Custom Jutsu Submission - IV

Goetia

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Resubmitting:

(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant
Type:
Offensive / Defensive / Supplementary
Rank: A (S)
Range:
Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description
: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though this can only be done twice per battle. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows on the level of an Apex Handseal Specialist, within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). This technique lasts for four turns, can be used thrice per battle, and cannot be used again within the turn of deactivation or in the user’s next turn.

Declined: Both versions will need to be more restricted in terms of usage/cooldown, and the s rank should restrict general fire usage. This won’t be approvable with the bit about apex fire specialist in there. Cool update though.

(Katon: Tami no Eichi) – Fire Release: Age of Babylon
Type:
Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra into the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground from the sky, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel, which occurs mere moments after the initial offensive. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. This technique can be used 4x per battle, twice per variant, with the S-Rank version requiring a single turn cooldown.

Declined: If this is going to reach long-range into the air, its other range will need to be lowered to mid. The S-rank variant will also need to require more hand seals than the A-rank variant, and be more restricted. Move the one turn cooldown onto the a-rank variant, and have the S-rank variant restrict fire usage in general until the end of the following turn.
Resubmitting:

(Katon: Tami no Eichi) – Fire Release: Age of Babylon
Type: Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra into the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly mid-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique requires four handseals, and allows for these projectiles to return to the ground from the sky, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel, which occurs mere moments after the initial offensive. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. This technique can be used 4x per battle, twice per variant. This technique requires a single turn cooldown before subsequent use, and the user cannot perform other S-Rank or above Fire Release techniques for the remainder of the turn after using the S-Rank variant.

Declined: I've given it some thought, and I think this is a little too generic, broad, and overall powerful, even with the additional restrictions you added. Please add further limitations to the area of effect. I like the concept of the controllable fire projectiles, but I'm not okay with them covering the entire battlefield all at once. It can keep the long range, but find a way to limit this. I also think that if you want control over the projectiles, it's going to require active control.

(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant
Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though only a single familiar can be created possessing S-Rank strength. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). Both variants of this jutsu last for four turns, and cannot be used again within the turn of deactivation or in the user’s next turn. The familiar must be created at least five meters away from the target enemy. The user will be unable to use S-Rank and above Fire Release for the turn following the creation of an S-Rank familiar. This jutsu can, overall, be used thrice per battle.

Approved: Please note the changes I made to the restrictions.

-Inch
 
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Hokusai

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(Inton: Kokoro no Uwabe Dake) - Yin Release: Semblance of the Mind
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 50 (-10 Per Turn)
Damage:
Description: The user will create 5 hand seals to cast their chakra throughout the area, creating a large area of affect. Taking the properties of Yin that allow one to alter the properties of existing entities and create from nothing, the user is able to create various false entities within the zone. These entities take the form of techniques (ones they know and ones they know of). Unlike ordinary genjutsu that fools the mind and manipulates the senses, this technique creates real stimuli to the senses detect and process. Thus, everything created by the user others will physically see, hear, smell, feel, and taste (and possibly sense). The stimuli are so strong that they can even fool the sense of Dojutsu users and other advanced sensory methods. However, they are still illusions and yield no chance of damaging enemies either physically or mentally. In fact, the illusions are so delicate that any substantial impact to them (Freeform action) will cause the images to shatter like glass and dissipate like any other illusion. Because false techniques affect the senses in reality, methods of breaking traditional genjutsu do not apply. Rendering the illusions would only require one to make moderate contact against it or neutralize/escape the area of affect with equal or greater chakra. While this technique is active; the user will need to spend a move per turn to sustain it’s power. Once used the user is unable to use Yin Release Techniques above A rank in either the same or next turn while being unable to use them above S rank while the technique is active. They are also unable to use Genjutsu above A rank for three turns after the deactivation of the technique. The zone remains active for four turns before naturally dispersing, being able to be used three times per battle with a cool down of three turns between each use. The formation of illusions while within this zone is considered passive, not taking up a move slot.

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Approved
Significant Edits...Don't go out here creating massive amounts of false entities keep it relatively tame; three or four reasonable ones.
-Reborn

Signed Here and Gained Ownership: https://animebase.me/threads/neko-contract.761687/post-21858163

(Nineko Kuchiyose No Jutsu: Ritoru Koneko: Ekoo) Ninja Cat Summoning Jutsu: Echo
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Ekoo. Ekoo is a rather large ninja cat, standing at a height of seven meters - having black fur with a white undersize. Much like the queen of the contract, Echo has a rare trait of having two tails which he can use for physical striking (B Rank, Freeformed). His power however comes in his ability to use genjutsu up to S rank without the need of hand seals that the summoner knows. He has another unique ability in that genjutsu which utilizes animals is used by him, he changes them in order to appear like cats instead. Ekoo is rather silent, oft times simply remaining nonvocal about things and allowing his allies to guide him to victory. He can be summoned once per battle, lasting four turns.


Declined: at the member's request.
-Pekoms


 
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Zatanna

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(Taiyō to tsuki no shita) - Tongue of Sun and Moon
Type:
Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: N/A (30)
Damage: 60
Description:
The user takes advantage of the strength in their legs and the terrain to bound between natural formations such as boulders or trees, ricocheting from one to the next in an unpredictable like pattern. Leaping from these formations allows the user to attack from unique angles, performing a double hurricane kick or round house punch. Should there be no terrain for the user to bounce between, they can use their chakra to form earthen or water pillars (depending on the ground beneath) to rise up to spring off of.

Declined: I don’t really see a reason for this to be A rank. B rank would suit it better, especially if it can be performed without chakra. Also, please bring it down to mid-range, and add some frequency restrictions as well.
(Taiyō to tsuki no shita) - Tongue of Sun and Moon
Type:
Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra:
N/A (30)
Damage: 60
Description:
The user takes advantage of the strength in their legs and the terrain to bound between natural formations such as boulders or trees, ricocheting from one to the next in an unpredictable like pattern. Leaping from these formations allows the user to attack from unique angles, performing a barrage of hurricane kicks or round house punches. Should there be no terrain for the user to bounce between, they can use their chakra to form earthen or water pillars (depending on the ground beneath) to rise up to spring off of.
Notes:
-Can only be used 4 times
-One turn cool down between uses


Declined: You didn’t really change anything other than adding the usage restrictions. With the exception of the part about growing a pillar of earth, all of this can be accomplished freeform, which for me means it doesn’t qualify as an A rank. And growing a small pillar out of the ground to jump off of isn’t really an ability that needs to be A rank either. This is basically a way for you to dodge incoming attacks without using chakra while also applying your taijutsu boosts, which I’m really not a fan of.

(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range:
Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.

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Approved: Rank of Weapon dropped, did not need to be F rank at all. - Daemon
(Sakuranohanabira) - Falling cherry blossom petal
Type:
Supplementary
Rank: S
Range: N/A
Chakra: -20 per turn
Damage: +10 to taijutsu
Description:
After mastering the White Seal of Strength technique, the user is able to tap into the chakra reserves that are granted by the White Seal. While originally the seal grants the users 1500 additional chakra, the user 'leaks' this chakra, at 20 chakra per turn to gain part of this reserve strength. By tapping into this extra chakra, the user gains an additional +10 to their taijutsu. Tapping into this chakra draings from the 1500 pool, and when the technique is activated, what ever has been drained is already taken from the reserve.
Notes:
-Must be placed in the users biography or start of battle.
-This chakra is passively taken per turn and the total amount of chakra taken by the time white seal is activated is removed from the total granted by the white seal. so if 200 chakra is taken over 10 turns, when activating the seal, only 1300 is given.

Declined: White Strength Seal bios already get a passive boost to taijutsu in addition to all the other boosts they get from activating the seal, so that damage boost is a no-go.
 
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Revamping Whirlwind into a Medical Seal.

Iryo Fuuinjutsu/Raiton: Jinkōrai no Jutsu - Medical Sealing Arts/Lightning Release - Artificial Lightning Technique
Rank:
A-Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra: 30-50 (-20 per turn)
Damage: N/A
Description: A seal placed on the user's body with the kanji (雷) for Lightning. This seal is based upon the Raikage's Lightning Armor Technique and the medical technique Chaotic Mental Collision as the user condones medical lightning chakra to affect the nerve cells all throughout the body, energizing them in order to increase the speed, reflexes and overall effectiveness of their physical form, even while removing some of the body's "limiters" on bio-electrical power. This medical seal when activated creates countless additional nerve cells that spread throughout, namely into the arms and legs. Like an octopus, this allows a person's appendages to act solely on their own without the brain's design or command. It affords a person outstanding instinct and reflex on the battlefield, unfettered by the slowness of thought. The technique does not simply create additional nerve-cells; it causes the heart rate to steadily increase as the cardiovascular system intensifies its delivery system, sending fresh nutrients and oxygen to the all cells in the body which in turn invigorate one's muscles and lungs stopping at a happy equilibrium decided by the level in use. Billions upon billions of nerve signals shoot up and down the body at nigh-impossible and certainly dangerous rates, sending messages from the brain to the spinal cord and throughout the entire form, dozens of times quicker than what would normally be seen in even the most reflexive of individuals. Chakra fine-tuned to work on cellular, microscopic level enriches the already natural electro-chemical signals in order to improve their efficacy.

