two different breeds of special insects, which he can use in combination with his Flies, the Bikōchū and the Kidaichū. The first provides an amazing supplementary insect with it's scent tracking abilities and the second is one of the most powerful offensive insects with it's nano-poison.
( Bikōchū Houkou ) Minute Scent Insect Perfume
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The Bikōchū is an insect that was once used by the Aburame clan in the great ninja wars. Two of the female's distinguishing traits are its long nose and its blue eyes. It also has an incredible sense of smell, stronger than even that of a dog. When she is are deployed, the insect will track down a specific scent, be it a type of element, an opponent's scent signature, or anything imagineable, within short range. Once the scent is recorded, the female will learn it for the entirety of the battle, and pass it down through it's descendents. This link will go through any sort of chakra or sense-suppression technique, making these special insects one of Aburame's best tracking assets.
Note: This can only be used once, though it lasts the entire battle, allowing the user, through communication with the insect, know where the source of the scent is at all times, along with minute dispersals of the scent ( clothes, fallen hairs, etc ), regardless of distance.
( Kidaichū Mushikui ) Parasitic Giant Insect Bug Bite
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: Kidaichu are a species of beetle-like insects that are bred and utilized by select members of the Aburame clan as part of their Parasitic Destruction Insect Technique. Though initially small in size, if provided with the incorrect amount of chakra, these insects immediately begin to devour the flesh of their host, causing them to undergo rapid growth to ultimately giant proportions.
Following an Aburame clan member placing a number of kidaichū onto the skin of an enemy, these insects immediately burrow into the victim's body and begin to devour its flesh and chakra. This process causes the insects to grow rapidly in size, until the host body is completely eaten away from the inside out. Its particularly effective against organic elements ( Double Strength ) as well as close combat ninjas as the insects can be placed on the target with simple contact.
Note: Can only be used by Aburame bios, once every 3 turns


Special Aburame Techniques: Trained by Torune Aburame, nicknamed Darui-Sempai, Panthalassa learned two automated techniques: Soft Impact and Removal of Sin. When the insects sense a physical threat coming through the host's blind spot, they will bristle up and take heed, to then perform Soft Impact, cushioning the attack. Similarily, when the insects surrounding Pantha's body detect foreign chakra disturbing the user's chakra pathway, they will become restless, detecting the chakra to then perform Removal of Sin, sucking the foreign chakra from the host, disrupting the attack.


(Aburame no Jitsu: Ubuge Shindou) - Aburame Secret Technique: Soft Impact
Type: Defense

Rank: A

Range: Short

Chakra: 30

Damage: N/A

Description: Aburame, not being well-versed in either Genjutsu or Taijutsu, sought of other ways in order to defend against something they weren't good at. Taijutsu is definitely not a field an Aburame would have practiced a lot, so they made up for the inability to defend with their bugs. If a user is unable to defend against an incoming physical contact from an opponent or object, their Kikaichu will act on their own accord and proceed to branch out in the incoming direction of attack and meet the attack head on. Using their ability to track and notice chakra, as well as swarm, the Kikaichu will intercept the blow or object by bending around the object while stringing themselves together with chakra to act as a kind of net. This net forcefully slows or completely blocks an incoming attack while greatly softening it, rendering it useless or slowed. If the attack is slowed, it will be enough so the user can maneuver out of the way of attack, moving to safety.


Note: If the user is unable to defend properly from an attack, the Kikaichu bugs will act on their own

Note: The bugs can defend from attacks that would be outside the users tractability, but will follow the S&W of Aburame jutsu

Note: The Kikaichu can't attack the opponent

Note: Can only be activated 3x per battle

Note: These bugs are not rapid to trace EIG or strong enough to counter EIG techniques.

Note: must be stated in the special abilities of the user's biography.


(Hijutsu no Aburame: Gaijo no Zaigo) - Aburame Secret Technique: Removal of Sin


Type: Defense

Rank: S

Range: Short-Long

Chakra: 40 (+10 if used on a friend)

Damage: N/A

Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.


Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu.

Note: Requires extreme control, therefore this technique can't be used with any other Aburame jutsu in the same turn.

Must wait 2 turns in between uses

Note: Removes chakra up to S- Rank

Note: Usable twice per battle

Note: must be stated in the special abilities of the user's biography.

Note: Can not be used offensively




Weapons, Fightning & Serengeti Spears Specialist: Panthalassa has completed basic taijutsu and kenjutsu training and has also acquired three Custom Fighting Styles, Pharaoh Sickles and Serengeti Spears, of his own creation and Impetus of the Unstoppable, taught to him by Yoanna. As the creator and first master of the Serengenti Spears CFS, Panthamino is a specialist in the style. He wields specially honed weapons, ranging from shuriken, kunai and needles, to actual swords, as are the swords he summons into the field. He is capable of, once per turn at max, execute a known Kenjutsu technique, canon or custom, while applying the necessary grace as to activate the drag and air accumulation, essentially turning a normal Kenjutsu technique into this particular form of Kenjutsu.



Custom Weapon: Panthalassa wields the Strange Eclosion Scythe, made of chitin and metal, which is used in combination with Aburame techniques and Kenjutsu. Less frequently, he wields the scroll that allows him to summon the Uchiha Sword of Creatures and Incription.
( Seien Umareru ) Strange Eclosion
Type: Weapon

Rank: N/A

Range: N/A

Chakra Cost: N/A (+5 chakra every 2 turns)

Damage Points: N/A

Description: Strange Eclosion is an elegantly woven body-length black and white scythe with an intricate curved shaft and two sets of blades, the first with a long bent edge, nearly half the size of the staff, with beautiful carvings in it's flat sides, the second being a dagger-like protrusion at the other end, like a sturdy and piercing nail. The scythe is entirely made of queratinized and sharpened insect mandibles, which appear like tiny blade shards on their own, but look and have the texture like a flat and sharp blade when they're in scythe form, with the exception of the double tonality of white and black shards of mandibles, which give the weapon the appearance of multiple spirals of insect eggs and pupas all across the scythe.


Charging chakra through the scythe allows the user to activate the shards, separating them and creating a sort of swarm of shards, white or black, which appear to eclode from the drawn eggs and leave the scythe in a swarm made of their own color. When they leave, the scythe itself will retain only the color of the remaining shards. These swarms will be manipulated through chakra to levitate around the user, and can be used as a medium for Aburame techniques, similar to actual insects, in terms of what type of structures and motions the swarm of sharpened mandibles is able to do, or by actual kenjutsu techniques, in which the swarm aggregates as the typical flying slashes, and gives a more tangibility. Being leaner and sharper than actual insects, and more tangible than chakra slashes, they can move faster and pierce further than the original techniques, so much so that, while they share the same elemental S&W, techniques used through the sharpened mandibles are one rank stronger than the technique used. For the White Swarm, similar to Aburame Insects, the user is capable of absorbing chakra from an opponent or technique, which the user can then be transferred back to the user. The default being 10 chakra per turn of contact, or whatever the technique used describes.


In pure scythe form, the user is able to utilize Kenjutsu, actual techniques or free-form, at will. When manipulated in swarm form, the Black shards will be associated with Kenjutsu, aggregating to make the structures that the technique entails, be it simply a flying slash or actually producing an aggregated blade to remotely slash someone, while the White shards will be associated with Aburame, and manipulated through Aburame techniques. This restriction allows for an observing opponent to understand how each type of swarm works, despite the user being able to activate both swarms at the same time.


Recently, and through constant usage, Panthalassa has noted the scythe to have acquired a aquatic tinge, due to the infusion of Pantha's main affinity, Water Chakra. Experimenting with it, and due to the shard's own swarm and liquid-like flexibility, Panthalassa discovered he is capable of manipulating either swarm with Water Chakra, in addition to Aburame or Kenjutsu, and acquire the same boon, due to the greater sharpness and tangibility of the shards, thus Water techniques used through the shards have a +1 Rank increase.


Note: The user is able to freely move and hide the scythe swarms in a container, similar to actual Aburame Insects, up to 2 meters around the user, with the exception of pulling them back within range after manipulation through a technique, following a linear path.

Note: Otherwise, Black swarm can only be manipulated by Kenjutsu, White swarm can only be manipulated by Aburame techniques, both can be manipulated by Water techniques.

Note: Each swarm can only be manipulated with one technique at the same time.

Note: Activating a Swarm counts as a jutsu, activating both counts as two. Deactivating a swarm, reverting it back to scythe form does not count as a jutsu.

Note: Each turn a swarm is active the user must spend 5 chakra per 2 turns, and per swarm.

Note: The blades themselves are indestructible, but they can be overpowered by other techniques, becoming unusable for 3 turns.

Note: In scythe form, the weapon is considered S rank, and can be neutralized as such.

Note: The user can't perform Forbidden ranked Water, Kenjutsu or Aburame Jutsu with the swarms.


( Uchiha Ikimono to angō-ka no Ken ) Uchiha Sword of Creatures and Encryption




Type: Weapon

Rank: S rank

Range: N/A

Chakra: (-20 to enemy chakra)

Damage: N/A

Description: This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword. Abilities of the blade:

╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate.

╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability.


Restrictions:

╳ Can only make one water source per turn.

╳ Takes two turns to draw up from underground a water source.





Ink Ninjutsu: Panthalassa has studied and mastered Ink Ninjutsu, to personally control his own tattoos, the sun-burst tattoo and the fly summoning tattoo, aligning his love for tattoos, Ninjutsu and Water.

Shinobi of the Mist: While he wasn't exactly born in the Mist, he has been living there since he was a baby, and was raised there. he is accustomed to seeing inside the mist, so he is less restricted by it, by one range, than foreigners.
His loyalty and affiliation permit him to utilize the Village Customs of Kirigakure.






Background Info



History: Panthalassa was brought up in Kirigakure quite close to the beach, though he was born somewhere around Konoha. It was the opposite shore of any sort of respectful neighborhood in the village, and frequently visited by pirates and less amiable ninja. His father was a common man-*****, gambling and conning people for their savings, tricking many a criminal into emptying all their pocket money into his own, and then some.



He didn't talk much about Panthalassa's mother, but it was clear she was one of the most beautiful and cunning pirates around, at least until she dropped him as a baby on his father's lap and left never to return. Which was odd because this happens about 2-3 months after she and his father met, and at that point the babe was already a few months older. To anyone he asked, Panthalassa always had her described as beautiful and smart with a terrible attitude and a golden tooth. In the end, all Panthalassa really knew was that his mother conned the con man.



