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♆ Panthalassean Colonies & Breeding Grounds ♆
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<p>[QUOTE="Panthalassa, post: 22066578, member: 181493"]</p><p><strong>♆ Bio & Notes Bureau ♆ Spitballing</strong></p><p></p><p style="text-align: center"><a href="https://narutobase.net/forums/showthread.php?t=367401"><img src="http://i.imgur.com/MvPqdYk.png" data-url="http://i.imgur.com/MvPqdYk.png" class="bbImage " style="" alt="" title="" /></a></p><p></p><p>[spoiler][spoiler]</p><p>[spoiler]Updating Astaroth Seers <a href="https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-262#post-18780280">[x]</a></p><p></p><p><strong>( Hae Kuchiyose ♆ Sensumpotens magnus ) Fly Summoning ♆ Astaroth Seer</strong></p><p></p><p>Type: Supplementary</p><p>Rank: <strong>S</strong></p><p>Range: N/A</p><p>Chakra Cost: <strong>4</strong>0</p><p>Damage Points: N/A</p><p>Description: Sensumpotens magnus, common name Astaroth Seers, are a <strong>Sage</strong> 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 <strong>and senjutsu</strong> 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. <strong>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.</strong></p><p>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.</p><p></p><p></p><p>Note: Only last 4 turns in the battlefield, or until they are killed.</p><p>Note: Exertion of dominance over opponent's insects can only be happen once throughout their stay, and lasts only 2 turns.</p><p>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.</p><p>Note: Dominance is restricted to A rank and lower summons, or Aburame insects belonging to hosts of lower rank than the user.</p><p>Note: If the user performs the Insect Spying Technique on the Astaroth, he is required to maintain direct contact. <strong>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.</strong></p><p>Note: Summons one Astaroth Seer per technique, and a large number of Astaroth legionary flies.</p><p>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.</p><p></p><p>[spoiler]<p style="text-align: center"><img src="http://i.imgur.com/CZtmFT7.png" data-url="http://i.imgur.com/CZtmFT7.png" class="bbImage " style="" alt="" title="" /><img src="http://i.imgur.com/7JUge4D.png" data-url="http://i.imgur.com/7JUge4D.png" class="bbImage " style="" alt="" title="" /></p><p>[/spoiler]</p><p></p><p></p><p>Updating Beelphegor's Gluttonous Imps <a href="http://">[x]</a></p><p></p><p><strong>( Hae Kuchiyose ♆ Stoicheop<em>h</em>agidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps</strong></p><p></p><p>Type: Supplementary</p><p>Rank: B<strong>-S</strong></p><p>Range: N/A</p><p>Chakra Cost: 20<strong>-40</strong></p><p>Damage Points: N/A</p><p>Description: The Stoicheop<em>h</em>agidae 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 <strong>their</strong> 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. <strong>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.</strong></p><p></p><ul> <li data-xf-list-type="ul">( <em>Flamma devorus</em> ) Fire Glutton<strong>ous fly</strong>, have spiked exoskeletons that can withstand extreme heat and lay eggs in open fires and ashes.</li> <li data-xf-list-type="ul">( <em>Aqua devorus</em> ) Water Glutton<strong>ous fly</strong>, have hydrophobic hairs, can breath underwater and ingest a quantity of water several times their volume.</li> <li data-xf-list-type="ul">( <em>Terra devorus</em> ) Earth Glutton<strong>ous fly</strong>, have thick carapaces and angular bodies, capable of withstanding the highest pressure and burrow underground.</li> <li data-xf-list-type="ul">( <em>Tonitrum devorus</em> ) Lightning Glutton<strong>ous fly</strong>, have microscopic hairs that resist high currents and heat, and live near power outlines or high energy currents.</li> <li data-xf-list-type="ul">( <em>Ventus devorus</em> ) Wind Glutton<strong>ous fly</strong>, have hard exosqueletons and thin blade like bodies capable of resisting drag, shredding or slashing.</li> </ul><p>Note: Gluttons are strong against Raw Chakra, Wood and alike Elements and the <strong>Elemental chakra</strong> they are named after.