Level One -
Much like the Lightning Release Armor, the Artificial Lightning technique causes sparks of electricity to wrap around its user, though to a lesser degree. On activation, the user causes their cells to be super-vitalized with medical chakra, increasing the work and effectiveness of the cells by double their normal amount, allowing for quickness that equals the Raiton no Yoroi technique's first level providing the user with doubled speed. This is done by feeding the neurons with work-inducing sustenance and regenerating/creating neurons at a rapid pace. All of these things would no doubt cause one's reflexes and ability to process information to skyrocket increasing the user tracking/reaction by x2 as well. The body will also become immune to A-rank and below Lightning Jutsu. This level is only usable once per battle for three turns. This level is equal to A-rank.

Level Two -
Infusing more chakra into the cells and generating more neurons causes one to enter the second level which gives a person far more control over their brain than before. Reflexes and information management ascend as one can deduce and react with a point-blank distance of an attack— the user's body will spontaneously produce artificial nerve-cells which pick up on movement in one's personal vicinity. This "field" created a meter around them allows them to intercept fast pace movement and evaluate response. Several of their body's nerves will be replicated and transmitted to this cloud of invisible chakra created around them. Such action allows anything entering the radius to be intercepted by the billions of nerves floating about. If and when the smallest form of substance enters, the user of this technique will be notified. Changes in air-current, chemicals, debris and movement are also well-noted. The cloud is only signified by random sparks of electricity. Even chakra cannot enter the field secretly. The nerves do not send pain into the user's body; they simply give the body a heads up to movement within the dome in immediate procession. This technique requires a temperate amount of chakra and is invisible to the naked eye. The user's memory and ability to mimic what they see also boosts. In this field, one's rapid reflexes manifest as an abated perception of time increasing the user tracking and reaction by 2.5x, while maintaining the x2 speed of the first level. The user would also become immune to S-rank and below Lightning Jutsu. This level is only usable once per battle for two turns. This level is equal to S-rank.

Level Three-
The most powerful form of the Artificial Lightning technique is level three, allowing the user to transmit and create special neurons that are able to send specific electrical impulses straight from the brain to whatever part of the body they want to use, completely bypassing their nervous system's regular chain of movement and the already additional cells within their arms and legs. At this point all of the brain is under full control of the user and their speed leaves mirages in their wake gaining 3x the speed. Neural synapses happen at several hundred times quicker than a regular person. Sometimes only the electricity from their progression is all that can be seen. All electrical based techniques are therefore empowered considerably gaining an additional rank or +20 damage at S-rank and their special "field" triples in size. The user would become immune to F-rank and below Lightning Jutsu for the duration lasting two turns. This level is considered to be Forbidden-Rank.
  • User may only use the Lightning element while level 3 is active.
  • After the deactivation of Level 2 and 3, the user experiences decreased tracking ability and taijutsu ability. The user's tracking would be reduced by -1.5x and speed and taijutsu techniques would drop considerably by one rank lasting two turns. Level 3 usage would cause the drawback to last three turns.
  • Requires Medical & Adv. Fuuin Mastery.
Declined: The premise of this jutsu on the medical side of things seems flawed. Having extra nerve cells in your arms won’t really allow your muscles to function without signals from the brain. Having less text is also generally a good idea.

-Inch




Myth Contract in Inventory

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Summoning Animal: Shussebora - Promoted Giant Tritons
Scroll Owner: LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background: In Japan, there are kinds of fish called Shusseuo. This is the same shusse as we see in Shussebora, and it means “promotion” (uo means “fish” and bora comes from hora which is short for horagai, or “giant triton“). Shusseuo are a strange concept: they are fish who are called by different names at different stages of their lives. As they age, they “promote” from one creature to the next. This would probably be a much stranger concept to non-Japanese if not for Pokemon, which of course has made the idea of animals changing from one kind into another very common. If Charmander, Chameleon, and Charizard are each different creatures but technically the same too, then why not fish? A few examples of shusseuo are the amberjack, which sushi lovers will know as buri. Depending on its size and the region, this fish has a number of different names. When it is under 15 cm it is called an wakashi. When it is over 15cm but under 40 cm it is an inada. Around 60 cm it becomes a warasa. And at around 90 cm it become a buri.

Like many animals, giant tritons (Charonia tritonis)—a kind of sea snail similar to a conch—can turn into a mythical creature called a yōkai, strange and supernatural creatures from Japanese folklore, after living for a very long time. When a giant triton reaches an age of several thousand years old, it turns into a draconic creature called a Shussebora (lit. Promoted Giant Tritons). Long ago, it was believed that giant tritons lived deep in the mountains. They spent their lives buried under the earth. They grew larger and larger until after a period of a thousand years they descend from the mountains into the valleys during landslides. They spend a thousand more years living near human villages until they finally burrow into the sea. After a thousand more years underwater, they transform into a mizuchi—a kind of sea dragon. The only question that remains is why on earth would anyone come up with a sea snail that lives in the mountains and migrates to the sea to become a dragon? Well, part of that goes back to a play on the word hora. Hora is also a word for caves that are left behind after mudslides and avalanches. With earthquakes being quite common in Japan, and with the whole country being covered in mountains, it’s easy to imagine that new caves would be uncovered relatively frequently. The hora (shell)/hora (cave) pun implication is that the caves were the nest spots of big horagai, and are left behind as the tritons migrate from mountain to sea. But if horagai are sea creatures, why would people think they originated in the mountains? Here’s a theory: the tops of Japan’s mountains were once located underwater, and it is possible to find shell fossils high up in the Japan alps, so 150+ years ago, someone digging in the mountains and coming across a shell would have no idea how it got there. If he or she found enough shells, they’d think they were the shells of creatures that naturally live in the mountains. The flesh of a shussebora was said to bring very long life to anyone who eats it.

Because they spend their years buried in the earth or deep in the sea, Shussebora very rarely ever interact with people. However, the caves they left behind during their migrations serve as a testament to their existence. Shussebora originate from the Lightning Mountains, the remote mountain regions are a reason they are rarely encountered. It wasn't until Hayabusa Hotsuma's exploration lead him to their lair just off the northern coast of the Land of Lightning. He is one of the first to sign a contract with these mythical creatures.

Shusseboras possess a few unique abilities to help them function in the ninja world.
  • Shusseboras may carry a large shell on their backs, these shells are incredibly resistant to damage which Shussebora are capable of retreating into in order to protect themselves B-rank attacks.
  • Shusseboras are all capable of producing a viscous slime, this slime has varying properties unique to the summon.
  • Shusseboras have a seismic sense, an ability they developed during their time spent burrowed deep underground. They are capable of using this sensory ability both in and out of the water to locate prey.
  • Shusseboras all have a primary Earth or Water affinity, due to the longevity spent underground and in the deep sea. Because of the amount of time they spent in these mediums, they are capable of a passive manipulation up to C-rank which normally helps them burrow underground, or move throughout the sea.
  • Due to the longevity of Shussebora, they are known for their amazing life force and chakra. Shussebora's are capable of using the Chakra Transfer Technique in a way unique to the summon empowering the user in different ways depending on the creature.





Declined: the superfluous remarks copy-pasted from the sources are a great example of what not to include. But more importantly, the viability of this contract is in question given that contracts for slugs, cone snails, and dragons already exist and the whole "promotion" concept leaves me reluctant to consider this for approval. In addition, the contract-wide perks were too many and some, such as the last one, too much even if it were to be the sole perk.








-Pekoms
-Removed all the useless copy and pasted stuff (I honestly got lazy with it, so I apologize for my negligence and appreciate it not being DNR'd.) As such, I've completely redone everything pertaining to the contract to make it more reasonable I hope. Since its essentially a new submission, many changes weren't bolded.




Myth Contract in Inventory
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Summoning Animal: Shussebora - Promoted Giant Tritons
Scroll Owner:
LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background: Shusseboras are mythical draconic sea creatures from Japanese folklore that originated from the Charonia tritonis animal species. Commonly these animals are known as Triton's Trumpet or the Giant Triton which is a very large species of marine snail from the Charonia family of gastropod mollusk. The name is derived from the Greek god Triton whose is often portrayed blowing a large seashell horn similar to this species. Long ago it was believed that when the water receded from the Japanese mountains, which were once underwater, these tritons lived by remaining burrowed in a dormant state for a period of 1000 years until migrated to the valleys living near human villages. After another period of 1000 years, the Tritons would migrate from their burrows to the ocean their migrations said landslides and large cave formations were the results of their movement. After a period of 1000 more years, the Tritons would reach full maturity and finally "promote" into a creature known as a mizuchi, a type of sea dragon. Due to their longevity, the Shussebora's flesh was said to have life-giving properties, however since they were never really encountered, this has further increased the mythical legend behind them. The pun "to blow a conch's shell" or "to brag" is said to have been derived from this creature for the simple fact they have never been encountered during searches of the caves and the real nature of the life-giving properties has never been proven.