That and that she was originally an Aburame, or at least Panthalassa hoped so, because, as a babe, he was covered in Destruction Bugs, and formed the chakra ritual long before he was dropped on his father by her mother. While it took sometime for the father to get used to it, given the world alliance, it wasn't exactly hard for him to get more Aburame bugs and even some teaching scrolls, and the misty and somber environment, swamp and jungle filled, was quite the breeding habitat for the bugs to thrive.



When he was old enough to join the ninja academy, an institution imposed by the new found world peace, he wasn't a very good student. He learned the basics alright, but always tried to outmaneuver the system, and, for that, always received bellow passing grades, and was pushed back several years, until he finally decided to move on. He passed the Genin test and, proclaiming himself as an Admiral of the seas, he set sail onto the rest of the world.




House Warming Gift: Of course, the first place he set sail to was to the market district down town. It wasn't really sailing, more like picking up everything and finding a cheap rent. The place was crawling with bugs, which, to him, was a real plus, and it was close to the beach. Now, interesting thing, last lesson he learned in the Academy was given by a foreign sensei, called Madara Uchiha, and it was about Summoning Ninjutsu. It's interesting because the bugs that had overtaken his apartment were murderous flies.



He didn't even saw them as murderous. He just found them funny. And they talked too, so he was just overjoyed. In hindsight, Pantha should have known they were just luring him to a trap when they invited him into their sanctuary, the mount of Zaebub, through a crack in the wall brimming with chakra. Then again, the flies weren't expecting an Aburame either. Even though he mastered Aburame from scrolls written by the scholar and historian order of Sharingdork, he was pretty skilled in the arts. Soon enough, he took over the mount and won the flies over to his side, forging a Summoning contract with them. When he got back, he was stronger. And a bit hungrier, all the flies had was rotten meat.



Back home, he celebrated his new friends with a great tattoo on his right forearm, with the sigil of the Flies, which would serve as the summoning tattoo, and, at the same time, he tattooed an array of sunbeams on the right side of his neck, because it just looked cooler. Though, secretly, it also remind him of some of the only memories he had of his mother, a black silhouette standing on a black boat, with the massive orange sunrise behind her, brimming with light and warmth. In the new beginning of his life, he remembered the beginning of his infancy, though not consciously, no, because he just wanted to look really cool.



Journey to Personal Student: The hardest thing about being a new ninja was, undoubtedly, getting trained. He applied to many sensei, in house and foreign, but it would seem he would never be taught anything else. After a long and arduous begging section, he was able to convince a passing by sensei, from Konoha, to continue his training in basic Ninjutsu. They would meet up here and then, learning a few more techniques every time. Little did he know, the man teaching him was Castiel, the right hand of the Juuchidaime Hokage.



But his training did not truly begin until he met Dean Winchester from Iwa. Up until then, without many skills to account for, Pantha was limited to one or two spars, and plenty more chats and partying in the tavern. When Dean came into Kirigakure, he ended up in the same tavern as Pantha, not that there were many anyway. After a short while they bonded, somewhat drunkenly ( though Long John, the bar keeper, never actually gave alcohol to the 15 year old, he just told Pantha he did ). That's when Dean outright asked him to become his personal student.



Now he was getting the skills he needed, and everything just seemed to go great. Breathing in the sea breeze, and it's familiar and overbearing smell of salt and iron, from all the blood, he went into the tavern to meet his friends. Izaku was there, and soon enough they met with Neji and went on a beach trip to the Moss Island, where they faced off against a giant octopus off the coast of the isle. They fought valiantly, even though the eight-legged cephalopod only wanted to make Izaku his lover. When they defeated the mollusk, Pantha was eager to keep on adventuring, but the way he went about it was all wrong.



Precocious Trip: He wanted to set sail. When he returned to the market district, there had been a terrorist attack, but a non-threatening yet quite annoying target. The Mizukage placed a bounty on his head, and that's when Pantha met the Regent of the Mask, and how he got into more trouble than he should have. The Regent took him in the hunting party, though he never really cared much. Pantha wasn't amongst friends as he left the Water Country for the first time, and they were all far stronger than he was, and very little caring, if at all. The mission was a success, but he wasn't even able to keep up with them. He returned tired, alone, and not at all proud of himself.



His mood was down, for quite a while. And it seemed to culminate on morning, when he was leaving his insect breeding grounds over the Foggy Mountains, where he was face to face with one of the Anbu. He despised them, despite being completely against Pantha's nature. His father was constantly harassed by these so called swords of the mist, because they were nothing more than power hungry bullies, relics of the Bloody Mist. These Masked Assassins were not worthy of the mist. But this one, he recognized, was Kushimaru of the Nuibari. How could someone so despicable carry such a national treasure and prized title? And worst of all, this was the man that brought his friend, Izaku, into Kiri. He tried to swallow his hatred and thank the man for what he did to his friend, but instead he was attacked.



This wasn't the best time for Pantha. They fought hard and long, but there was no joy in either of them. When Pantha prevailed over his foe, he didn't even recognized himself. Maybe the man allowed him to win, maybe not, but Panthalassa quickly left the scene and went home, clearing his head. This was all just a really bad trip, precocious. And it taught him something valuable, patience.



The First Kiri Tournament: All across the Water Country, there wasn't anything more popular than the arrival of the Tournament Masters, carrying the applications for the first ever Kiri Tournament. Panthalassa was beyond himself, he wanted to participate very bad. At this point in his life, he hadn't been in any real battle, there had only been trainings and spars. But this time, there were prizes at stake. He would be fighting his fellow villagers, instead of actual invaders. But still, there was a certain danger attached to it, and it was all the more thrilling for it. He applied and, much to his delight, he got in.



But, much to his dismay, his insects were banned. He was to fight only with the Basic elements, ninjutsu and taijutsu. Well, Pantha had 1 basic element, Water, which he had just mastered, after a long and arduous training with Dean-Sensei, and Ninjutsu which wasn't anywhere near finished. And his first opponent was Sasuke Uchiha. But Panthalassa was pumped! The Arena of Ahab was filled to the brim with cheering people, civilians and ninja. They began their battle, throwing an array of kunai towards his opponent, until he was met with a barrage of earth jutsu. Panthalassa kept pressing on until one final thrust of water caught his opponent unaware. Sasuke complimented Pantha, but it was clear he had let him win, his mind wasn't in it. He resented that, but there was no respect lost towards the man. Pantha accepted the win and moved on.



There was no time in between battles, so round 2 started right away. His opponent now was an unknown guy. He seemed really young, which might explain why Pantha didn't know him. He probably didn't frequent the Jolly Roger Tavern. His name was Ryogetsu, and he liked the guy right away. Not that he talked much, but he talked enough. Mostly, though, was his skill. The combat ranged from Water and Ninjutsu to Taijutsu and a improvised Kenjutsu, which would henceforth be known as the mythical Three-Sword Water Style of Ryogetsu! It was hard, but incredibly fun and gratifying. After a particularly rough close-quarters encounter, Panthalassa broke through Ryogetsu's guard and between his sword, but, with a swift whirl of his neck, Ryo managed to slash Pantha's temple with the wakizachi he wielded in his mouth, before being violently hit with Pantha's palm strike. But he retaliated quickly, spitting an array of needles that Pantha poorly blocked with his arm while kicking the man in the gut and pushing him away.



Henceforth, Panthalassa would carry a crescent shaped scar around his right temple, but, in his opinion, it only made him look cooler. And, in the process, he had made a new friend, as they both awaited the results of their battle.



The Riddler Event: Unfortunately, Panthalassa did not win that battle. He kept on cheering for his new friend though. Little did he know, that a few weeks afterwards, they would meet again. With the help of his new fly breed ( He had managed to alter some specimen of Aqua devorus and turned them into a new species entirely, the Aqua regina, which he nicknamed Leviathan Gorge Fly, and made them his personal flies), Panthalassa was investigating some strange disappearings happening inside the surrounding islands of Kirigakure when the warnings of invasion by Kumo were heard. He was brave, but his expertise were better used as support, and so that is what he did. But they weren't being very successful at driving off the invaders. They were suffering heavy casualties and while the information was relayed i the most efficient manner, the village lacked a strong leadership. The Mizukage was absent, and so were the leading Officers.



Panthalassa was forced to battle and while he did manage to fend of the attacker, in truth this was not a victory for Kirigakure. Their savior, even if indirectly, was a strange fellow called the Riddler. He broadcast his event throughout the whole world, and the invaders of Kirigakure backed off to pursue this new opportunity. It was the ultimate kick in the guts. The village was a mess, and it was saved by a villain. Two things were on Panthalassa's mind, the first, he would catch the man he was battling, and would defeat him. The second, he would bring glory to the village, by succeeding in this event. And so he set off, to the answer of the first Riddle, the famous Lighthouse of the Lightning Country. Of course, he didn't figure out the answer for himself, he just followed the enemy.



And there he was, Ryogetsu. There were a few other Kiri ninja, but most gathered there were unknowns. As they waited, the Riddler appeared. There was someone else with him, but basically he presented us with two boxes, two choices, two riddles. And of course, while it still was under the pretense of a world event, the fact was that this just seemed like a trap. They had been poisoned and forced to go through with it. Ryogetsu, a.k.a. Moofy, joined Pantha and they quickly set out to the Fire Country. But they weren't alone.



No teams said the Riddler hologram. That made them drop their hearts. Many ninja set out from the lightning island in the same path as Pantha and Moofy, but some of them missed the actual landmark. Still they weren't alone when the Riddler appeared once again. Their new mission was to separate. Pantha had already spread his flies all over the landmark and a few adjacent one. He quickly picked up the track of the next spot and was simultanously keeping updated of the other groups. When they arrived each of their location, he could hear both his mission and Moofy's. They had to find two enemies, Spiderman and Venom, and serve as factions for each, in exchange for the cure to their poison.



They were pitied against each-other, but Pantha could still outmaneuver them. Except he was way over his head. They all were. First to go was Moofy. As soon as the fly he implanted on Moofy's shoulder was dead, Pantha knew what happened. And at that point, while he was hiding underneath the shadows of the forest, the Venom, his supposed faction leader, called out for him. He had to fight now, and his opponent, guided by Venom's voice, had discovered him. I would love to say that Panthalassa fought valiantly, but, in truth, he was simply overwhelmed. He tried to get his opponent, Iron Fist, by getting his flies closed to him and then swapping them with Phoresy with the beastly Behemoth Gores, but he avoided it, while setting up for the greatest Lightning technique known.



Although Panthalassa built a huge pillar of gigantic flies that covered up the sun in an apocalyptic eclipse, Kirin's head pierced through it halfway built, and hit Panthalassa at it's core. He immediately passed out, losing the match and the event.