</p><p>Note: Gluttons are weak against all other Elemental Natures, Basic and Advanced.</p><p>Note: Each technique summons 666 individual great flies, which can aggregate into 1 <strong>bull</strong> sized fly.</p><p>Note: Can only summon up to 1 species of Gluttons per usage.</p><p>Note: The flies can't use elemental techniques, they are not elemental summons.</p><p>Note: They can only last 4 turns in battle, or until they are killed.</p><p></p><p></p><div style="text-align: justify; max-width: "></p><div style="text-align: justify; max-width: "><p style="text-align: center"><img src="https://i.imgur.com/t0qg3U5.png" data-url="https://i.imgur.com/t0qg3U5.png" class="bbImage " style="" alt="" title="" /><img src="https://i.imgur.com/MoV3as8.png" data-url="https://i.imgur.com/MoV3as8.png" class="bbImage " style="" alt="" title="" /><img src="https://i.imgur.com/jBrgeJm.png" data-url="https://i.imgur.com/jBrgeJm.png" class="bbImage " style="" alt="" title="" /><img src="https://i.imgur.com/IRcmUFf.png" data-url="https://i.imgur.com/IRcmUFf.png" class="bbImage " style="" alt="" title="" /><img src="https://i.imgur.com/6FOkhoT.png" data-url="https://i.imgur.com/6FOkhoT.png" class="bbImage " style="" alt="" title="" /></p> </div></div><div style="text-align: justify; max-width: "><p style="text-align: right"><span style="font-size: 9px"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=248&p=18644693&viewfull=1#post18644693"><span style="color: #4B0082">Approved</span></a></span></p> </div>[/spoiler][/spoiler][spoiler]</p><p style="text-align: center"><img src="https://i.imgur.com/7HimUHw.png" data-url="https://i.imgur.com/7HimUHw.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/y9ibZwQ.png" data-url="https://i.imgur.com/y9ibZwQ.png" class="bbImage " style="" alt="" title="" /></p><p></p><p></p><p><strong>Summoning Animal:</strong> Isonade ( Mythical Yokai Shark )</p><p></p><p><strong>Scroll Owner:</strong> "Beelzebub" Panthalassa</p><p></p><p><strong>Other Users who have signed contract:</strong> N/A</p><p></p><p><strong>Summoning Boss if existing:</strong> To be submitted</p><p></p><p><strong>Other Summoning Animals tied to contract:</strong></p><p></p><p>Yokai Shark Eggs</p><p>Yokai Shark Calves</p><p>Adult Yokai Sharks</p><p></p><p><strong>Description and Background:</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 ). </p><p>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. </p><p>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. </p><p></p><p><strong>Restrictions:</strong> 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.</p><p></p><p>[/spoiler]</p><p><img src="https://i.imgur.com/wfsN50x.png" data-url="https://i.imgur.com/wfsN50x.png" class="bbImage " style="" alt="" title="" /></p><p></p><p></p><p></p><p></p><p></p><p>Updating:</p><p></p><p>( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian <img class="smilie smilie--emoji" alt="♒" title="Aquarius :aquarius:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2652.png" data-shortname=":aquarius:" /> Trilobite</p><p></p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: B-S</p><p>Range: Short-Long </p><p>Chakra Cost: 20-40</p><p>Damage Points: 60-80</p><p>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.</p><p></p><p>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.</p><p>Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above <strong>S</strong> rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.</p><p></p><p></p><p>( Oujuusuiton: Seiryu ) Panthalassic Water Release: Maastrichtian <img class="smilie smilie--emoji" alt="♒" title="Aquarius :aquarius:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2652.png" data-shortname=":aquarius:" /> Plesiosauria</p><p></p><p>Type: Defensive/Supplementary</p><p>Rank: A</p><p>Range: Short-Long </p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: This technique lasts up to 5 turns.</p><p>Note: Can only be used 3 times per event, one time per battle.</p><p>Note: The user is unable to perform techniques above S rank throughout the duration of this technique, and one turn after it ends.</p><p>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.