In the Narutoverse, the Land of Lightning is abundant in abnormally large animals and mythical creatures. Creatures such as the Colossal Squid, Island Turtle, and Giant Ape all have been seen calling this region home. In the NWRP, Shusseboras are no exception to this concept. This is because the Land of Lightning region is a mountainous peninsula surrounded by large bodies of water on all sides, making it a perfect place for them to exist. Deep in the Hokubu Ocean exist a small oasis in the vast region of endless water. It is a very remote region rarely encountered by people said to only appear when certain conditions are met known as Raijin's Reef. Shusseboras being mythical creatures possess a variety of abilities that make them unique summons.

As the myth describes, Shusseboras are Giant Tritons that were once buried in the mountains of the Land of Lightning's northern coasts. Being marine animals, it was only possible for them to live by remaining buried and survive by learning to gather natural energy, a process which took a very long time, most that failed to adapt remain fossilized in these mountains. Since those that survived solely relied on natural energy, they would slowly migrate towards the largest sources of natural energy seeking to return to their home in the ocean, the most abundant source of natural energy. Landslides caused were the results of the Tritons who adapted by manipulating the environment through natural energy creating cave formations in their wake thus shaping the region and allowing it to become habitable. As humans began settling in the Lightning Mountains, these Tritons migrated towards the villages due to the abundance of natural energy feeding off of it while remaining dormant and hidden. As chakra spread to the world, it did as well to Shussebora who absorbed it since they resided near the human villages. Over time, they would gain self-awareness and intelligence having relied on a primitive instinct to survive since they were once trapped in the mountains. This intelligence eventually turned to wisdom and they learned to stay away from the destruction wrought by humanity's constant warring. They would take their knowledge and finally return to the oceans where they have resided until this day. Over this period of time, the abundance of natural energy they have gathered has increased their lifespan and lifeforce considerably. The once marine creature underwent a unique Sage Transformation due to the time spent feeding off natural energy. A chance encounter led a lone shinobi Hotsuma Hayabusa to Raijin's Reef while he once stranded out in the deep ocean. Sensing his resolve, they have decided to trust him and are hoping to learn more about the human world by becoming his companions and forging a summoning contract.

Shusseboras are full of natural energy and having survived purely on it alone for a long time even before chakra existed. The abilities they possess are derived from this.
  • Shusseboras all have a large Triton shell upon their backs and a body coursing with natural energy making them incredibly strong and durable providing Shusseboras resilence to B-rank and lower attacks.
  • Shusseboras have been able to migrate and avoid human contact for so long due to the passive ability to sense natural energy, they can sense natural energy up to two landmarks away making them powerful sensors.
  • Shussebora all have a primary Earth or Water affinity thanks to the mediums they spent so much of their lives within.
  • Shussebora's longevity has given them a powerful life force, chakra, and deep connection to the world around them. All techniques performed by Shussebora have natural energy embedded in them but gain no damage bonuses from this unless using Senjutsu.




Declined: this just isn't a viable option as per the prior check. It comes off as multiple types of animals under an umbrella term and the real kicker is that most of them already exist in some form or another. There are ample options to choose from, so don't feel deterred by this.
-Pekoms​
 
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Ryóma

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(Inkpo: Re:Seikatsu ) Ink Arts: Re:Life
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage: N/A
Description: Re:Life is a simplistic technique in terms of its end goal, but it’s versatility speaks volume in the eyes of the artist. Passively activated, the technique acts as a mere infusion of chakra, but this applies the effects of “reshaping” towards the work of art. To narrow it down, the user is capable of allowing the work of art the ability to reshape itself into any other form, such as a rabbit shifting its form into that of a dog, an ink kunai taking the form of a sword etc. This allows for a degree of on demand changes, allowing them to perfectly manipulate it into any situation they can think of but of course, there is some restriction to this. The work of art in question cannot grow bigger than it originally was. However, it can become smaller, but cannot be less than half the original size. This ability is possible as it takes the concept from “Ninjutsu: Ink Flow” as it’s basis – allowing for the user to actively change its form. A unique property of this technique also allows certain ink techniques which demonstrate sentience (i.e ink animals that Sai has drawn) to passively change form without the user's input, capable of using it as a form of evasive tactic such as growing smaller to avoid a technique. In the case of the latter, it will be treated as an active technique and thus counts as a move. This technique may only be used once per turn for its active portion, while the passive ability can only be used once per work of art and overall 4 times per battle.

Approved: Please note the edits in bold.

-Inch
 
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Joestar

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(Inton: Tsuku no Fu) - Yin Release: Negative Moon
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 80 (-20 per turn)
Damage: N/A
Description: The user will weave 6 handseals and release from his body a surge of Yin-infused chakra. The user's Yin energy will permeate a five-meter area around the user in each direction at all times. To the naked eye, Negative Moon has no outward appearance, but is capable of being detected by others capable of sensing chakra or spiritual-based entities. Negative Moon itself acts as a parasitical mass of spiritual energy; due to the imbalanced ration of Yin and Yang energy in the chakra consisting Negative Moon, the technique seeks out Yang-based energy, much like the spiritual worms created by Tayuya's Doki. When targets under the influence of Yang-based chakra enter the perimeter of Negative Moon, the parasitical chakra will immediately feed on the energy, absorbing it away from the target in order to satiate the imbalance within itself. Techniques consisting of Yang energy, upon entering the perimeter, will dissipate, while modes based on Yang cease until the target exits the five-meter area. Likewise, techniques enhanced or otherwise altered by Yang-energy would lose these alterations, reverting to their original forms.

Note: Can only be used twice per battle and lasts three turns per usage
Note: Requires a four turn cooldown between usages
Note: During Negative Moon, the user is incapable of using Taijutsu. They also lose the ability to use 2 of the 5 basic elements (posted at start of technique) and any subsequent elements that require them..

Approved
-Reborn

(Inton: Shiā Hāto Atakku ) - Yin Release: Sheer Heart Attack
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 80(-20 per turn)
Damage: N/A
Description: The user will weave six handseals, producing a small Stand within the field, forged through their Yin Release chakra. This construct, known as Sheer Heart Attack, resembles a minituarized tank, taking the form of a plated sphere with tank treads on either side and a cat-skull embedded on the front side. Sheer Heart Attack moves rapidly throughout the field, following the speed of a Jonin with a secondary-speed Specialist. Due to the high composition of Yin chakra versus Yang chakra consisting Sheer Heart Attack, the Stand seeks to satiate this imbalance through the consumption of physical/Yang-based chakra. Upon entering short-range of a target, Sheer Heart Attack will begin to absorb their physical/Yang energy from their bodies. While the target is afflicted by Sheer Heart Attack's absorption, the effects of their Yang and Tai-influencing techniques will produce the inverse effect(for instance, a Yang technique that raises Taijutsu by one level would instead decrease it by one level). Sheer Heart Attack is extremely durable, capable of withstanding techniques up to A-rank. However, upon entering short-range of a target and commencing the absorption of their Yang energy, Sheer Heart Attack's durability increases, reinforcing itself with the stolen energy. Under this state, Sheer Heart Attack becomes impervious to damage below S-rank.

Note: Can only be used twice per battle, lasting for three turns per usage
Note: Can't be used with any other absorption based techniques
Note: Requires a cooldown of three turns between usages
Note: While in use, the user is unable to use non-elemental techniques, Yang Release, or Yin-Yang Release techniques.

Approved
-Reborn


(Inton: Tsukiakari no Rekuiemu) - Yin Release: Moonlight Requiem
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70(-20 per turn to user, -100 to opponent on contact)
Damage: N/A
Description: The user will weave several handseals and manifest a spiritual parasite within the terrain. This parasite takes on the appearance of a large fish composed entirely of bones, floating a few meters above the ground. The fish is attracted to foreign chakra and spiritual energy, being capable of being guided towards foes. Moonlight Requiem are incorporeal in nature, being capable of phasing through objects and people alike. Upon phasing through a person, Moonlight Requiem will absorb a portion of their spiritual energy, draining their chakra and becoming linked to the target spiritually. Having stolen the opponent's energy, Moonlight Requiem will swell in size and transform, gaining what appears to be decaying flesh along its form. In this state, Moonlight Requiem cannot be undone by the user, remaining active as long as the user can pay the chakra cost to sustain it(-20 per turn). While Moonlight Requiem can only be targeted by techniques utilizing Yin-Yang Release, its components, or Senjutsu in its initial form, the parasite becomes able to be destroyed by any technique of S-rank and above strength while in its second form. Upon being destroyed or otherwise nullified, the link between Moonlight Requiem and the target goes into play, inflicting spiritual damage to the target, half of the amount of chakra stolen from them. Should the user be defeated prior, this condition doesn't come into play.