Banished from Kirigakure: When he woke up again, he wasn't in his home. He was in a shabby looking tavern. Standing up, he was suddenly aware of the pain on his back. He rushed to a mirror only to find a great fractal scar. The lightning hit him, but did not kill him. But he was still not on his home.



By the bar, he discovered why. A few of the Kirigakure ninja had turned on the Mizukage. While the revolution went on, many people were banished by association. It just so happens that the head of this revolution was Panthalassa's friend, Moofy. Pantha had gone out of the Water Country or somehow selfish reasons, and while it came as a shock, it did make sense to kick him out. He wasn't sure about the leadership anymore, and this only proved it. But still, now he was alone, and had no purpose.



At such point, he saw the fliers for the Bounty Hunting competition. The prizes were great, but Panth joined because he just didn't have anything else to do. He crossed out the Kiri symbol on his armband and set out to the world, and the first stop he decided to make was Iwagakure, to meet with his sensei. It was a comfort to see Dean, and they decided to join forces.



But time was running low. Dean stood behind, facing a strong bounty, while Panthalassa went ahead. It was a race against the clock and it seemed like every rogue in the world was participating. Most bounties didn't even fight anymore, they just fled. Reaching the island he was met with a gigantic barrier. He had read about it, he knew it was a Kirigakure ninjutsu.



There he stood, forbidden to enter and bountiless. In a last minute effort he managed to get into a battle, it as hard but, in the end, he won. But still, the barrier stood in place. Panthalassa was distraught, and could only sit and watch as the contest ended and he lost, once again.



Without a word, he retreated, into the shadows. There was no purpose, no nothing. As he retreated he once again found himself in Zaebub. The ninja world was empty to him, so he threw himself into work, studying Aburame, Ninjutsu, Water and researching the flies. Soon enough he found the key to all their genetics, the Lucifer Sage Flies. He took them in and made them his own personal breed. Now, stronger than ever, he slipped through to the Ninja World once again, for another try.



To be Continued...





Other












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Theme Song and Background Music:





Battles


Won: 27

Lost: 7



Note: Updating "Admiral" Aburame P. Panthalassa v1 , v2 , v3 [X]

Note: [text] - Links

Note: ◍ - Completed
 
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♆ Bio & Notes Bureau ♆ Panthamino Pangaia

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Basic Information







Name: Panthamino Pangaia
Nickname: Pantha
Gender: Male
Age: 17
Clan: Kisei​









Looks



Panthamino is a lanky and scrubby looking fellow, with average height and sun-burnt skin with two tattoos, black stripes on the right side of his neck. He has a deep dark hair and a thin scar roughly the shape of a crescent around his right eye, and fractal scar by a lightning wound all over his back. His eyes are greener than the ocean depths, and there's a certain vivacity and spunk in them that would make him attractive, were he not always picking his nose.

As his default look, Panthamino wears a patterned, purplish long-sleeved shirt ( see bellow ), the seemingly floating sunglasses, black cloth trousers and black boots. His village plate sits on a blackish band that is wrapped around his left arm, though it is now crossed. Several small pouches and tiny scrolls sit around his waist with kunai, needles and paper-bombs, and an assortment of basic ninja tools.​


Personality



Easily distracted, Pantha is very much so a man of science. If not science, a man of curiosity. Spells and Echantments are naught but ways to let his creativity and hunger for the curiosities the world has to offer to shine through. He means to discouver, dabble and imerse in all sorts of magics there are, even at the expense of morality, discretion, or even smartness. No magic is too goofy or foolish to be learn, nor too dark and twisted to be used. And all magic knowledge he gathers is swiftly and marvellously used in battle, even if he does not look like it at first glace.

Panthamino suffers from insomnia and a dissonant personality, this made him quite an eccentric person, and much of his goofiness does come from that, but several people find him an oddity of sorts. His broken psyche gives no real restriction to his life, though he does dream quite a lot with a parallel life where he is a muggle and possesses weird bug abilities.​


Technical Stats





Village Info

Village of Birth: Konohagakure
Village of Alliance: Kirigakure

Rank//Chakra Info

Ninja Rank: Kage
Specialty: Transfiguration, Water & Serengeti Spears CFS
Elements: Water
Your ninjutsu:

- Basic Ninjutsu
- Kisei Ninjutsu
- Summoning Ninjutsu
- Water Ninjutsu
- Panthalassic Water
- Basic Taijutsu
- Basic Kenjutsu




Primary Speciality: Panthamino developed his one element as far as he can, exploring no other elements and, thus, no secondary elemental specialties, constantly exploring new techniques, especially those related with water's chakra absorption properties and mist.
Primary: He is capable of performing water techniques with one (1) handseal.

First Year Hufflepuff: As a Kisei, Panthamino is able to tap into a different sort of jutsu called Mahou or Magic. Sorted into the great House of Hufflepuff, Panthamino is loyal and determined, even if entirely quirky and unique. Introductory level Kisei, these members have access to very few spells of their own and their own spells deal minor damage outside of their described effects and learning the abilities of Charms or Transfig.
His wand is Rosewood, Wands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration, with a Unicorn Hair core, Powerful and ideal for Water usage.

Custom Weapon: Panthamino wields, less frequently, he wields the scroll that allows him to summon the Uchiha Sword of Creatures and Incription.
( Uchiha Ikimono to angō-ka no Ken ) Uchiha Sword of Creatures and Encryption
Type: Weapon
Rank: S rank
Range: N/a
Chakra: (-20 to enemy chakra)
Damage: N/a
Description:
This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword.

Abilities of the blade:

╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate.

╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability.

Restrictions:
+ Can only make one water source per turn.
+ Takes two turns to draw up from underground a water source.


Taijutsu Specialist: Panthamino has completed basic taijutsu training, becoming a taijutsu specialist. He has also acquired two Custom Fighting Styles, Serengeti Spears, of his own creation and Specialty, and Impetus of the Unstoppable, taught to him by Yoanna.
He is able to use the Leaf Dragon God technique.

Serengenti Spears Specialist: As the creator and first master of the Serengenti Spears CFS, Panthamino is a specialist in the style. He wields specially honed weapons, ranging from shuriken, kunai and needles, to actual swords, as are the swords he summons into the field.
As a Master of this style, one is capable of, once per turn at max, execute a known Kenjutsu technique, canon or custom, while applying the necessary grace as to activate the drag and air accumulation, essentially turning a normal Kenjutsu technique into this particular form of Kenjutsu.

Shinobi of the Mist: He has been living in the Mist since he was a baby, and was raised there. he is accustomed to seeing inside the mist, so he is less restricted by it, by one range, than foreigners.
His loyalty and affiliation permit him to utilize the Village Customs of Kirigakure.



Background Info



History: Panthamino was born in the depths of Kirigakure to a lunatic doom-preacher, and the smartest hooker on the brothel, which was not a good account for her brain but more for how often her breaches were down. Still, with a little bit of guile and madness in him, his intelligence and curiosity grew farther than any of his predecessors. It was with no great shock that his Invitation Letter was to come, first because his father was blindingly mad already, and his mother was... busy...

He took the call with all his might.

He has been suffering bouts of insomnia and most of his life his a bit of a blank void in his memory. He dreams often of being in a parallel life where he controls flies, and blacks out quite often, specially when tired or more exhausted.

To be Continued...



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Theme Song and Background Music:


Bug Paste - Acting Damage

Linkin Park - Crawling (SHVR Remix)

Battles

Won: 0
Lost: 0


Note: [text] - Links
Note: ⚪ - Ongoing
Note: ◍ - Completed
 
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Panthalassa

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♆ Bio & Notes Bureau ♆ Spitballing


Updating Astaroth Seers [x]

( Hae Kuchiyose ♆ Sensumpotens magnus ) Fly Summoning ♆ Astaroth Seer

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Sensumpotens magnus, common name Astaroth Seers, are a Sage species of flies with an extraordinarily developed sense of sight and smell, with abnormally gigantic eyes and antennae. This aberration allows them to perceive light, scent and chakra and senjutsu in a far superior manner than most, including the ability to see in the dark, which releases the Ninja World area restrictions ( Mist, Shadow, etc ) to up to +1 range. This does not add any quantifiable bonus in terms of reflex, prediction or speed, merely provides an encompassing sensory boost to augment their brain capabilities, developed further in the description. They have a very intimate relation with the Insect Spying Technique, which allows them to inherently perceive what every insect in the area is experiencing, and secondarily exert their dominance over them including insect summons with the same rank or lower than his own, or the home-bred insects of insect users like the Aburame of lower rank than the summoner, which mainly allows the Astaroth to sever their connection with the enemy host, stop insect manipulations on their track and call them upon itself. When an Astaroth exerts it's dominance, no other host can do the same, with the exception of the Astaroth's host, which is the user. When the user is connected with the Astaroth Seer through the Insect Spying Technique, the Astaroth will directly stand on top of the host's head, feeding from the chakra aroudn the user's brain directly. This gives a trade-off where the user is unable to perform complex techniques like Forbidden Ranks, Mental techniques and Genjutsu, but, in return, gains access to the sensations every insect Astaroth shares his senses with, and is able to enact his own Aburame techniques through the insects that Astaroth is exerting domination at the moment. Throughout this connection, foreign chakra slipping through the host's brain will be immediately eaten by the Astaroth, dispersing genjutsu before they latch, up to S rank. The second greatest ability of the Astaroth Seer fly is the sensing and manipulation of Sage Energy. While standing atop the head of the user, he is able to passively acquire natural energy, at a rate of 5% percent for Incomplete Sage users and 10% for Perfect sage Users, per turn. He is thus able to inject the natural chakra directly into the insects he is controlling and the user, allowing one to achieve sage mode. When shared with the insects, Aburame techniques used through the controlled swarm merely creates a sort of petrification wound-like effect that is capable of battling other Senjutsu techniques and Spiritual/Intagible techniques like Yin with a Neutrality effect. When the user is inside Sage mode, this change becomes a strength in technique interactions.
They are usually summoned with a swarm of average Zaebub flies, the Astaroth Legion flies. Astaroth Seers are usually the size of a wild boar piglet, while the Astaroth Legion are each the size of Goliath beetles.