</p><p>Note: The mist does not deal damage through neither Radioactive Sickness or Corrosion Burning.</p><p></p><p>Polination Reference: <a href="https://narutobase.net/forums/showthread.php?t=157594&page=207&p=20374544&viewfull=1#post20374544">https://narutobase.net/forums/showthread.php?t=157594&page=207&p=20374544&viewfull=1#post20374544</a></p><p></p><p>( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic <img class="smilie smilie--emoji" alt="♒" title="Aquarius :aquarius:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2652.png" data-shortname=":aquarius:" /> Ammonite</p><p></p><p>Type: Defensive/Supplementary</p><p>Rank: D-S</p><p>Range: Short-Long </p><p>Chakra Cost: 10-40</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>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.</p><p></p><p>( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian <img class="smilie smilie--emoji" alt="♒" title="Aquarius :aquarius:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2652.png" data-shortname=":aquarius:" /> Tectonics</p><p></p><p>Type: Defensive/Supplementary</p><p>Rank: A</p><p>Range: Short-Long </p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>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.</p><p>They will thus react to 3 things:</p><p></p><p>1. Chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source.</p><p>2. Strong vibrations or physical impacts onto the ground, such as techniques directed to the ground or strong taijutsu (Anything higher than B rank ).</p><p>3. Remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius.</p><p></p><p>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.</p><p>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.</p><p>Note: Can only be used 3 times per battle, lasts up to 5 turns or until all 4 geysers have been shot.</p><p>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.</p><p>Note: The user is also unable to infuse chakra into the source.</p><p></p><p>[spoiler]<strong>Custom element Japanese name:</strong> Seitsuuiton</p><p></p><p><strong>Custom element English name:</strong> Elixir Release</p><p></p><p><strong>The element is based on:</strong> Water</p><p></p><p><strong>Facts that prove the element to be possible (in the manga context):</strong> 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 ).</p><p></p><p><strong>How it works:</strong> 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.</p><p></p><p>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.</p><p></p><p>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 ).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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.</p><p></p><p><strong>Jutsu Usage Examples:</strong></p><p></p><p>[spoiler]( Seitsuuton: Midori ) Elixir Release: Book of Revellations - Map</p><p></p><p>Type: Supplementary</p><p>Rank: D</p><p>Range: Short-Long</p><p>Chakra Cost: 10</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: Can only affect one Landmark. Can only know what happened 1 event further.</p><p></p><p>( Seitsuuton: Kuro ) Elixir Release: Book of Mimicry - Defense</p><p></p><p>Type: Supplementary</p><p>Rank: C</p><p>Range: Short-Mid</p><p>Chakra Cost: 15</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>Note: The elixir does not have enough power to recreate techniques above C rank, thus the original technique will follow through, albeit weakened.</p><p></p><p>( Seitsuuton: Shiro ) Elixir Release: Book of Mimicry - Offense</p><p></p><p>Type: Supplementary</p><p>Rank: B</p><p>Range: Short-Mid</p><p>Chakra Cost: 20</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>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.</p><p></p><p>( Seitsuuton: Aka ) Elixir Release: Book of Conversion - Wall</p><p></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>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.</p><p></p><p>( Seitsuuton: Aoi ) Elixir Release: Book of Conversion - Armour</p><p></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>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.