Note: Can only be utilized twice per battle with a three turn cooldown between usage
Note: In its initial form, Moonlight Requiem lasts for three turns before dissipating
Note: No other Yin Release or Yin-Yang Release techniques may be activated in the same turn Moonlight Requiem is activated

¤ Approved ¤
 
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Priest

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Yin in my inventory
Yin Training https://animebase.me/threads/black-and-white.766819/
Kabuto and sage bio
https://animebase.me/threads/lady-medusa.757861/
Bought Custom Kin

Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A(+50 to infused tech)
Damage: N/A
Description:
Using the same logic and Yin Release: Change to Hell where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. However, the yin energy would curse through the technique and make it able to play on equal terms with yin and yin level techniques if it can not do that before. Elaborately, this would make the technique infused be immune to techniques like Hungry Ghost, Hand of Sloth and other spirit related techniques. The infused technique would be able to bypass the generic immunity yin techniques have over normal techniques. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.


Auto-declined: get further along with your training and discuss with your sensei when you resubmit.
-Pekoms


Discussed with my teacher as you suggested.


Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: S
Range: N/A
Chakra: 70 (-15 per turn active)
Damage: N/A
Description:
Using the same logic and Yin Release: Change into Heaven where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. The yin energy would make it able to play on equal terms with yin release techniques. Techniques with Pentecost infused would become immune to the chakra draining properties of Yin Release techniques and users up to the rank of the infused technique. If applied to techniques that remain on the field for multiple turns, the user must fuel it with additional chakra per turn. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.
Approved - edits made
-Reborn
 
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Daemon

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Link to Yang Training: https://animebase.me/threads/the-danish-dude-teaches-me.766912/

(Yoton: Pāpuru Heizu Disutōshon )Yang Release: Purple Haze Distortion
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 70 (-30 per turn)
Damage: 120
Description: Purple Haze Distortion, or PHD, is a humanoid Stand of a height and build similar to Eli. Its face and body are patterned by horizontal lozenges of alternating shade, and armor pieces are present on its shoulders, elbows, and knees. It has spikes along its back. Its lips and appendages are loosely stitched, and its eyes have distinct irides with miotic pupils. On its head is a helmet inspired by Roman design with a transparent visor in the approximate shape of a beak. Purple Haze Distortion is a manifestation of the user's Yang Energy similar to the Eight Branches Yang Technique and thus is an Yang energy creation that originates from the user's body. Due to being made of Yang Energy, PHD is sentient and able to carry out it's own will and is telepathically linked with it's creator. Purple Haze Distortion's ability is known as Feral Virus. Primarily, Feral Virus is an advanced application of the Ring of Hell technique where PHD releases an omnidirectional wave of Yang Energy from his body that can surge into Mid Range. This Yang Energy affects all living things within it's radius excluding the user and allies. This Yang energy "infects" it's target by causing grotesque mutations to the target(s) body. Unlike Ring of Hell, these physical changes are entirely detrimental to opposing figures, causing intense burning sensation as the sudden surge of Yang energy begins to rapidly mutate and cause growths from their flesh. The Yang energy released by Purple Haze Distortion is so powerful that it "over stimulates" the production of growth forcing organic tissues that it comes in contact with to accelerate their life cycle causing them to wither. For example, a wave of Feral Virus from PHD can cause rapid and grotesque arm growth to an opponent, in which they will feel and intense burning sensation as their arm begins to continually be misshapen. The growth continues to accelerate and pushes the tissue in the opponent's arm to reach the end of its life cycle causing it to rot and result in them losing their arm entirely. Feral Virus can be administered through either direct contact or through the wave of energy. When used through the wave of energy, the rotting effect of PHD: Feral Virus only occurs after two full turns of exposure. The rotting effect can also be circumvented if the opponent manages to escape the mid range energy wave after they were afflicted. However, if Purple Haze Distortion inflicts his Feral Virus through physical contact, the rotting effect will persist even if they escape his range post-contact. Senjutsu surges of equivalent rank can stop the effects of Feral Virus.
Note: Only one Stand type technique can be on the field at a given time.
Note: After one full turn of exposure, the target will notice an inability to utilize said arm for anything above B rank techniques. After two turns, the arm is rendered defunct until they have escaped the range of Feral Virus for the same amount of time within if, causing a reversal of abilities being lifted (outside of it for 1 turns leaves them unable to utilize techniques of A rank and up and two turns completely heals it).
Note: Purple Haze Distortion can be used a total of three times per battle, lasting 4 turns each usage, with a three turn cooldown in between usages.

(Yoton: Ueta shushi) - Yang Release: Starved Seed
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50)
Damage: N/A
Description: Starved Seed is a Yang technique designed to be the counterpart of Yin Release: Hungry Ghost. The user, within the same timeframe as another technique, infuses high amounts of Yang chakra within the technique. Once the technique is destroyed, dispersed or comes into collision with an opponent's technique, the Yang energy built up within the technique is released as an omnidirectional wave that reaches up to Mid range in reach. This wave of Yang energy invades an opponent's/enemy's chakra pathway and begins to burn it away by causing an imbalance. This imbalance eats away at the opponent's chakra system causing irreparable damage, which can only be healed through the use of Yang level healing. As long as the Yang Chakra stays within their system, the opponent becomes unable to use techniques that require considerable levels of chakra usage stopping them from using techniques that require more the 40 chakra to initiate or use, even if outside sources are infused into the technique and collectively go over this cap. After the duration of Starved Seed, lingering effects are maintained through the destruction of the opponent's chakra system. As a result, techniques that cause sustained chakra drain that used by the opponent are doubled. For example a technique that would drain -10 chakra per turn would become -20 per turn. This effect lasts until the chakra system of the opponent is repaired. Starved Seed's initial chakra surge can be countered by a burst of Senjutsu, such as entering Sage Mode, or Y/Y energy of similar level. Starved Seed lasts 4 turns usable three times per battle with a three turn cool down in between usages. Starved Seed cannot affect the same target more than twice.

¤ Approved, made edits to both ¤
 
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The Pervy Sage

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Updating/reworking damage and how they work to suit current rp

Original approval for both: https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/page-185#post-3602270

(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 20
Description: At the end of one of their wind jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their wind chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 20 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents. The user can also choose to perform this technique after their wind jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on wind the user or the users summon has created
Note: can only be used 3 times


Update Approved
-Pekoms​
(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +20
Description: At the end of one of their lightning jutsu the user will perform 2 handseals, and in the same time frame release their chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 20 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.The user can also choose to perform this technique after their lightning jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on lightning the user or the users summon has created
Note: can only be used 3 times


Update Approved
-Pekoms​
 
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Rucken

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Summoning Animal: Trico
Scroll Owner: Rucken
Other Users who have signed contract: N/a
Summoning Boss if existing: N/a
Other Summoning Animals tied to contract: N/a
Description and Background: A creature known from the legend, the Trico based on the . The term "chimera" has come to describe any mythical or fictional animal with parts taken from various animals, or to describe anything composed of very disparate parts, or perceived as wildly imaginative, implausible, or dazzling. This Mythical beast, being a mere mix of a combination made of a dog, bird, and a cat. Being of such similar summoning Mythical beasts as the Cerberus, Griffin, and the Hydra. The trico is a large, hybridized beast with the face of a dog, the ears, body and tail of a cat, and the beak, wings, feathers of a bird. It also sports a pair of horns on its head. Its feathers are a grayish blue with darker feathers on its tail, wings, and nose, while having lighter feathers on its face. The beast's eyes change colors depending on its mood. A Trico's appearance also changes over time as it grows (Depending on Rank). At the beginning, its wings are in tatters, and the horns seem to appear broken/ blunted (if summon is E-rank to B-rank). By the time it becomes an adult (if summoning is A-rank to S-rank), the wings are fully grown and its sharp horns are about a foot long and slightly curved forwards.

History - Trico first appears in the cave with the boy (the Seeker), unconscious and wounded. After the Boy cares for the creature, the two start to bond and Trico follows the Boy around. As the two make their way through the Nest, Trico defends the boy from enemies large and small and helps him access areas and cover ground very quickly. Trico's bond becomes so strong that the beast would protect the Boy from seemingly anything.

Ability I - Physiology, Trico can best be described as a chimera, a creature composed of several different animals. This gives the beast the abilities of all the species it embodies: the strength of a dog, the agility of a cat, and the flight of a bird. Because of its massive size, Trico is incredibly strong, capable of destroying stone structures and smashing groups of enemies with relative ease. Trico can climb and leap great distances that would be impossible for any other animal. This is embodied by its cat-like traits. Initially, young Tricos cannot fly because of their weak wings, however, when its grown, wings are fully able to lift the creature by expanding instantaneously. A Trico can fly great distances and is able to achieve altitude to soar above the clouds. Even when the beast's wings are damaged, it can glide with them for a short period of time proving how compact they are. A Trico can take massive amounts of damage. Swords do not affect the beast, spears only slow it down, and even if serious wounds are sustained, long falls, or being struck by lightning can be shrugged off in a short amount of time (C-rank base Tanking). Trico also seems to heal very fast, as it does not bleed very much from spear wounds and can quickly get up from even life-threatening wounds. Trico's tail acts as an extra limb. The creature mainly uses this ability to assist the user while its four feet are in use. Thanks to its dog-like attributes, Trico has incredible senses of smell and hearing.