Note: Only last 4 turns in the battlefield, or until they are killed.
Note: Exertion of dominance over opponent's insects can only be happen once throughout their stay, and lasts only 2 turns.
Note: Without the host, dominance is just as simple as stopping techniques, severing connections and call them to itself. With the host, dominance means using his own Aburame techniques on other insects.
Note: Dominance is restricted to A rank and lower summons, or Aburame insects belonging to hosts of lower rank than the user.
Note: If the user performs the Insect Spying Technique on the Astaroth, he is required to maintain direct contact. If the user is an Aburame for more than 6 months, this connection is created passively and the user is only required to spend half has much chakra, paying this amount every 2 turns.
Note: Summons one Astaroth Seer per technique, and a large number of Astaroth legionary flies.
Note: Only the Legionary flies [/B]or other aburame insects[/b] are fit to be manipulated with Aburame Techniques, the Seer itself can't swarm, and usually stands attached to the host's body.

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Updating Beelphegor's Gluttonous Imps [x]

( Hae Kuchiyose ♆ Stoicheophagidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps

Type: Supplementary
Rank: B-S
Range: N/A
Chakra Cost: 20-40
Damage Points: N/A
Description: The Stoicheophagidae are a family of flies that evolved by feeding from elemental chakra, adapting their own chakra and body to one of the basic elemental nature. They are summoned as either a swarm of 666 flies or a giant bull sized fly, without costing a move or chakra. They are innately resistant to the effects of the elemental nature that gives them their name, thus they are, like Aburame Bugs, strong against Raw Chakra and Wood-like Elements and weak against Elemental Chakra, here with the exception of their Basic Element. When in aggregated form, the giant fly is considered B, A or S rank. When in swarm form, they take the rank of the Aburame Technique manipulating it. These abilities come from chakra and body specializations, and not from elemental affinities of their own, for all effects and purposes, the Gluttons are unable to use the element they're named after, even if the user happens to have affinity or training in it. The diference is rank translates to the diference in age and power of the flies. B rank creates juvenile Beelphegor Gluttonous flies, which are strong against basic elemental techniques of the chakra they are named after. A rank creates adult Beelphegor Gluttonous Flies which acquire a neutrality interaction against advanced and custom elements that are composed by the element they are named after. S rank summons sage Beelphegor Gluttonous flies that turn that neutrality into a strength. All of them are weak against any other elemental chakra or elements not composed by their namesake.

  • ( Flamma devorus ) Fire Gluttonous fly, have spiked exoskeletons that can withstand extreme heat and lay eggs in open fires and ashes.
  • ( Aqua devorus ) Water Gluttonous fly, have hydrophobic hairs, can breath underwater and ingest a quantity of water several times their volume.
  • ( Terra devorus ) Earth Gluttonous fly, have thick carapaces and angular bodies, capable of withstanding the highest pressure and burrow underground.
  • ( Tonitrum devorus ) Lightning Gluttonous fly, have microscopic hairs that resist high currents and heat, and live near power outlines or high energy currents.
  • ( Ventus devorus ) Wind Gluttonous fly, have hard exosqueletons and thin blade like bodies capable of resisting drag, shredding or slashing.
Note: Gluttons are strong against Raw Chakra, Wood and alike Elements and the Elemental chakra they are named after.
Note: Gluttons are weak against all other Elemental Natures, Basic and Advanced.
Note: Each technique summons 666 individual great flies, which can aggregate into 1 bull sized fly.
Note: Can only summon up to 1 species of Gluttons per usage.
Note: The flies can't use elemental techniques, they are not elemental summons.
Note: They can only last 4 turns in battle, or until they are killed.



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Summoning Animal: Isonade ( Mythical Yokai Shark )

Scroll Owner: "Beelzebub" Panthalassa

Other Users who have signed contract: N/A

Summoning Boss if existing: To be submitted

Other Summoning Animals tied to contract:

Yokai Shark Eggs
Yokai Shark Calves
Adult Yokai Sharks

Description and Background:

The Isonade are a species of shark yokai roaming the deepest waters of the archipelago of the Water Country. According to the Ehon Hyaku Monogatari, its body has never been seen, as it is always "hidden beneath the waves, save for its huge tail fin which is covered in small barbs". Multiple stories have been told on how they approach boats stealthily and use their hooked tails to snare sailors and drag them into the sea, where they devours them. They may also simply use their tails to capsize boats, or strike the beach with its tail and kill people there.When isonade strike, they do not thrash about violently like a hungry shark. Instead they hook their prey on their fins or tail with a gentle stroking motion, dragging them into the depths almost peacefully. They do this without a sound and without ever showing their bodies, making them all the more dangerous for their stealth.

Isonade are Mythical sharks, that have evolved through hundreds of years of contact with chakra and blood spilled from numerous battles around the world. They are yokai, demonic spirit entities that derived from actual sharks, and have taken physical form. The average Isonade is about 5 times as big as an actual shark, with an insanely sharp mouth filled with multiple rows of teeth, an enlongated tail three times as long as their body, like a snake, that ends in a ver sharp blade-like fin and a visibly thick and strong carapace-like skin, from overdeveloped dermal denticles. This description entails that of a generic Isonade, very similar to a great white shark with a unique pattern on their back, spots, stripes, splashes, though an Isonade can take on characteristics of any species of the subclass Elasmobranchii ( True Sharks ) of the Chondrichthyes Class, like hammerheads, whale sharks or megalodons.

They hail from a seccluded archipelago hidden with the Water Country, called the Sametsuura, or "The Shallows", it said to be filled with jagged bone-white cliffs from the amont of bones and calcium that have been brought back by the Isonade, and strange and varied crimson to ox-blood corals populate the shallow waters.

Apex Water Affinity: All Isonade are underwater dwellers, breathing and swiming in water with ease, and Water Element users, capable of using Water techniques without any handseals. This is including normal shark-related Water techniques and shark ninjutsu. Their intricate connection with water requires the user to be a Primary Water Specialist or invest all his specialties in the Summoning line, thus acquiring the same status and benefits as a Primary Water specialist, being able to perform Water Techniques with a single Handseal, but losing access to the 4 other Basic Elemental Natures ( Fire, Lightning, Wind and Water).

Augmented Blood Appetite: Because they are spiritual demons turned physical, they share shark's apetite and voraciousness, intimately related to feeding on chakra through draining it and feeding from their blood. They are thus able to sense sources of blood and their chakra signature, both within and outside the target's body within a landmark (Generic technique, other than that is going to be specified in future techniques or Summons) and feed from it at a rate of the same chakra points that the Summoning Technique costed ( Freeform Contact, Generic Summoning Technique Cost [20 Chakra] ) or double the chakra points that the technique through which the Isonade achieved physical contact with the target costed ( With Chakraless Taijutsu, the shark drains as much chakra as damage points dealt ). A shinobi with at least one Summoning related Specialty is capable of sharing the Blood Appetite in battle ( Generic Version ), while a shinobi with 2 or more Summoning Related Specialty is capable of sharing the same level of this ability as the active Isonade Summoning Technique describes.

Enhanced Dermal Denticle Armor: The isonade are covered in a strong, think and sharp skin. These are teeth-like scales covering the entirety of the Isonade, allowing them to shred a prey's skin on contact, and displace tiny vortexes of water that allow them great manoeuvrability and speed by spliting water apart on their path. The have evolved this ability in order to be able to defend against chakra, as the denticles will split the chakra within the techniques. Their denticle armor allows them to withsand any jutsu two rank lower than the Summoning Technique ( Generic Technique is B rank, thus can defend D ranks ) and one technique lower than their Rank and still survive once ( Generic Technique, C Rank ) or same rank, in which case the Isonade will be killed or reversed back to the santuary, but neutralize the technique. This pertains to the rank of the chakra composing the technique, regardless of the actual damage. They are capable of spreading these Dermal Denticles through their Taijutsu or Ninjutsu techniques to make them more resilient to opposing jutsu once every 3 turns, ability shared with Advanced Naturalist Specialties.

Yokai Biological Transformation: The most unique ability shared by this spiritual demons turned physical is reliant on their nature as Yokai. They are able to change their physical body at will. Many Isonade can be summoned to the field with multiple or enlongated limbs. The Generic Changes are limited to triple the amount of limbs/pair of limbs and/or triple the size of an attribute, though specific Isonade my have enhanced transformations. ( Generic Technique allows the user to summon an Isonade with 2 changes to a normal shark physiognomy ( 2 x Triple Limbs ; 1 x Triple Parts + 1 x Enlongated Part ; 2 x Enlongated Parts ).
EX: The user summons an Isonade with 3 Pairs of Eyes, 2 in a row and a 3rd pair on the back of their heads, and three dorsal fins in a row ; Or the user summons an Isonade with 3 pairs of pectoral fins and an enlongated dorsal fin three times bigger than normal ; Or the user summons an Isonade with a dorsal fin three times bigger than normal and an enlogated tail three times bigger than a normal Isonade.
Once per turn, they can morph their body to either enlongate/normalize a limb or add/remove a limb/pair passively, or actively, through the usage of chakra, creating a quick body attack (Considered Isonade Arts/Taijutsu) up to the rank of the technique that was used to summon them ( Generic Technique up to B rank ), which counts as a jutsu in the turn.

Restrictions: The user must have mastered Water and previously signed the Shark Contract, replacing the cannon Contract with the Mythical Yokai Shark Contract. Any Shark-related Ninjutsu gains a boost of a rank or +20 chakra, and can only be used once per turn. A Summoning Specialist with 2 summon-related specialties is capable of summoning Normal Sharks through this contract and Isonade summons. Isonade summons require a sufficent water source to contain them, though can be summoned and swim through a thick mist ( Like Kirigakure no Jutsu ) unless stated otherwise in a specific technique.
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( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ♒ Trilobite

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.
Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

Approved - made edits
Updating:

( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ♒ Trilobite

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.
Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above S rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.


( Oujuusuiton: Seiryu ) Panthalassic Water Release: Maastrichtian ♒ Plesiosauria

Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Plesiosauria pertains to the creation of the mythical Seiryu, a dragon-like creature that strongly resembles a Plesiosaurus, made from glowing aqua panthalassic water and natural lightning. To do so, the user will charge the particles of water in the atmosphere with PW chakra, increasing the temperature through the self-radiolysis, in a combination not unlike the Fire + Lightning combo that set's up for the Kirin, another of the mythical beings, creating great storm clouds where the mythical plesiosaurus glows through, as it swims in the heavens. Unlike Kirin, Seiryu is not an offensive technique, and focuses on PW's radioactive chakra severing relationship. When Seiryu is in place, a mist will quickly descend upon the ground, similar to Water Release: Polination in terms of effects. Additionally, whenever chakra is focused within the mist, a burst of lightning will shoot from Seiryu and damagelessly zap the user, neutralizing the technique before it's release and spreading the chakra that would otherwise produce the effect through the air. This neutralization is beyond Elemental interaction, because it deals with pain and concentration to prevent the release of the jutsu, and not to counter it, and thus it can also be used to counter chakra-mediated alternate energies, such as Bijuu chakra and Senjutsu Chakra. This zapping method prevents the user himself from also using chakra, to an extent. The user may perform Supplementary and Defensive techniques as long as they don't deal damage to the opponent, or aren't directed to the opponent, and at the cost of 25% more chakra. The only method of dealing damage to the opponent is through chakraless Taijutsu and Bukijutsu techniques, and likewise for the opponent to deal damage to the user.