</p><p></p><p>[/spoiler]</p><p></p><p><strong>Conditions to be able to use it:</strong> The user is required to have Water mastery and Basic Ninjutsu knowledge.</p><p></p><p><strong>Is weak to:</strong> 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.</p><p></p><p><strong>Is strong against:</strong> 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</p><p></p><p><strong>Co-creator:</strong> Imperfect</p><p></p><p><strong>Students I passed this custom element on too:</strong> Gajeel & Moofy</p><p></p><p>Permission to reuse the Water Memory Concept by Imperfect: <a href="https://narutobase.net/forums/converse.php?u=181493&u2=181978">https://narutobase.net/forums/converse.php?u=181493&u2=181978</a></p><p></p><p></p><p><a href="https://en.wikipedia.org/wiki/List_of_mythological_objects#Books">https://en.wikipedia.org/wiki/List_of_mythological_objects#Books</a></p><p></p><p><a href="https://www.picclickimg.com/d/l400/pict/121473341107_/CELTIC-KNOT-TRIQUETRA-Vinyl-Decal-Sticker-Car-Window.jpg">https://www.picclickimg.com/d/l400/pict/121473341107_/CELTIC-KNOT-TRIQUETRA-Vinyl-Decal-Sticker-Car-Window.jpg</a></p><p></p><p><a href="https://s-media-cache-ak0.pinimg.com/236x/e2/f1/95/e2f195d992d53709b79a578a2c2a77cf.jpg?noindex=1">https://s-media-cache-ak0.pinimg.com/236x/e2/f1/95/e2f195d992d53709b79a578a2c2a77cf.jpg?noindex=1</a></p><p></p><p>[spoiler]<img src="http://i.imgur.com/OsFp9XL.jpg" data-url="http://i.imgur.com/OsFp9XL.jpg" class="bbImage " style="" alt="" title="" />[/spoiler]</p><p></p><p>SUBMISSIONS:</p><p></p><p><a href="https://narutobase.net/forums/showthread.php?t=710828&page=4&p=21312131&viewfull=1#post21312131">https://narutobase.net/forums/showthread.php?t=710828&page=4&p=21312131&viewfull=1#post21312131</a> - Elixir Release (Current Cycle - DECLINED )</p><p><a href="https://narutobase.net/forums/showthread.php?t=13700&page=42&p=21322225&viewfull=1#post21322225">https://narutobase.net/forums/showthread.php?t=13700&page=42&p=21322225&viewfull=1#post21322225</a> PW Customs ( Current Cycle - N )</p><p><a href="https://narutobase.net/forums/showthread.php?t=689138&page=4&p=21153901&viewfull=1#post21153901">https://narutobase.net/forums/showthread.php?t=689138&page=4&p=21153901&viewfull=1#post21153901</a> CFS Submissions ( Closed Cycle - CHECKED ) SCARAB PECTORALS ressubmit?</p><p><a href="https://narutobase.net/forums/showthread.php?t=711213&page=62&p=21350206&viewfull=1#post21350206">https://narutobase.net/forums/showthread.php?t=711213&page=62&p=21350206&viewfull=1#post21350206</a> - Nin ( Current Cycle - Unchecked ) Will update later</p><p></p><p><a href="https://www.freedict.com/onldict/jap.html">https://www.freedict.com/onldict/jap.html</a></p><p></p><p>( Irezumi no Jutsu: Bokkei ⊙ Kyokkou ) Tattoo Ink Arts: Thermogenesis ⊙ Sol</p><p></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>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:</p><p></p><p>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;</p><p></p><p>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;</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>( Irezumi no Jutsu: Nagasode ♆ Hae ) Tattoo Ink Arts: Stigmergy ♆ Musca</p><p></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>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:</p><p></p><p>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;</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>( Irezumi no Jutsu: ) Tattoo Ink Arts:</p><p></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>Description: [/spoiler]</p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>( Irezumi no Jutsu: Bokkei ⊙ Kyokkou ) Tattoo Ink Arts: Thermogenesis ⊙ Sol</strong></p><p></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>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:</p><p></p><p>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;</p><p></p><p>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;</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><img src="http://<blockquote class="imgur-embed-pub" lang="en" data-id="Tavf3k5" data-context="false" ><a href="//imgur.com/Tavf3k5"></a></blockquote>" data-url="http://<blockquote class="imgur-embed-pub" lang="en" data-id="Tavf3k5" data-context="false" ><a