Ability II - Eye-shine (Unrelated to the Summon), The color of Trico's eyes change depending on its mood. With its sight range to see through objects at far distances (1 Landmark next to the user in WSE) to a lesser degree than Byakugan, but much more potent than the Sharingan. The huge eyes shine pink when aggressive or angry (also in sight of funinjutsu paper tag in an area), glow white when excited or interested (also when a Barrier is seen), are yellow when it sees food (also when another summon is seen), and when its eyes are dark green, Trico is calm and friendly (also when elemental ninjutsu is seen). Its pupils will contract greatly when the creature is under Genjutsu (C-rank or lower), when being cast into an illusion, its eyes will closely resembling a more human eye before quickly (Passively) recollecting its colorfulness, which acts as a painful shock through its body.

Ability III - Twining Elemental Generation, through the summons tail it mixes two elements that are then released from its tail tip. This ability is not directly controlled by Trico. Meaning the user will have to had specialized in two of those elemental natures to unitize this ability via the tail of the summoned Trico.


Declined: first and foremost, the given reference doesn't align with the physiology section. And instead, it appears to be derived chiefly from an unrelated video game. As a legendary contract, that would be perfectly fine; however, not so much as a mythical contract. Moving on, the whole "Eye-shine" ability is just odd. It reminds me to some degree of Sasori's CJ and is indeed more suited for being a puppet mechanism. Another issue that goes in hand with it is the subtle language employed throughout the CJ. "Swords do not affect the beast" or the bit that "acts as a painful shock through its body" to potentially dispel genjutsu with no further clarity are problematic. Lastly, "Twining Elemental Generation" should be excised due to the vague description which one can infer to be quite generic and also nonsensical for the summoner's own natures to be so involved.
-Pekoms​
 
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Ushiro

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(Gakido: Kuronosu no Pāji) - Preta Path: Purging of Cronus
Type: Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A
Description: The user takes any jutsu affecting them internally regardless of rank or form and absorbs it, dispersing it in their body by spinning their chakra in the opposite direction. Jutsu can also be extracted and absorbed from others through contact or remotely on people pierced by chakra receivers which the chakra can be transmitted through. In order to absorb the jutsu and properly target it the user must be aware of its existence. If the jutsu has a recurring or continuous effect, this jutsu can be sustained to nullify it for its duration but the user will be unable to perform Preta path techniques while doing so.
-Usable 5 times per battle
-Requires Preta path to be active
-Only one jutsu can be absorbed at a time
-Can be used on multiple people at once if affected by the same jutsu

? Declined. As a variation of the Preta Path's absorbing barrier, this would need to be the same rank(S-rank), since it's just that same jutsu but focused internally. Secondly, this will only work on techniques that work via the insertion of chakra into the target's body. Techniques like Sound of Midas or jutsu that insert other forms of energy aside from chakra wouldn't be affected by this, as there's no insertion of chakra. Thirdly, removing the jutsu on allies/other people would require direct physical contact. Piercing them with a chakra rod would damage them and disrupt their chakra system, not to mention that channeling the Preta Path's ability through a chakra rod infringes on a custom of my own as well.?


(Jigokudō: Ankoku Machi e no Ikō) - Naraka Path: Underworld Migration
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique uses the King of Hell as a storage container for various objects and substances (weapons, corpses, souls, liquid, structures, etc). The amount of chakra required to store/retrieve objects depends on their size. (C < 2m, B 2-7m, A 8-15m, S 16m-30m) The King of Hell has been shown to be able to enlarge its own mouth which can be useful when storing or retrieving large objects. However, is not necessary to summon the King of Hell to the field. The objects can instead be transported by way of a portal that appears as purple flames on a surface and are linked to him. Objects being transported this way appear to be engulfed in flames before disappearing. Retrieving objects from storage costs a move and requires half the chakra used to store them unless the user wishes to use the King of Hell's abilities to restore the objects to an earlier form, then it will require the full cost or more if the object increases in size to a new category. Naturally, objects cannot be restored past this technique's size limit. Parts that have been detached from other objects can be reattached by placing a portal on the broken area from which the detached part will appear bonded to it as though it was never detached.
-Must have the Naraka path active
-Living organisms cannot enter the portal and are not effected by it
-Stored objects are unaffected by time
-S rank usable three times per battle not including retrievals
-Portals must be created within the user's line of sight and cannot be formed directly on an enemy

?Portal jutsu have long been disallowed. Even if they weren't, spawning portals like this infringes on that Kaguya canon that creates portals and would require space-time ninjutsu. The effects of this can also already be accomplished with canon Fuuinjutsu, specifically the Summoning: Lightning Blade Creation technique. DNR.?
(Gakido: Kuronosu no Pāji) - Preta Path: Purging of Cronus
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40 (+15 per turn to sustain)
Damage Points: N/A
Description: The user absorbs chakra affecting them internally, regardless of strength or form, and disperses it in their body by spinning their chakra in the opposite direction. Chakra can also be extracted and absorbed from others through direct physical contact. In order to properly target jutsu and absorb them the user must be aware of their existence. If the jutsu has a recurring or continuous effect, this jutsu can be sustained to nullify it for its duration.

-Counts as a use of Blocking Technique Absorption Seal[/B]
-Requires Preta path to be active
-Cannot perform other Preta path techniques while sustaining this one
-Can only absorb one jutsu in a single timeframe



Approved: the redundant parts have been omitted.
-Pekoms​
 
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Shady Doctor

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( Junsuina sentō-in ) - Pure Combatant
Type: Supplementary
Rank: C-rank
Range: Self/Short
Chakra: 15 [-5 per turn]
Damage: N/A
Description:
Pure Combatant is a technique/Skill invented by Shady. This is a skill that would allow them to use taijutsu to combat equally with other elements and techniques. This translates into, for example, the user using an A rank kick to counter an A-rank earth bullet or wind tiger without negatively effecting themselves. This is something achieved by the chakra skillfully being leaked out of their bodies in small portions, coating their skins in a miniscule aura in order to interact with techniques directly; Effectively creating a form of Nintaijutsu. This is a technique that would have to be activated in order to use, but once activated the user can passively combine it with any future taijutsu technique. After the initial activation, the technique itself will last until deactivated or until the user doesn't have enough chakra to further sustain it.

Declined: Sorry, but a C rank which permanently removes all major elemental weaknesses of taijutsu isn't going to be approved. The concept is also unfortunately a little played out/way too generic. Nor does it make sense for unfocused chakra to give neutrality to elements, considering unfocused chakra is weak to elements. There's just too much wrong with this one. DNR

-Inch
 
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ReXii

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( Yoton: Gōrudo Ekusuperiensu ) - Yang Release: Golden Experience
Type:
Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 40 (Too Low)
Damage points:
N/A
Description: The user gathers Yang energy into his body at a focal point such as the hands or feet or any offensive limb in general, before making contact with an opponent. Similar to the white tiger technique they will overload the targets body with a vast amount of excess yang chakra (A) minimizing the targets yin and spiritual energy (B). This has a rather unique effect on the target physically splitting their consciousness from their body similar to an out of body (C) experience thanks to the excess yang literally forcing them out of the vessel. While outside of their body the opponent is highly vulnerable with their true body and all parts of it being entirely useless they are limited to only using techs of a yin nature. I.e genjutsu (D) (A - C Contradiction: Yang governs vitality and life but your jutsu effectively govern's the spirit?) (B - D Contradiction: the excess Yang weakens their spirit but they are capable of using spiritual techniques?)and only abilities that could be performed in this situation. I.e no ocular or sound genjutsu since they require eyes and the ability to produce sound. Outside of their body the victim can see everything happening but can not physically interact with the world, essentially being a spirit only. Unless they have the ability to directly manipulate their spirit. Like a Dan Kato bio with his unique ability.

Note: This effect only lasts for one turn and requires direct contact.
Note: While this ability is in effect the user can't use any elemental ninjutsu of any kind or any genjutsu. Only raw chakra yang chakra or natural energy.
Note: Can only be used thrice per battle and requires a three turn cooldown between successful usages.

Declined - Not a Yang technique, Possible DNR
-Reborn
 
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Pyro NB

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Summoning Animal: Thunderbird
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: The legend of the Thunderbirds originates from Native American folklore and is considered a being of power and strength. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle. Like most aerial creatures they have very keen eyesight being able to see in any type of light and depending on the bird they can have anywhere from 1 to 3 pair of wings on their bodies. They are most recognized for and named after their ability to create storms as they fly.