Note: This technique lasts up to 5 turns.
Note: Can only be used 3 times per event, one time per battle.
Note: The user is unable to perform techniques above S rank throughout the duration of this technique, and one turn after it ends.
Note: An offensive technique that aims towards the ground and atempts to deal damage indirectly can't be used either. The opponent can't occur in damage due to a technique used within this mist.
Note: The mist does not deal damage through neither Radioactive Sickness or Corrosion Burning.

Polination Reference:

( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ♒ Ammonite

Type: Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of air in the shape of an ammonite's shell. This ball of displaced air shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

There are two variants to this technique, Size and Multicity. Starting with the smallest canon, D rank, the user is capable of shooting one football-sized ammonite. The highest ranked, S rank, allows the user to shoot one giant mamoth-sized ammonite, or multiple ammonites of smaller sizes, down to 16 D-rank ammonites. Once the user selects the size of the chamber, it can't change, though the user can create thicker and denser balls in order to create pin-point damage equivalent to the initial rank, such as D rank sized and S rank powered ammonites.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: S ranks can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns. A ranks can only be used 4 times per battle, and the user is unable to perform techniques above S rank in the next turn. B ranks can only be used once every 2 turns.

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ♒ Tectonics

Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis.
They will thus react to 3 things:

1. Chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source.
2. Strong vibrations or physical impacts onto the ground, such as techniques directed to the ground or strong taijutsu (Anything higher than B rank ).
3. Remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius.

Note: The net itself can be spread over an area mid-range around the user, or up to long range in a radius of short-range.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 30 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 5 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and does not follow elemental S&W, as it corrodes the raw unmolded chakra before it is converted into a technique. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

Custom element Japanese name: Seitsuuiton

Custom element English name: Elixir Release

The element is based on: Water

Facts that prove the element to be possible (in the manga context): Most of the advanced elements are composed by Basic Elements, not as a whole, though there are some like it ( Mud is indeed Earth soaked in Water ), but mainly due to specific or general properties that the Basic Element portrays, like Water being the provider of life and Earth being the receiver, to create Wood. Similarily, Elixir Release, or Knowledge Release applies a few of the lesser know properties of Water, and specific mechanisms of particular ninjutsu. "Water Memory" is the ability of water that states that molecules of Water can retain the information of things that have come into direct contact with them, and can preserve this information, even after countless dilutions. In a sense, water retains an imprint of what used to be diluted in it or had contact with it, that can then be recreated in controlled conditions. This is thus amplified further by the mechanisms of chakra that allow techniques like ( Kenboushou Jutsu ) Loss of Memory Technique", "( Dokushinjutsu ) Mind Reading Technique" and Sharingan's "Copy Technique ( Kopī no Jutsu )", which portray chakra as a recording devise, or directly manipulation information ( memories & technique mechanisms ).

How it works: Elixir Release is thus an element that introduces the concept of "Chakra Memory" in its purest form. Like it's mother element, Water, it creates an imprint of every substance, being or technique that it has contact with. The main difference between these techniques and the ones already referred is that the user's brain plays no real part in this effect, the imprint, or the schematics of these targets remain within the element to then be re-used or re-purposed by further manipulation.

The most basic usage of this technique would be to spread a mist of translucent, pearl or silvery water, though eerie and otherworldly in it's appearance, that will touch, for example a technique like Water Release ( D Rank ) that created a pillar of water. Within the mist's chakra the pillar of water is recorded, like an Imprint, along with the mechanism allowing its creation: Shape Manipulation turning chakra into a pillar structure; and Nature Conversion of Chakra into Water Chakra. The user can then turn the mist into an exact replica of the water pillar, Exporting the knowledge. To reinforce, the elixir first exists as a silvery pearl mist, which then transforms wholy into a water pillar, upon contact with an original technique that imprints that information into it.

This two phase approach can then be altered. Instead of Imprinting an external information, the user may want to imprint an internal information onto the elixir, knowledge or skills that the user already has. The idea of Imprinting is recording information onto the element, which can come from an actual technique that exists or is in existance in the surroundings or a skill that the user already has ( For example, invariably, the user of Elixir is also a Water user, so the Water Nature Conversion mechanism is already an internal knowledge that the user can automatically imprint onto an Elixir technique ).

For the second phase, which can also be called Exporting, the user can also use the schematics to, instead of Mimicking, create an Alternate ( A Mimic without all of the properties, like a Sticky Syrup that's not sticky ), or Inverse ( Like a mist that turns a Pillar into a puddle Water, thus inverting the Shape Manipulation, or a Water Pillar into a basic chakra Pillar, thus inverting the Nature Conversion ) , or simply apply the mechanism with a different substance ( like mimicking Water Pillar to turn the mist into a Fire Pillar, Fire Nature Conversion being an Internal Knowledge/Export or a Simultaneous Imprint ). In the latter, remember that the user has to combine a knowledge he doesn't have but that he Imprinted, with a knowledge he does: In this case, Shape Manipulation into pillar is a mechanism he imprinted and Nature Conversion into Fire is a mechanism he exported.

While the possibilities seem endless, the same concept always applies: Imprint onto the Elixir, and then Export the schematics onto the Elixir or a Substance/Technique. So all this information is within the element, and not the user, allowing one the mimick Alternate Energies, KG and other elemental Natures without the user ever gaining actual Knowledge of them, or being able to use them on his/her own. Export applies mechanism, it does not export actual knowledge, which means one can't Imprint Fire Release, or Lava Release, and then guide the elixir onto one's body and export that Knowledge to the brain, gaining a new Skill. This is forbidden and impossible with Elixir Release, and outside the range of this element.

As a side note, while I explained the practical aspects of this element in a Battle Environment, this is also an excelent element for surveillance and recon. The imprint in chakra follows closely the Water Memory propriety, as such, the Knowledge or Information that the elixir can retrieve is not restricted to the mechanisms related to a technique. In essence, one can imprint into the elixir a whole map of the terrain, including information about water or other elemental sources, composition, fauna, flora, and even information about previous events within the terrain. Specific jutsu will restrict this ability, to be submitted aftewards, though the concept remains: Elixir will filter onto the air, ground, water, or beings, and retrieve information in it's imprint. It will not damage or affect its targets in any way. A very basic manner of gaining access to this information, as elixir can't be absorbed by the user to immediately gain it's knowledge, is to manipulate the imprinted source of elixir into creating a mirror, where the elixir particles can be manipulating to reflect light and show a visual map or record of the information. Comprehension information relies on the user's knowledge, while a normal nin won't understand the anatomy and composition of a being, a medical nin could use this as a very non-invasive form of Diagnosis. Likewise, a chakra sensor or a doujutsu user my utilize elixir to amplify their vision, including seeing invisible or hidden beings, while a normal-nin won't be able to grasp this

As described before, Elixir Release will resemble liquid water, though has an otherworldly silvery or pearly and mystical feel. It is manipulated as a liquid, syrup or mist, or compressed silvery crystalline substance. Physically, it will behave very similar to Water, and thus it can filter through soil or ground but can't exactly filter through Steel. One can imprint a Steel Technique because contact was made, but can't imprint something inside a Steel vessel. A thin sheet of Elixir will allow any technique to go through it, imprinting the information, but will not be wet, cold or pressure/alter it's shape or momentum whatsoever, and, likewise, can't be decayed, heated, or affected by these properties. Each technique used will materialize silvery elixir which will be either empty of information, which serves to imprint external information, or information carrying water, this information being something the user already knows or mastered, which is exported information, or manipulate any source of silver water. The latter will also mean that, while one can imprint something like a Sealing Technique, or the Dark element, if the Elixir is sealed, then the user will be unable to contact with it, and thus unable to export that information. Likewise, if the user can't remotely access it, like if the imprinted elixir is behind a chakra barrier, one can't manipulate the elixir or export it's information.

Jutsu Usage Examples:

( Seitsuuton: Midori ) Elixir Release: Book of Revellations - Map

Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: The user will poduce a wave of elixir that will filter onto his surroundings, recording general information. The user will then retrieve a mirror of elixir from the ground that will show a visual representation of the information, in a manner similar to ( Suiton: Kirigakure Shiryoku Hakudatsu) - Water Release: Hidden Mist Eye Sight Deprevation, where the user is capable of know a map of the terrain, people and beings within range and a brief history of past events.

Note: Can only affect one Landmark. Can only know what happened 1 event further.

( Seitsuuton: Kuro ) Elixir Release: Book of Mimicry - Defense

Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user will exude a bubble of silvery pearl liquid aimed towards an incoming projectile of chakra. Upon contact, the bubble will burst backwards, imprinting the knowledge within the projectile to turn into an exact copy of it, re-colliding with it. The copy will thus completely neutralize the original. For example, the opponent shoots a fireball. Upon contact, the bubble of elixir will turn into a fireball going in the opposite direction which will immediately collide with the original, neutralizing eachother in a whisp of fire.

Note: The elixir does not have enough power to recreate techniques above C rank, thus the original technique will follow through, albeit weakened.

( Seitsuuton: Shiro ) Elixir Release: Book of Mimicry - Offense

Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user will apply the same principles of Defense, but create a bigger bubble of silvery pearl elixir. Upon contact the bubble will turn into several copies of the original. One of the copies can be made to collide against the original, exactly like Defense, while the others go on to attack the opponent. In the same situation, the opponent shoots a fireball. Upon contact, the bubble will turn into 2 fireballs, one which will collide with the original, and the other will be headed towards the opponent.

Note: Against techniques above B rank, the original technique will overpower, albeit in a weaker state. Against a B rank techniques, only one copy can be made, thus will work the same as Defense exactly. C ranks can have 2 copies, D ranks can have 4 copies.

( Seitsuuton: Aka ) Elixir Release: Book of Conversion - Wall

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user can manipulate an imprinted source of elixir, or materialize elixir with knowledge from the user, and turn it into a wall of pearly liquid. This wall will be imparted with Nature Conversion knowledge. Every technique that goes through the wall will thus be converted into the nature that was imparted. For example, if the user create a wall of elixir with Water Nature Conversion, which can be knowledge the user already has, or took from a previous technique, and a lavaball goes through the wall, either from the user or from an opponent, upon contact the wall will impart the lavaball's Lava Nature Conversion mechanism and reconvert it, then changing it into Water nature after it passes, turning it into a waterball. The jutsu will suffer no damage, rank, power, momentum or shape alterations.