href="//imgur.com/Tavf3k5"></a></blockquote>" class="bbImage " style="" alt="" title="" /></p><p></p><p><strong>( Irezumi no Jutsu: Nagasode ♆ Hae ) Tattoo Ink Arts: Stigmergy ♆ Musca</strong></p><p></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>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:</p><p></p><p>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;</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p><strong>( Shideninjutsu: Innen Seimei ) Ninja Bio Arts: Biogenesis</strong></p><p></p><p>Type: Supplementary</p><p>Rank: N/A</p><p>Range: N/A</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>Note: Wastes no additional chakra, gains no consciousness or autonomy, spends no move, gains no new attributes or functions or loses any.</p><p>[/spoiler][/spoiler][hr][/hr]</p><p style="text-align: center"><span style="font-size: 9px">Translator</span></p> <p style="text-align: center"><span style="font-size: 9px"><a href="https://www.freedict.com/onldict/jap.html"><span style="color: #4B0082">♆ Freedict ♆</span></a></span></p><p></p><p>[HR][/HR]</p><p></p><p style="text-align: center"><img src="http://i.imgur.com/imAnrR4.png" data-url="http://i.imgur.com/imAnrR4.png" class="bbImage " style="" alt="" title="" /></p><p>[/QUOTE]</p>
[QUOTE="Panthalassa, post: 22066578, member: 181493"] [B]♆ Bio & Notes Bureau ♆ Spitballing[/B] [CENTER][URL='https://narutobase.net/forums/showthread.php?t=367401'][IMG]http://i.imgur.com/MvPqdYk.png[/IMG][/URL][/CENTER] [spoiler][spoiler] [spoiler]Updating Astaroth Seers [url=https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-262#post-18780280][x][/url] [b]( Hae Kuchiyose ♆ Sensumpotens magnus ) Fly Summoning ♆ Astaroth Seer[/b] Type: Supplementary Rank: [b]S[/b] Range: N/A Chakra Cost: [b]4[/b]0 Damage Points: N/A Description: Sensumpotens magnus, common name Astaroth Seers, are a [b]Sage[/B] 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 [b]and senjutsu[/b] 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. [b]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.[/B] 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. [B]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.[/B] 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. [spoiler][CENTER][IMG]http://i.imgur.com/CZtmFT7.png[/IMG][IMG]http://i.imgur.com/7JUge4D.png[/IMG][/CENTER][/spoiler] Updating Beelphegor's Gluttonous Imps [url=][x][/url] [B]( Hae Kuchiyose ♆ Stoicheop[I]h[/I]agidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps[/B] Type: Supplementary Rank: B[b]-S[/b] Range: N/A Chakra Cost: 20[b]-40[/B] Damage Points: N/A Description: The Stoicheop[I]h[/I]agidae 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 [b]their[/B] 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. [B]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.[/B] [LIST][*]( [I]Flamma devorus[/I] ) Fire Glutton[b]ous fly[/b], have spiked exoskeletons that can withstand extreme heat and lay eggs in open fires and ashes. [*]( [I]Aqua devorus[/I] ) Water Glutton[b]ous fly[/b], have hydrophobic hairs, can breath underwater and ingest a quantity of water several times their volume. [*]( [I]Terra devorus[/I] ) Earth Glutton[b]ous fly[/b], have thick carapaces and angular bodies, capable of withstanding the highest pressure and burrow underground. [*]( [I]Tonitrum devorus[/I] ) Lightning Glutton[b]ous fly[/b], have microscopic hairs that resist high currents and heat, and live near power outlines or high energy currents. [*]( [I]Ventus devorus[/I] ) Wind Glutton[b]ous fly[/b], have hard exosqueletons and thin blade like bodies capable of resisting drag, shredding or slashing. [/LIST] Note: Gluttons are strong against Raw Chakra, Wood and alike Elements and the [b]Elemental chakra[/B] 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 [b]bull[/b] 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. [JUSTIFY] [JUSTIFY][CENTER][FONT=Palatino Linotype][IMG]https://i.imgur.com/t0qg3U5.png[/IMG][IMG]https://i.imgur.com/MoV3as8.png[/IMG][IMG]https://i.imgur.com/jBrgeJm.png[/IMG][IMG]https://i.imgur.com/IRcmUFf.png[/IMG][IMG]https://i.imgur.com/6FOkhoT.png[/IMG][/FONT][/CENTER][/JUSTIFY][/JUSTIFY] [JUSTIFY][RIGHT][FONT=Palatino