Abilities:
Sky Dominion: All Thunderbirds naturally and passively flood the sky with chakra creating rain clouds when the fly. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they immediately reform in the next 2 turns. The strength of these clouds are dependant on the strength of the individual bird and thus require at least a 1 rank higher wind jutsu aimed at them to disperse. Only signers of the contract are able to utilize their domain when they are on the field of battle.

Wind: Being aerial creatures Thunderbirds utilize their mighty wings to perform sealless wind style jutsu whether fan based or not. Due to their nature of creating storms upon flying the wind produced from their wings are much stronger than that of the average user. This translates their wind-based jutsu being 1 rank higher in damage.

Lightning: The other affinity of theirs is raiton and are capable of using any and all lighting based jutsu that the user knows. As the creatures fly through storm clouds and are constantly surrounded by lightning their feathers protect them from the element. This translates into Thunderbirds having immunity to all forms of it up to their individual rank both damage and effect wise.

Keen Eyesight: Being birds of prey and not just ordinary birds of prey Thunderbird's like their cousins have very keen eyesight. Their eyes allow them to track targets up to 1 adjacent landmark away, are able to see in low light environments, and have a 360-degree horizontal/180-degree vertical field of view.

Sources of inspiration:




Declined: DM me so this can be further discussed.
-Pekoms
Summoning Animal: Thunderbird
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: The legend of the Thunderbirds originates from Native American folklore and is considered a being of power and strength. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle. Like most aerial creatures they have very keen eyesight being able to see in any type of light and depending on the bird they can have anywhere from 1 to 3 pair of wings on their bodies. They are most recognized for and named after their ability to create storms as they fly.

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

Lightning: As the creatures fly through storm clouds and are constantly surrounded by natural lightning their feathers protect them from the weaker chakra variants that lesser creatures produce. This translates into Thunderbirds having immunity to all forms of it up to their individual rank both damage and effect wise.

Keen Eyesight: Being birds of prey and not just ordinary birds of prey Thunderbird's like their cousins have very keen eyesight. Their eyes allow them to track targets up to 1 adjacent landmark away, are able to see in low light environments, and have a 360-degree horizontal/180-degree vertical field of view.


Contract Approved: edit(s) marked in pink plus two other things to note. First, the birds and summoner will not exclusively be able to "utilize their domain" or whatever that means. If these are indeed "natural lightning clouds", neither are set up to manipulate them as is. Aside from that, the paragraph on "Chakra Affinity" has been omitted.
-Pekoms​
 
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Daemon

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New Cycle: 02/21/2018 - 02/28/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Priest

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Updating

Discussed with my teacher as you suggested.


Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: S
Range: N/A
Chakra: 70 (-15 per turn active)
Damage: N/A
Description:
Using the same logic and Yin Release: Change into Heaven where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. The yin energy would make it able to play on equal terms with yin release techniques. Techniques with Pentecost infused would become immune to the chakra draining properties of Yin Release techniques and users up to the rank of the infused technique. If applied to techniques that remain on the field for multiple turns, the user must fuel it with additional chakra per turn. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.
Approved - edits made
-Reborn
Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: S
Range: N/A
Chakra: 70 (-15 per turn active)
Damage: N/A
Description:
Using the same logic and Yin Release: Change into Heaven where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. The yin energy would make it able to play on equal terms with yin release techniques. Techniques with Pentecost infused would become immune to the chakra/spiritual energy draining properties of Yin Release techniques and users up to the rank the infused technique is naturally able to withstand(before the infusion). If applied to techniques that remain on the field for multiple turns, the user must fuel it with additional chakra per turn. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.

Declined
You didn't even update anything...
-Reborn




Inton: Ochi - Yin Release: Fallen
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: N/A
Description:
Fallen is a dark translucent spiritual familiar which is made entirely of Yin energy and shaped according to the user's taste. Fallen is ethereal in nature and can not physically be affected by matter but techniques that are spiritual in nature.
Fallen has a passive ability called "Tearless Ending" which enables him through the use of "Change to Heaven" convert spiritual energy mixed water molecules in the air into snow. This yin infused snow falls on a global scale(current landmark) (Long range, not letting you do all this on an entire landmark) and anyone apart from the user and allies who touches it would be infused with potent yin energy. This will immensely dampen their spiritual energy and will immediately make them fall into deep slumber the next turn (More than one turn). Like Fallen, these snow would not interact with matter except the posses any kind of spiritual energy. Actively, the familiar can use yin techniques that the user is able to use while(If it is not physically capable of interacting with the world it cannot use techniques that do, re-word to express this) siphoning chakra from its owner to use them. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present so as to hide in plain sight. However, destroying the user or the technique would end Fallen. An advantage of merging however is that the presence of Fallen reinforces the user or the technique against foreign yin spiritual properties of the same chakra as Fallen and below(Remove).
Requires six handseals to create Fallen.
Tearless ending lasts for 4 turns after which Fallen is left with its active abilities
Usable twice per battle
While Tearless Ending is in play, the user is unable to use above A-rank Yang techniques

Declined
-Reborn

Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the highest damage between the jutsus. Once the techniques are merge, it takes on the longest time limit out of the two also as a drawback, employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined
This is really broad, if you can combine any two techniques and keep the properties of both techniques it could present some problems. Should be A-rank as well. Need to give a bit more description on how this would work and maybe an example
-Reborn


Inton: Henkō - Yin Release: Alter
Type: Supplementary
Rank: S
Range: Contact|Short|Mid
Chakra: 70
Damage: N/A
Description:
Alter is a powerful jutsu that works using the principle behind Yin Release: Change to Heaven. With the equivalent power to change the state of matter from solid to liquid to gas albeit with notable modifications, the user is able to alter the size of matter, energy and chakra. The user is able to curse matter with yin energy through either contact with the matter or via proximity induction(short range), altering the size either by increasing its overall mass, turning them into a colossal form or reducing the matter into a molecular size that it simply fades out of existence(no). Alter would affect physical matter, energy, spiritual/ethereal energy and chakra(redundant). Notable applications are; the user could use this on himself to alter the size of foreign chakra, substance and even poison, reducing them and completely rendering them too miniscle to affect the user, effectively ridding himself of them(Reducing the size is synonomous with reducing the potency/level of energy? I'm not too sure on acomplishing what you're attempting to via this method). He could equally use it on a target to increase the size of foreign substance in them, doubling the size and increasing the effect two folds (Ok, yeah no this is a definate no. This can't work chief). Reducing the size of matter simply erases them while increasing them simply does nothing to the chakra within the matter(if there is any) but would increase the damage of the matter by 20 if its an offensive technique OR increase its defense to be able to tank +20 more if its a defensive technique. Reducing the size of chakra would remove chakra completely from the technique or medium though the technique, if physical would remain as a husk. Techniques composed of energy would simply dissipate. Increasing the size of chakra would double the chakra content of the technique and equally increase the damage output according to the amount of chakra gained. That is, the technique gains +20 damage if there is a 20 chakra increment. Increasing a technique's chakra size would not increase the actual size of the technique if its a physical technique but the size of energy based technique would increase accordingly. Increasing a supplementary technique's chakra size would increase the rank accordingly to the amount of chakra increase. This means a 15 chakra increase to 30 chakra would make the technique become A-rank.
Alter can not be used to alter the size of Human ninja and clones. However, it can be use on humans via direct contact to alter the size of foreign chakra and foreign substances within the body, substances like poison, drugs, energy etc. One can not simply use Alter to increase or decrease one's or enemy's innate chakra.
Alter would not work on techniques that has higher chakra content than it. This means, techniques of above 70 chakra point would be immune to Alter except if it were a technique of the User's.
Yin masters are able to induce Alter via proximity up to mid range.
Usable 3 times per battle with two turns in between usages
User can not conjure Yang, Yin-Yang techniques the same turn Alter is used.

Declined
This needs a major restructure. I didn't get through the whole thing since the basic premise is still flawed. For one what you're attempting to do is almost like how Hayabusa techniques work by creating and erasing chakra in and out of people and entities but you're sorta trying to Mario Mushroom it. This needs to be rethought out
-Reborn
 
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ReXii

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( Yoton: Hamon ) - Yang Release: The Ripple
Type:
Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short (Short-Long depending on attack)
Chakra cost: 50
Damage points:
???
Description:

The Ripple is an energy identical to the Sun's rays, which the human body can produce through controlled breathing along with skill and training in yang release, having the effect of producing ripples of energy propagating from the bloodstream to the rest of the body and other objects in contact with it. The Ripple manifests itself as electricity-like sparks, and it can be seen by ordinary humans.
The Ripple can also affect non-living things. An object charged with Ripple energy will have one or several attributes enhanced by the energy, making it a more effective tool, or weapon. Liquids conduct the Ripple especially well (and the user's Ripple shows on liquids as actual ripples).

Due to its identical nature to the positive energy of the Sun, the Ripple's primary uses are to heal various wounds or ailments, and combat creatures such as edo's or constructs lacking life and spiritual entities.
Living organisms can be affected by Ripple attacks, but are not hurt by it unlike the aforementioned beings without life. To harm a living person the user must consciously choose to do so and this will cause severe burning to the target. Translating to someone being hit by offensive ripple taking the full damage of the ability(Which is how much?) as well as taking an additional 10 dmg per turn until the chakra is purged from them which is possible with medical ninjutsu or methods that expel foreign chakra such as kai provided it's equal rank or above Hamon.