Note: Above A rank, the wall is unable to properly convert, thus the original technique will continue through unaltered in terms of nature, albeit weaker.

( Seitsuuton: Aoi ) Elixir Release: Book of Conversion - Armour

Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user will manipulate an imprinted source of elixir, or create a mist of elixir that will seek and imprinting an opponent's advanced elemental ability or kg. The user will then surround oneself with the silvery mist, creating a magnificent armour of elixir, shape manipulation, which will then congeal into the nature of the imprinted knowledge, to gain an elemental defensive boost. For example, the user imprints an elixir source with Kaguya's bone, recreating an armor made of ivory, with the same properties of the original technique, in a different shape.

Note: Given the stolen aspect, techniques that are inherently harmful, like Fire's heat, or Pantha Water's radioactivity will provide damaging protection against the user and any opponent, equivalent to the rank of thea armor.

Conditions to be able to use it: The user is required to have Water mastery and Basic Ninjutsu knowledge.

Is weak to: The elixir has no real weakness. It will infuse into any chakra and chakraless construct, though it will only imprint or export the substance it touches, so it's perfectly plausible to protect something from the silvery water by blocking it's passage with another thing less valuable, essentially making this water-like physicality of Elixir into a weakness. This means only continuous surfaces, so something like a fireball can block as well as an earth wall, but a watery mist will still be an aggregation of dispersed particles, and thus the elixir can permeate it. Sealing techniques or techniques that forbid the user from contacting the source of Elixir through chakra will also impede export, making the Elixir essentially useless.

Is strong against: Regardless of what nature it has or its effects, silvery water will always imprint on the thing it has contact with. Likewise, it has no additional properties and, although a liquid, it is unnaffected by any other properties, such as Heat, Radioactivity, Decay, Electro-magnetic Pull, Poisoning, Corrosion, etc

Co-creator: Imperfect

Students I passed this custom element on too: Gajeel & Moofy

Permission to reuse the Water Memory Concept by Imperfect:








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SUBMISSIONS:

- Elixir Release (Current Cycle - DECLINED )
PW Customs ( Current Cycle - N )
CFS Submissions ( Closed Cycle - CHECKED ) SCARAB PECTORALS ressubmit?
- Nin ( Current Cycle - Unchecked ) Will update later



( Irezumi no Jutsu: Bokkei ⊙ Kyokkou ) Tattoo Ink Arts: Thermogenesis ⊙ Sol

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Thermogenesis is the name of the Sun tattoo on Panthalassa's right side of the neck. It's ink is composed of special tint that, over the years carved within Panthalassa's skin, and explosed to his chakra, grew to be a very personal and chakra infused source of Ink manipulation, as well as acquiring Panthalassa's affinity for Water Chakra. Thermogenesis' ink is a special type of ink similar to Ninja Arts: Ink Flow, in the sense that Panthalassa can either draw with it, by dipping a tattoo stick or a brush across his skin, or touch a surface, manipulating the ink directly to draw or form structures. The tattoo is seemingly fluid, and as Panthalassa pours chakra through it, it can flow freely across his skin, in and out. This ink has a few very special properties:

Searing Source: The first is the fact that the Sun tattoo is an S rank source of ink. When manipulated through an Ink technique, the chakra cost and thus power of the manipulation will be that of an S rank Ink Manipulation technique. Range and restrictions of the the original technique will still apply, with a further restriction that this Ink source can only be accessed once every three turns, as long as it isn't within the cool down period of another special property;

Sizzling Manipulation: The second is that, through Panthalassa's affinity, the Ink can also be manipulated through Water Chakra, or to enhance Water chakra based techniques. When manipulated through Water Chakra, the technique will behave exactly in the same manner as original, but will be pitch black instead, with the same elemental properties as the Water Chakra based Technique used. When utilized to enhance Water Chakra based techniques, the water must originate from the user's body. The ink will quickly flow to the area where water is being released, like the mouth or the hand, and then shoot alongside it. This costs 10 additional chakra and adds a damage of 20 points, while turning the water chakra jutsu pitch black. The combination counts as one jutsu. Either variation can only be used once every three turns, as long as it isnt within the cool down period of another special property;

Scorching Protection: The third is that, when it is on the skin, the tattoo will grant a contact protection, S rank, with the same elemental properties as Ink Manipulation. If the user accessed one of the special properties of Sun Tattoo in the turn prior, this protection does not take effect. Once every three turns, the user can acquire the same protection as an S rank Water Chakra based technique, as long as it isn't within the cool down period of another special property.

Note: This technique can only be used by Panthalassa or those tattooed by Panthalassa. Given it's Water Affinity, it can only be carved on primary or secondary water specialists.

( Irezumi no Jutsu: Nagasode ♆ Hae ) Tattoo Ink Arts: Stigmergy ♆ Musca

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Stigmergy is the name of the Fly Contract Summoning tattoo on Panthalassa's right forearm. While it's primarily purposed to act as a summoning tattoo, the ink itself can be manipulated through Panthalassa's own techniques, as the tattoo is made with special ink. The ink is an S Rank ink source that is able to multiply, creating multiple copies of the fly showcased in the tattoo. It can swarm around the user's body, within the skin, without turning from 2 dimensions to 3 dimensions. This serves as both the ultimate defence and the ultimate supplementary technique:

Ebon Exoskeleton: In speeds similar to Gaara's sand, the swarm can converge on a point within the user's skin to protect from physical attacks, within ink's elemental S&W, like a patch of black ink from the aggregation of ink flies, creating a flexible and liquid body armour;
The second usage is through contact. When Panthalassa touches someone, he can infest the target with ink flies that travel through their skin as well. Similar to the defensive usage, they can protect the target with flexibility, or they can revoke their own liquid flexibility and physically restrict the target, locking their skin tight and preventing movement, again, with the natural S&W of Ink Manipulation.

Jet Wings: The user is capable of forcing the aggregated flies out of the skin, turning them into a pair of gigantic fly wings that protrude from the user's back. The user is capable of achieving flight for as long as the user keeps pouring chakra. To activate counts as a B rank technique, 20 chakra. Every 2 turns, the user is required to pour an additional 10 chakra to sustain the wings, though it does not count as a technique unless dispelled and re-activated again, which the user can do 6 times per event.

Obsidian Summoning: The user enhances the summoning ritual by charging chakra through the tattoo as they attempt to summon a Fly through the contract. The ink flies will slash the skin from within, in a thin scar, retrieving a small amount of blood before leaving the skin in a 3D form. As they leave the skin, the ink will turn into live flies in the form of whichever summon the user chose, making it a much faster summoning without requiring the user to use other means to retrieve blood and spread it through the summoning tattoo. Likewise, the user is capable of using the Reverse Summoning technique through the tattoo, charging the same amount of chakra as one would for the original technique, and forcefully reversing oneself into Zaebub.

Pitch Swarm: The final ability is to be manipulated as an S rank ink source. The user is capable of passively shooting out flies in a 3D swarm, by manipulating them with Aburame Techniques directly, launching outwards ink flies that can then be turned into normal ink sources ( no longer S rank inherently when they leave the skin ). Through this technique the Ink produces as chakra-absorption property similar to Water Grudge Fear, and is capable of retrieving 20 chakra points from the target by default, depending on the technique used. Alternatively, if the user spends chakra accordingly, the user is capable of producing basic projectiles or structures from aggregated ink flies, like waves, bullets, pillars, etc. S rank equivalents can only be used 3 times per battle, while A ranks can only be used 5. Counts as a technique.

Note: This technique can only be used by Panthalassa or those tattooed by Panthalassa. Given it's Fly Contract & Aburame connection, the Tattoo is severely limited when manipulated by other Ink users, namely Pitch Swarm & Obsidian Summoning: Pitch will be unable to summon flies, though the user can send flies through any other Summoning Tattoos, still retrieving blood. The flies will then materialize in an ink blast that will produce the chose animal from the other contract. Jet will only be able to produce the alternative usage of basic projectiles/structures, and will lose the chakra absorption property unless the user is a Water Specialist.

( Irezumi no Jutsu: ) Tattoo Ink Arts:

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description:






( Irezumi no Jutsu: Bokkei ⊙ Kyokkou ) Tattoo Ink Arts: Thermogenesis ⊙ Sol

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Thermogenesis is the name of the Sun tattoo on Panthalassa's right side of the neck. It's ink is composed of special tint that, over the years carved within Panthalassa's skin, and exposed to his chakra, grew to be a very personal and chakra infused source of Ink manipulation, as well as acquiring Panthalassa's affinity for Water Chakra. Thermogenesis' ink is a special type of ink similar to Ninja Arts: Ink Flow, in the sense that Panthalassa can either draw with it, by dipping a tattoo stick or a brush across his skin, or touch a surface, manipulating the ink directly to draw or form structures. The tattoo is seemingly fluid, and as Panthalassa pours chakra through it, it can flow freely across his skin, in and out. This ink has a few very special properties:

Searing Source: The first is the fact that the Sun tattoo is an S rank source of ink. When manipulated through an Ink technique, the chakra cost and thus power of the manipulation will be that of an S rank Ink Manipulation technique. Range and restrictions of the the original technique will still apply, with a further restriction that this Ink source can only be accessed once every three turns, as long as it isn't within the cool down period of another special property;

Sizzling Manipulation: The second is that, through Panthalassa's affinity, the Ink can also be manipulated through Water Chakra, or to enhance Water chakra based techniques. When manipulated through Water Chakra, the technique will behave exactly in the same manner as original, but will be pitch black instead, with the same elemental properties as the Water Chakra based Technique used. When utilized to enhance Water Chakra based techniques, the water must originate from the user's body. The ink will quickly flow to the area where water is being released, like the mouth or the hand, and then shoot alongside it. This costs 10 additional chakra and adds a damage of 20 points, while turning the water chakra jutsu pitch black. The combination counts as one jutsu. Either variation can only be used once every three turns, as long as it isnt within the cool down period of another special property;

Scorching Protection: The third is that, when it is on the skin, the tattoo will grant a contact protection, S rank, with the same elemental properties as Ink Manipulation. If the user accessed one of the special properties of Sun Tattoo in the turn prior, this protection does not take effect. Once every three turns, the user can acquire the same protection as an S rank Water Chakra based technique, as long as it isn't within the cool down period of another special property.