Linotype][SIZE=9px][URL='http://narutobase.net/forums/showthread.php?t=157594&page=248&p=18644693&viewfull=1#post18644693'][COLOR=#4B0082]Approved[/COLOR][/URL][/SIZE][/FONT][/RIGHT][/JUSTIFY] [/spoiler][/spoiler][spoiler] [center][img]https://i.imgur.com/7HimUHw.png[/img] [img]https://i.imgur.com/y9ibZwQ.png[/img][/center] [B]Summoning Animal:[/B] Isonade ( Mythical Yokai Shark ) [B]Scroll Owner:[/B] "Beelzebub" Panthalassa [B]Other Users who have signed contract:[/B] N/A [B]Summoning Boss if existing:[/B] To be submitted [B]Other Summoning Animals tied to contract:[/B] Yokai Shark Eggs Yokai Shark Calves Adult Yokai Sharks [B]Description and Background:[/B] 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. [B]Restrictions:[/B] 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. [/spoiler] [IMG]https://i.imgur.com/wfsN50x.png[/IMG] 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 [B]S[/B] 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: [URL]https://narutobase.net/forums/showthread.php?t=157594&page=207&p=20374544&viewfull=1#post20374544[/URL] ( 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. [spoiler][B]Custom element Japanese name:[/B] Seitsuuiton [B]Custom element English name:[/B] Elixir Release [B]The element is based on:[/B] Water [B]Facts that prove the element to be possible (in the manga context):[/B] 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 ). [B]How it works:[/B] 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. [B]Jutsu Usage Examples:[/B] [spoiler]( 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. [/spoiler] [B]Conditions to be able to use it:[/B] The user is required to have Water mastery and Basic Ninjutsu knowledge. [B]Is weak to:[/B] 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. [B]Is strong against:[/B] 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 [B]Co-creator:[/B] Imperfect [B]Students I passed this custom element on too:[/B] Gajeel & Moofy Permission to reuse the Water Memory Concept by Imperfect: [URL]https://narutobase.net/forums/converse.php?u=181493&u2=181978[/URL] [URL]https://en.wikipedia.org/wiki/List_of_mythological_objects#Books[/URL] [URL]https://www.picclickimg.com/d/l400/pict/121473341107_/CELTIC-KNOT-TRIQUETRA-Vinyl-Decal-Sticker-Car-Window.jpg[/URL] [URL]https://s-media-cache-ak0.pinimg.com/236x/e2/f1/95/e2f195d992d53709b79a578a2c2a77cf.jpg?noindex=1[/URL] [spoiler][IMG]http://i.imgur.com/OsFp9XL.jpg[/IMG][/spoiler] SUBMISSIONS: [URL]https://narutobase.net/forums/showthread.php?t=710828&page=4&p=21312131&viewfull=1#post21312131[/URL] - Elixir Release (Current Cycle - DECLINED ) [URL]https://narutobase.net/forums/showthread.php?t=13700&page=42&p=21322225&viewfull=1#post21322225[/URL] PW Customs ( Current Cycle - N ) [URL]https://narutobase.net/forums/showthread.php?t=689138&page=4&p=21153901&viewfull=1#post21153901[/URL] CFS Submissions ( Closed Cycle - CHECKED ) SCARAB PECTORALS ressubmit? [URL]https://narutobase.net/forums/showthread.php?t=711213&page=62&p=21350206&viewfull=1#post21350206[/URL] - Nin ( Current Cycle - Unchecked ) Will update later [URL]https://www.freedict.com/onldict/jap.html[/URL] ( 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: [/spoiler] [B]( Irezumi no Jutsu: Bokkei ⊙ Kyokkou ) Tattoo Ink Arts: Thermogenesis ⊙ Sol[/B] 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. [IMG]http://<blockquote class="imgur-embed-pub" lang="en" data-id="Tavf3k5" data-context="false" ><a href="//imgur.com/Tavf3k5"></a></blockquote>[/IMG] [B]( Irezumi no Jutsu: Nagasode ♆ Hae ) Tattoo Ink Arts: Stigmergy ♆ Musca[/B] 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. [B]( Shideninjutsu: Innen Seimei ) Ninja Bio Arts: Biogenesis[/B] 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][/spoiler][hr][/hr] [CENTER][SIZE=9px]Translator [URL='https://www.freedict.com/onldict/jap.html'][COLOR=#4B0082]♆ Freedict ♆[/COLOR][/URL][/SIZE][/CENTER] [HR][/HR] [CENTER][IMG]http://i.imgur.com/imAnrR4.png[/IMG][/CENTER] [/QUOTE]
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