Once activated the ripple will remain active for three turns unless interrupted
. When invoked, which costs a move slot, the ripple will surge chakra through the whole body before being released from one or more focal points of the users choice this includes limbs or even basic objects or liquids. In the case of liquids they will become more viscous and dangerous such as infusing hamon into saliva and spitting it like a bullet or channelling it in to hair making the follicles stiffen and become deadly sharp like senbon. Basic objects or freeform actions will take on the full damage of the ripple ability. While supplemental additions of ripple to jutsu would just be considered a yang infusion allowing it to behave on equal terms to other elements.

Note: Once activated ripple will remain activated but costs a move slot to actually invoke any effects.
Note: Placing Hamon into a living container can heal the person affected up to the damage limit of the Hamon ability.
Note: Once invoked Hamon can only be channeled once before requiring a one turn cooldown period. So it can't be used every turn.
Note: Basic objects infused with hamon can be launched physically by the user up to long range. Such as shuriken.
Note: As mentioned some beings are more susceptible to the Hamon. This essentially applies in the same way as an elemental strength would. In the case of Edo tensei. Injury caused by Hamon will not repair itself similar to injury from the TSB (TSB does this through negation of the technique, how do you justify this with only Yang?).
Note: Hamon must be activated to use any techs based on Hamon. But activating Hamon is instant using no timeframe.

Declined
Beyond what I scoped in the comments I'm a little unclear about a few things. Is your technique constantly propagating a surge through your body or this Ripple through your body for you to use on objects and techniques? If so you're going to need to specify a chakra limit by turn. You also need hand signs to activate this, at least 5 (didn't add them because you're going to modify this yourself with some things). It sounds as though you activate the jutsu and then apply the various affects after the fact (healing, offensive, etc) so it's almost mode-like in that regard unless not everything gets boosted from this (only when you specify). In the case of the latter, Ripple should be either a stand alone "activate and does x" or a "in the same timeframe as" technique where you apply it to whatever you want.
-Reborn
 
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Rucken

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Summoning Animal: Trico
Scroll Owner: Rucken
Other Users who have signed contract: N/a
Summoning Boss if existing: N/a
Other Summoning Animals tied to contract: N/a
Description and Background: A creature known from the legend, the Trico based on the . The term "chimera" has come to describe any mythical or fictional animal with parts taken from various animals, or to describe anything composed of very disparate parts, or perceived as wildly imaginative, implausible, or dazzling. This Mythical beast, being a mere mix of a combination made of a dog, bird, and a cat. Being of such similar summoning Mythical beasts as the Cerberus, Griffin, and the Hydra. The trico is a large, hybridized beast with the face of a dog, the ears, body and tail of a cat, and the beak, wings, feathers of a bird. It also sports a pair of horns on its head. Its feathers are a grayish blue with darker feathers on its tail, wings, and nose, while having lighter feathers on its face. The beast's eyes change colors depending on its mood. A Trico's appearance also changes over time as it grows (Depending on Rank). At the beginning, its wings are in tatters, and the horns seem to appear broken/ blunted (if summon is E-rank to B-rank). By the time it becomes an adult (if summoning is A-rank to S-rank), the wings are fully grown and its sharp horns are about a foot long and slightly curved forwards.

History - Trico first appears in the cave with the boy (the Seeker), unconscious and wounded. After the Boy cares for the creature, the two start to bond and Trico follows the Boy around. As the two make their way through the Nest, Trico defends the boy from enemies large and small and helps him access areas and cover ground very quickly. Trico's bond becomes so strong that the beast would protect the Boy from seemingly anything.

Ability I - Physiology, Trico can best be described as a chimera, a creature composed of several different animals. This gives the beast the abilities of all the species it embodies: the strength of a dog, the agility of a cat, and the flight of a bird. Because of its massive size, Trico is incredibly strong, capable of destroying stone structures and smashing groups of enemies with relative ease. Trico can climb and leap great distances that would be impossible for any other animal. This is embodied by its cat-like traits. Initially, young Tricos cannot fly because of their weak wings, however, when its grown, wings are fully able to lift the creature by expanding instantaneously. A Trico can fly great distances and is able to achieve altitude to soar above the clouds. Even when the beast's wings are damaged, it can glide with them for a short period of time proving how compact they are. A Trico can take massive amounts of damage. Swords do not affect the beast, spears only slow it down, and even if serious wounds are sustained, long falls, or being struck by lightning can be shrugged off in a short amount of time (C-rank base Tanking). Trico also seems to heal very fast, as it does not bleed very much from spear wounds and can quickly get up from even life-threatening wounds. Trico's tail acts as an extra limb. The creature mainly uses this ability to assist the user while its four feet are in use. Thanks to its dog-like attributes, Trico has incredible senses of smell and hearing.

Ability II - Eye-shine (Unrelated to the Summon), The color of Trico's eyes change depending on its mood. With its sight range to see through objects at far distances (1 Landmark next to the user in WSE) to a lesser degree than Byakugan, but much more potent than the Sharingan. The huge eyes shine pink when aggressive or angry (also in sight of funinjutsu paper tag in an area), glow white when excited or interested (also when a Barrier is seen), are yellow when it sees food (also when another summon is seen), and when its eyes are dark green, Trico is calm and friendly (also when elemental ninjutsu is seen). Its pupils will contract greatly when the creature is under Genjutsu (C-rank or lower), when being cast into an illusion, its eyes will closely resembling a more human eye before quickly (Passively) recollecting its colorfulness, which acts as a painful shock through its body.

Ability III - Twining Elemental Generation, through the summons tail it mixes two elements that are then released from its tail tip. This ability is not directly controlled by Trico. Meaning the user will have to had specialized in two of those elemental natures to unitize this ability via the tail of the summoned Trico.



Declined: first and foremost, the given reference doesn't align with the physiology section. And instead, it appears to be derived chiefly from an unrelated video game. As a legendary contract, that would be perfectly fine; however, not so much as a mythical contract. Moving on, the whole "Eye-shine" ability is just odd. It reminds me to some degree of Sasori's CJ and is indeed more suited for being a puppet mechanism. Another issue that goes in hand with it is the subtle language employed throughout the CJ. "Swords do not affect the beast" or the bit that "acts as a painful shock through its body" to potentially dispel genjutsu with no further clarity are problematic. Lastly, "Twining Elemental Generation" should be excised due to the vague description which one can infer to be quite generic and also nonsensical for the summoner's own natures to be so involved.
-Pekoms
Summoning Animal: Trico
Scroll Owner: Rucken
Other Users who have signed contract: N/a
Summoning Boss if existing: N/a
Other Summoning Animals tied to contract: N/a
Description and Background: A creature known from the legend, the Trico based on the . The term "chimera" has come to describe any mythical or fictional animal with parts taken from various animals, or to describe anything composed of very disparate parts, or perceived as wildly imaginative, implausible, or dazzling. This Mythical beast, that appears like a mixed combination made of a dog, bird, and a cat. Much similar to other summoning Mythical beasts, such as the Cerberus, Griffin, and the Hydra. The trico is a large Mythical beast with a similar face to a dog, the ears, body and tail of a cat, and the beak, wings, feathers of a bird (these features aren't actual physical traits of these very animals, but rather appear in similarity to the Trico). It also sports a pair of horns on its head. Its feathers are a grayish blue with darker feathers on its tail, wings, and nose, while having lighter feathers on its face. The beast's eyes change colors depending on its mood. A Trico's appearance also changes over time as it grows (Depending on Rank). At the beginning, its wings are in tatters, and the horns seem to appear broken/ blunted (if summon is E-rank to B-rank). By the time it becomes an adult (if summoning is A-rank to S-rank), the wings are fully grown and its sharp horns are about a foot long and slightly curved forwards.

History - Trico first appears in the cave with the boy (the Seeker), unconscious and wounded. After the Boy cares for the creature, the two start to bond and Trico follows the Boy around. As the two make their way through the Nest, Trico defends the boy from enemies large and small and helps him access areas and cover ground very quickly. Trico's bond becomes so strong that the beast would protect the Boy from seemingly anything.

Ability I - Physiology, these beasts tend to vary in size, growing quite quickly than most animals. All tricos care quick on their fours and have extreme agility and reflexes similar to a cat. With wings on their sides, which expand upon taking flight and a tail with feathers in its end. Upon flying that same tail can be used to change direction in the sky. With a powerful howl of like thunder, and its amazing eyes that change color depending to it's mood. Being of such massive size and strength, all tricos recover quickly than normal (these summons can passively tank B-rank Dmg).

Ability II - Eye color, The color of Trico's eyes change depending on its mood. Having sight to see at far distances (up to two adjacent landmarks), a trico's mood expressions are given awareness via its eyes. Depending on the eye color the user can know what the summoning foresaw.