Note: This technique can only be used by Panthalassa or those tattooed by Panthalassa. Given it's Water Affinity, it can only be carved on primary or secondary water specialists.

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( Irezumi no Jutsu: Nagasode ♆ Hae ) Tattoo Ink Arts: Stigmergy ♆ Musca

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Stigmergy is the name of the Fly Contract Summoning tattoo on Panthalassa's right forearm. While it's primarily purposed to act as a summoning tattoo, the ink itself can be manipulated through Panthalassa's own techniques, as the tattoo is made with special ink. The ink is an S Rank ink source that is able to multiply, creating multiple copies of the fly showcased in the tattoo. It can swarm around the user's body, within the skin, without turning from 2 dimensions to 3 dimensions. This serves as both the ultimate defence and the ultimate supplementary technique:

Ebon Exoskeleton: In speeds similar to Gaara's sand, the swarm can converge on a point within the user's skin to protect from physical attacks, within ink's elemental S&W, like a patch of black ink from the aggregation of ink flies, creating a flexible and liquid body armour;
The second usage is through contact. When Panthalassa touches someone, he can infest the target with ink flies that travel through their skin as well. Similar to the defensive usage, they can protect the target with flexibility, or they can revoke their own liquid flexibility and physically restrict the target, locking their skin tight and preventing movement, again, with the natural S&W of Ink Manipulation.

Jet Wings: The user is capable of forcing the aggregated flies out of the skin, turning them into a pair of gigantic fly wings that protrude from the user's back. The user is capable of achieving flight for as long as the user keeps pouring chakra. To activate counts as a B rank technique, 20 chakra. Every 2 turns, the user is required to pour an additional 10 chakra to sustain the wings, though it does not count as a technique unless dispelled and re-activated again, which the user can do 6 times per event.

Obsidian Summoning: The user enhances the summoning ritual by charging chakra through the tattoo as they attempt to summon a Fly through the contract. The ink flies will slash the skin from within, in a thin scar, retrieving a small amount of blood before leaving the skin in a 3D form. As they leave the skin, the ink will turn into live flies in the form of whichever summon the user chose, making it a much faster summoning without requiring the user to use other means to retrieve blood and spread it through the summoning tattoo. Likewise, the user is capable of using the Reverse Summoning technique through the tattoo, charging the same amount of chakra as one would for the original technique, and forcefully reversing oneself into Zaebub.

Pitch Swarm: The final ability is to be manipulated as an S rank ink source. The user is capable of passively shooting out flies in a 3D swarm, by manipulating them with Aburame Techniques directly, launching outwards ink flies that can then be turned into normal ink sources ( no longer S rank inherently when they leave the skin ). Through this technique the Ink produces as chakra-absorption property similar to Water Grudge Fear, and is capable of retrieving 20 chakra points from the target by default, depending on the technique used. Alternatively, if the user spends chakra accordingly, the user is capable of producing basic projectiles or structures from aggregated ink flies, like waves, bullets, pillars, etc. S rank equivalents can only be used 3 times per battle, while A ranks can only be used 5. Counts as a technique.

Note: This technique can only be used by Panthalassa or those tattooed by Panthalassa. Given it's Fly Contract & Aburame connection, the Tattoo is severely limited when manipulated by other Ink users, namely Pitch Swarm & Obsidian Summoning: Pitch will be unable to summon flies, though the user can send flies through any other Summoning Tattoos, still retrieving blood. The flies will then materialize in an ink blast that will produce the chose animal from the other contract. Jet will only be able to produce the alternative usage of basic projectiles/structures, and will lose the chakra absorption property unless the user is a Water Specialist.


( Shideninjutsu: Innen Seimei ) Ninja Bio Arts: Biogenesis

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: serves as the personalization skill that each ninja has when giving shape to their own chakra. Chakra is an extension of one's body and once one starts to provide shape into their own ninjutsu, a very personal style begins to emerge, for example, Kisame's water ninjutsu is fashioned around sharks, while Hashirama and Yamato, both Wood Style users, have clearly stated differences in their style, Hashirama being a more natural wielder while Yamato, a Anbu operative, is much more practical in his usage. Through this passive ability, the user is capable of altering the stated shape manipulation within a jutsu, and make it their own. This are cosmetic changes only, able to change one animal into a different animal, or making a technique slightly more streamlined or more natural depending on the inclination. This technique is bio bound, and has to be state within the bio or in the first post. One can't change a fireball into a fire pillar but could turn it into a round animal-like fireball.

Panthalassa's relationship with the natural world makes his techniques much more biological and natural. When performing shape manipulation, Panthalassa's techniques will acquire the appearance of large and various insect beings.

Note: These changes are cosmetic only. One can't alter the size of a technique or their purpose, just make them look slightly different. If one turns, for example, a fireball into a fanged tiger head, it won't have slashing or shredding power. Likewise, a fanged technique with slashing power can't be cosmetically changed into something without sharpness, even if the final animal is a sort of hybrid between the original technique and the new appearance.
Note: Wastes no additional chakra, gains no consciousness or autonomy, spends no move, gains no new attributes or functions or loses any.
[/spoiler]

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Panthalassa

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♆ Kao's Whimsical Society ♆


Kisai Ichizoku - 鬼才 族 Founder - Merlin the Wizard
History of the Clan

After the defeat of Princess Kaguya, the Sage of Six Paths sealed the Juubi inside of him and stayed behind on earth while his brother Hamura ascended to the moon to keep watch over the Gedo Mazo statue. While the Sage stayed, he began to spread the teaching of Ninshu around the Ninja World. During this time, one ninja by the name of Merlin came to exist. After training alongside notable monks most of his life, he learned of scrolls that showed secrets behind some of the advanced applications of ninshu and chakra usage developed decades after Hagoromo taught the first people Ninshu. Seeking to understand this power, Merlin sought out the location given on the scroll


Having arrived at the location, Merlin came to find several monks who practiced Ninjutsu. Coming into contact with them, Merlin learned that despite their noble ways, they were quite humble and peaceful, yet contained a power beyond any he had seen. In his search to understand more, he asked them to show him the ways of their powers, to which they denied him. It wasn't until many years of training under them to hone his own chakra prowess that they finally gave in and showed him their ways. Normal chakra was the result of what was considered the two forms of energy, Spiritual and Physical Energies. These monks have developed a way to enhance their Ninjutsu through various methods. This advanced usage that they deemed Mahou was more powerful than Ninjutsu's basic usage, applied through different methods such as speech and movements and instruments such as wands. Being so powerful that they could use their very own raw will and vitality to bend the world to their command, these Monks warned Merlin of succumbing to the Dark nature of Mahou, telling that he could lose what makes him human if he didn't. Taking this energy within him, Merlin spread the Ninja World, teaching others how to utilize this ability that he had honed and perfected over the years. Taking a wife years later, he learned that his children were also born with the ability to use Mahou. Generations later, his clan and descendants still utilized this power and refined it even more.
Special Abilities
Passive Traits & Abilities

Mahou is able to be performed in acts of raw and advanced applications, though it is better and more powerful when used through a wand. Wands, the basic weapon any Kisei possesses, allows them to channel their chakra to perform techniques and use Mahou and certain Ninjutsu without the requirements generally associated with these, instead using verbal commands known as incantations or, in some cases, movements. They are made from wood from the Jubi's dormant form and amplified and augmented by special chakra based items. What separates this wood and that of Wood Release is this wood is the most chakra conductive wood and the most chakra-linked natural material in the ninja world. Due to being created from the shell of the Jubi's dormant form, this allows the wood to retain some of the Juubi's influence and causes it to be at times temperamental. Because of this, each piece of wood is different with "personalities" to them. The material itself is more linked to how the wand will work and it's inherent abilities while the wood is more attached and linked to the type of individual that is capable of wielding it. Most spells are done with the aid of wands, but rare spells can be cast without the use of wands. Mahou with a wand is usually performed with an incantation, but more experienced Kisei members can cast nonverbal spells, which conceals the spell until cast. Wands are referred to as "quasi-sentient" because their being imbued with a great deal of magic makes them as animate as an inanimate object can be. The rank of a Kisei also determines their ability to use Ninjutsu and Mahou verbally and nonverbally. Until Year 3, the Kisei would have to speak the full name of a jutsu, including seals. Year 5 Kisei and down can use Ninjutsu and Mahou by saying the full name while Year 6's and up can use it by just saying the name of the element and Mahou.


As mentioned above, the material used with the wood from the dormant form of the Juubi grants different natural and passive abilities, better suited for various types of Ninjutsu and Mahou usage, which is the primary use for the wands - to channel their mahou through it, resulting in very unique wands for each Kisei. The full lists for both can be seen in the spoiler below
Wand WoodTraits and Properties
VineA khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.
HollyA shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.
ElderRare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.
HawthornA dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.
RosewoodWands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.
AshwoodAn ivory like color, Ashwood wands are unyielding, perfect for Charms.
YewA morbid yellow tint, Yew wands are another wand suited for Dark Arts.
Wand TypeBenefits associated with it
Dragon HeartstringPowerful, and ideal for Lightning usage
Phoenix FeatherFiery and good for Fire usage
Unicorn Tail HairPowerful and ideal for Water usage
Veela HairTemperamental and ideal for Wind usage
Dittany StalkStrong and ideal for Earth usage
Thestral Tail HairIdeal for usage with any element the user chooses
Kekkei Genkai (or equivalent):

As described above, Kisei members are able to make use of a different form of Ninjutsu, one they have honed and mastered over the years to the point that their usage of it is on par with that of the normal Ninja using Elemental Ninjutsu. Kisei members utilize this chakra as a purer yet more advanced form of Ninjutsu, closer to it's original roots, that the Kisei clan deems "Mahou." This form of ninjutsu is so powerful and strong that through applying sheer will force and chakra, the user is able to apply Mahou through different methods, notably through incantations and special arm movements and channeling instruments.


In the Kisei clan, the ability to use Mahou is an innate ability. This is the norm of children born to the normal Kisei family. The use of it is done through special Ninjutsu techniques called Spells, which are generally verbal incantation and arm movements that the user uses as a way to release his Mahou chakra. These types of Spells range from Transfiguration spells, or Mahou jutsu that include bewitching an item's form and physical appearance, Charms, jutsu aimed at giving objects new and unexpected properties, Potions, which is a field of alchemy that involves the user using his Mahou with parts of the Juubi tree and parts of the dormant form of the Juubi ( it's shell ) that allow the user to create potions, Defense Against the Dark Arts, jutsu that allow the user to combat malicious Mahou and the Dark Arts itself, a type of Mahou jutsu that use Mahou directly for dark purposes.
Advanced Mahou Arts

In addition to this, there are also 2 last fields of studying, 1 exclusive to each alignment, the two being Occlumency and Legilimency. One deals with erasing your mind and presence from the perception of others to prevent detection and enable stealth, the other deals with perception of the enemy, emotional and thought reading and overall awareness. (To be submitted as a CCJ)
Location

The primary location for wizards is Hogwarts School of Witchcraft and Wizardry, located only to those who attend or are of wizarding descent and has also been rendered "un-plottable" by m, preventing non-Kisei from locating and gaining entry.
Purpose

The purpose of Kisei vary greatly with each kind; while one half is interested in maintaining their lack of communication with non-Kisei, or Muggles as they call them, and ensuring that the lives of both Muggles and Kisei are protected, the other half are venomously pushing for a Pro-Kisei regime, enforcing their power and control over Muggles and making them their obedient servants. It is these very reasons that the Kisei clan has been locked in turmoil for many decades.
Special Information

There are several different ranks withing the Kisei clan, all of which revolve around the concept of experience and learning over the years. As expected even with Chuunin and Sannin, a Year 2 Kisei is inherently weaker than a Year 6 Kisei, reflected in their usage of spells and the catalog of spells available to them.
Chain of Command

  • Headmaster: The head of the clan, the Headmaster has magic that is inherently stronger than those of lower ranks as well as full knowledge of all forms of magic, and able to specialize in two forms.
  • Heads of House: Directly under the Headmaster are the 4 Heads of House. With power a shade below the Headmaster, each of these Heads are knowledgeable in individual fields and their power reflects this, having knowledge of all facets of their respective fields. They account for the clan's council in the absence of the Headmaster. Each Head of House has under his power 5 Kisei each in his House, divided between the seven levels of training a student can go through "school".
  • Graduates: Upon completion of Year 6, members are considered full Kisei. The main difference between Graduates and Heads of Houses are graduates are simply students who are done with training and are full Kisei while the Heads of Houses actually teach and have a wider range of knowledge listed above.
  • Students: Under each of the Heads of Houses are up to 5 students. These 5 students make the general body of Wizards of each House, collectively making the large body of Kisei members. There at max can be 20 of these members. These members are divided into their Houses based on the decision of the Sorting Hat, a charmed hat that can speak and read the thoughts of those who wear it. This can only be used to help it decide what House it may place you in and doesn't mean that it can relay what it learns to anyone.
Ranks

Aside from the general structure and chain of command of Kisei members, the actual ranking of members is divided by the training status of members, ranging from Full Wizards to Year 1 members. Depending on the level of training, members can be between 1st to 7th Year members, or Full Wizards.

  • Full Kisei: Their final level of training, wizards at this stage have completed basic trainings, have access to most if not all of the prior abilities of their alignment.
  • Year 6: By now, the distinction between Light Kisei and Dark Kisei has become increasingly clearer; gain the ability to learn Occulumency or Legilimency and Apparition and Flight.
  • Year 5: Learning Wandless Magic, Kisei of this age become much stronger and have mastered most if not all of their basic training.
  • Year 4: At this point, a Kisei's descent into darkness begins should they choose to become a Dark Kisei, beginning to learn hexes as well as beginning to dabble in teachings of Dark Arts. All Kisei begin to stronger Charms and begin to learn how to make and create potions.
  • Year 3: Growing in maturity and power, this reflects in their ability to begin learning stronger spells as well as starting in both Transf and Charms. Dark Wizards begin to learn how to utilize hexes at this stage
  • Year 2: As the Kisei learn more, their abilities strengthen as well as their arsonal, being able to cast more spells and the ones they already have become stronger as well, gaining access to early Transfiguration or Charms spells and minor jinxes.
  • Year 1: Introductory level Kisei, these members have access to very few spells of their own and their own spells deal minor damage outside of their described effects and learning the abilities of Charms or Transfig.
Requirements

In order to join, one must reach certain requirements. One must have at least reached S-Class ninja in order to join the clan, though this can be waived if the Clan Head wishes to. Members with a KG bio or a HA bio cannot join, nor can canon bios.

N/A Rank
N/A
N/A



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Panthalassa

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Re: ♆ Panthalassean Trophy Case ♆



Leader Board System [2015 - Ongoing]
Base Kumi

2350 ♆ Tier 4

Stacked Kumi

[03.08.2015] 1500 ♆ Tier 3 [31.08.2015] + 570 ♆ [15.12.2015] +500 ♆ Tier 4 Upgrade [01.01.2016] + 446 ♆
[01.11.2016] + 560 ♆

Top 5

Members who are have the top 5 Kumi values will receive a +15 damage boost to their primary element ( if they have an elemental Akatsuki ring or 7SM sword, then their secondary element will receive this boost ) and additional perks. These perks can range from anything as special customs, to unique weapons and tools with perks/abilities of their own.

  1. +15 Damage Boost to Water Release
  2. +Poseidon's Trident
Poseidon's Trident
A blue-green trident with three notable prongs. Two times a battle, the user can point the Trident and create an A rank wave of Water in the shape of various sea creatures from air that he directs towards the opponent that can be maintained over two turns, similar to the S rank Water Trench jutsu, as long as 20 additional chakra is spent afterwards. Three times a battle, the user can utilize a water jutsu through the trident, so that it would not require a water source



Training Status





NB Holiday Lottery [2015]
[04.12.2015] Participating in the Holiday Lottery with the number 73.

  1. Won 1 Additional Custom Jutsu



Training Status





Darth Vader Trivia Challenge [2015]
[26.12.2015] Who hosted the last 3 Tournaments? A: Lok hosted the last 2 Village Tournaments ( Iwa & Ame ) and Vex hosted the Sound tournament.

  1. + 1 Magneton Pokemon Summoning
( Kuchiyose: Magneton ) — Summoning: Magneton
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Magneton is the result of three Magnemite being linked together by a strong magnetic force, although a single Magnemite can evolve by itself when no other Magnemite are in the vicinity. The three Magnemite that Magneton consists of can be linked several ways. Magneton is most commonly seen as one Magnemite on top, and two Magnemite linked via body on the bottom, forming a triangle. Magneton has a passive ability called Sturdy that allows him to prevent enhanced movements above base speed. He is also capable of using Lightning and Steel jutsu up to S rank. He is capable of using Mirror Shot, a powerful burst of Steel coating from it's body that impacts the opponent and lowers their accuracy 10% with each hit. The user is also capable of using Gyro Ball, a low and relatively slow moving tackle that uses more damage depending on the foe's speed. If the opponent is the same speed, then this will do 60 damage. If the opponent is faster, then it will do 80 damage. If slower, then 40 damage.
Note: Mirror Shot is an A rank ability and can be used up to 3 times.
Note: Gyro Ball can only be used up to 2 times and is an S ranked ability

[/RIGHT​


Lightning Release
Steel Release

[27.12.2015] Who were the last 3 Akatsuki Leaders? From Oldest to Newest. A: Amaimon Katsuryoku (Gobi Gobletsson), Isabella Uchiha (Lili-Chwan), Madara Uchiha (Lord of Kaos).

  1. + 1 Venusaur Pokemon Summoning
(Kuchiyose: Venusaur) — Summoning: Venusaur
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Venusaur is a squat, quadruped Pokémon with bumpy, bluish green skin. It has small, circular red eyes, a short, blunt snout, and a wide mouth with two pointed teeth in the upper jaw, and four pointed teeth in the lower jaw. On top of its head are small, pointed ears with reddish pink insides. It has three clawed toes on each foot. The bud on its back has bloomed in a large pink, white-spotted flower. The flower is supported by a thick, brown trunk surrounded by green fronds. Capable of moving as fast as a Kave ranked user, Venusaur is able to use Poison up to A rank and Wood up to S rank, including Hashirama specific attacks (excluding Wood SM). Venusaur has an ability called Overgrow that increase the damage to all his Wood jutsu A rank and below by +20 damage paasively. He also has an ability called Poison Powder in which he releases Poison from his flower on his back in the form of powder, harming all who breathe it in with -20 damage per turn and nothing above S rank for three turns until it wears off. Venusaur also can use an attack called Petal Blizzard in which several sharp petals from Mokuton trees attack the opponent with razor sharp edges, capable of cutting through steel. This can be used up to Mid range and also released from the plant on it's back.
Note: Overgrow is a passive ability and activates when summoned.
Note: Poison Powder is an A rank attack and fills short to Mid range and lasts 3 turns.
Note: Petal Blizzard is an S rank attack and can be used three times


Wood Release
Poison Release




Training Status
♆ Active ♆

Mercenary Bounty System [2016 - Ongoing]
Base Ryo

3.000 Ryo ♆ Tier 4

Stacked Ryo

[01.11.2016] + 300 Ryo ♆

Collected Ryo

[01.11.2016] Asch The Bloody, 12.000 Ryo ♆ [/url]

Total ♆ 12.000 Ryo



Training Status




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Panthalassa

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♆ Bio & Notes Bureau ♆ Leviathan, the Apex Predator
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Basic Information

Name: Leviathan
Nickname: Apex Predator
Gender: Male
Age: 35
Clan: Human Chimera (Hiruko Skin)

Looks: Is a hot monk

Personality: Hot monk


Village Info

Land of Birth:
Kirigakure
WSE Clan: Hellsing Organization

Rank//Chakra Info

Ninja Rank: Jounin
Primary & Apex Water Specialist: Water techniques require no handseals, and can use Water Speciality Techniques.
Secondary Naturalist Specialist: Leviathan can use Shark Related Techniques.
Lifeline Specialist: Leviathan has the chakra reserves of a Sage ninja (2000 chakra)
Serengeti Spears specialist: Once per battle, Leviathan can use kenjutsu techniques as serengeti spears. All his ninja items, weapons and CW are capable of using Serengeti Spears.
Elements: Water ; Panthalassic Water ; Wood ; Storm ; Ice ; Boil ; Earth ; Fire.
Hiruko Skin: Access to Chimera Technique, acquiring all 4 cannon Water composed Advanced Elements.
Skills: Senjutsu; Ink Ninjutsu; Taijutsu; Kenjutsu.
Custom Fightning Style: Serengeti Spears ; Impetus of the Untouchable.
Summoning Contract: Isonade Contract Holder; Shark Contract.
Special Weapons & Tools: Uchiha Sword of Creatures and Encryption

Custom Jutsu


Background Info

History: Hot monk

Other


Picture:

Theme Song and Background Music:


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Battles

Won: 0
Lost: 0


Thank you Karui for the template!

 
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