Ability III - Horns of spiritual confiscation, rare ability only appearing to Trico summons that are fully grown, having the ability to release a powerful barrier from their horns, limiting chakra in a vicinity around the summon (Barrier A-rank, limits opponents A-rank and below Ninjutsu from being used).

¤ Declined, as Pekoms pointed out, the summoning you created and the myth you link it to are not the same animal; one is described as a 'lion headed eagle' and your Summoning doesnt sound like this at all. In addition to that, the abilities you added on can't be linked to any Chimera myth of the Anzu found anywhere and cant be allowed. The animal being a Chimera doesnt allow you to just use the chimera name from myths and replicate a video game character. This needs to be a Legendary contract or you need to mirror normal myths and their abilities, not video games, for this type of contract. ¤
 
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Korra.

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Resubmitting Its under 1000 forgot to take out the parts of entering opponents body since L mention not to have those parts anymore

(Nano iryō Hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes are also the size of aburame bugs.

Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level and above genjutsu. The snakes can release up to S rank genjutsu up to 3 times a battle with a 2 turn cool down between usages it will count as a turn. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. With the inside the user's body, snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per turn to replenish for the user. The snakes can not hold more than the max sencharka cap the user has. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. Passively the snakes can heal 5 damage per turn.

Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs, the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. In this level, the snakes heal 10 damage per turn.

Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damaged organs, limbs and parts of the body that are damaged like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. If the user gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. When the snakes reattach a limb the snakes will then heal the area/limb to allow the limb to be used again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. In this level, the snakes heal 15 damage per turn.


Note: Must be posted in the user's bio or in the beginning or during a fight
Note: Level 1 last for 5 turns while Level 2 last for 3 turns.
Note: After the release of Level 2 and when its duration expires, the user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again. The user can not also use Medical Ninjutsu for the next 3 turns following Level 2 ending.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: Only usable by Korra.

¤ Declined, this has far too many abilities to even start going through to check, for starters where do you even get Hashirama DNA to just randomly implant in animals? Second, these varied levels of healings are a no as well as these passive uses you're trying for. Almost every other ability here is enough to exist on it's owas single customs yet are rolled into one here? This is as close to a DNR without being one you can get ¤
Resubmiing and changing it up with just basic and some advance to get rid of the multiple levels

(Nano iryō Hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama (which is acquired from taking the DNA from Scar's Wood Snake). The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes are also the size of aburame bugs.

Passive/Basic: The snakes are able to passive/basic things being in the user's body. The snakes can automatically heal small to medium cuts and wounds, bruised bones and chipped bones and some nerve damage as well ridding any poison that enters the user's body without the user needing to do anything about it. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. While inside the user's body, snakes come with 100 Senchakra points to start with and then can gather up to 30 senchakra points per turn to replenish for the user. The snakes can not hold more than the max sencharka cap the user has. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. Passively the snakes can heal 5 damage per turn.

Advance: By spending the amount chakra or when the user is in great danger/health risk the snakes can do more advance healing. The snakes would be able to heal deep cuts, broken arms or legs, head trauma. The snakes utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damaged organs, limbs and parts of the body that are damaged like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. If the user gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. When the snakes reattach a limb the snakes will then heal the area/limb to allow the limb to be used again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. In this level, the snakes heal 15 damage per turn while this is activated.

Note: Must be posted in the user's bio or in the beginning or during a fight
Note: Advance healing only last for 5 turns.
Note: After the release of advance healing and when its duration expires, the user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again. The user can not also use Medical Ninjutsu for the next 3 turns following Level 2 ending.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: Only usable by Korra.

¤ Declined, this is doing too much. Discussed it with our Summoning guru ninja, and we agreed scientifically enhanced summonings are not being approved. ¤
 
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Howard

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Yang Training
Parent Technique: Poison Release: Triple Point

( Yōton/Dokuton: Shimi no Himitsu ) - Yang Release/Poison Release: Secret of the Ooze
Rank:
A
Type: Supplementary
Range: Short - Long
Chakra Cost: 50
Damage Points: N/A
Description: Based upon the combination of the chemistry principles from Poison Release: Triple Point and the life-giving, or sentience imbuing properties of Yang Release: Change into Hell the user imbues life into a Poison Release technique gifting it a form of microbial intelligence. This isn't true sentience like that given by Change into Hell which creates an active mind that can be influenced but instead an intelligence comparable to that of a colony of microorganisms making it closer to a virus, a bacteria, or a single-celled organism than a person, or a more sentient creature. Its limited cognition means it cannot be communicated with differing it from techniques brought to life via Change into Hell and acts on its own limited needs which tend to be an innate search for energy and reproduction like a virus. This happens in the same timeframe as the other technique taking up no time of its own. It cannot use techniques of it own like techniques augmented with Change into Hell can.
This microbial intelligence allows the augmented technique to on its own accord separate from the user "grow" "move" and "change" similar to a virus, in essence, meaning it can change direction move through the air or move along the ground as an intelligent gas, slime, or mold. It is also able to passively change its state of matter once every other turn to aid in movement and defense changing between the three states of matter becoming a gas, a liquid or a solid depending upon what it needs to be to survive and thrive. This is a property of the poison side of the technique. Its main goal is to seek out a host separate from its creator and infect it exactly as a virus would being a pseudo-intelligent poison with an objective. Now being similar to a colony of microbes the poison would need to consume something to survive and in this case somewhat similar to Dokuton: Hidden Poison Mist Technique the augmented technique is able to consume foreign chakra seeking it out and taking it from other creatures or techniques via contact.
This property allows the augmented technique to steal a portion of chakra from any technique it comes into contact with weakening the opposing technique as it tries to consume and overcome it. This reduces the damage of the opposing technique by twenty damage or if the poison technique is innately stronger and would naturally overcome the technique it can consume the chakra using it to "heal" itself by providing itself with more chakra gaining twenty damage with its damage acting as its health. This is the poison returning to it's strongest form similar to a virus reproducing. If it comes in contact with a living being the poison envelops them like an amoeba trying to consume prey, unable to change form until contact is ended. It will slowly siphon off the trapped individual's chakra until they are rendered unconscious. This happens at a rate of five percent of their total chakra supply per turn.
Note: Can only be used twice per battle with a four-turn cool-down

¤ Approved, made edits ¤

( Yoton/Dokuton: Kenkyo ) - Yang Release/Poison Release: Humility
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A ( 60 if used on its own )
Description: The user will imbue copious amounts of Yang energy into a poison technique or a poison sample causing it to become hot to the touch allowing them to augment a technique with the potent Yang energy or create a wave of poison from their source allowing it to flow outward. It won't radiate heat, but just like the naturally hot white wisps of energy, it will burn anything it comes into contact with having the potential to create third degree burns across human flesh having a sickly green hue as the poison is vaporized from the internal heat. The technique relies heavily upon the energetic, volatile and toxic nature of Yang as shown by techniques like ( Yoton: Byako ) - Yang Release: White Tiger increasing the damage of any poison technique it is used alongside by twenty damage and can happen in the same timeframe as a Poison Release technique. When this combination of Yang and poison affects a person, it has the normal symptoms of whatever poison it is augmenting but additionally, it holds with it all of the properties of Yang energy. Meaning it creates a means to use the toxic nature of Yang energy at range instead of relying so heavily on short-range combat to apply it. Upon being poisoned the individual's chakra is immediately imbalanced as the Yang energy seeps into the body burning through the Yin energy found in the body trying to eat through and make room for the unstable and dangerous Yang energy. Like the White Tiger, it does this until the Yin is at its minimum level required for the victim to remain alive. Each turn they are poisoned they will lose ten percent of their chakra supply per turn until it is reduced by half lasting for five turns including the turn they were poisoned. This instantly causes the poisoned individual to feel fatigued and sluggish reducing their speed by 1/4th alongside this chakra drain and due to the excess physical energy in their body, their muscles begin to tear and degenerate resulting in constant pain. Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 25% of their chakra the effect is reduced to a 5% loss per turn for five turns. Unlike the White Tiger technique, Senjutsu surges will have no effect on these symptoms needing the poison to be cured to stop the effects as it is laced with Yang energy and once inside the body follows the normal rules for poison.
Note: Can only be used three times per battle with no other Yang Release, Yin Release or Yin-Yang Release in the same turn.

¤ Pending, need to discuss something with others first ¤

(Yoton/Fuinjutsu: Fainaru Masukarēdo) - Yang Release/Sealing Arts: Final Masquerade
Rank:
S
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A ( heals up to 100 damage )
Description: A seal that is placed upon the chest right over where the heart is wherein a vast amount of Yang energy is sealed within. Upon being rendered unconscious or taking a massive damage spike above 100 damage at a single time the seal breaks instantly, passively and autonomously activating on its own. Upon the trigger, the Yang energy is released from the seal and forced throughout the body pushed into every cell of the body with the aim to retroactively and rapidly heal any damage sustained almost like an autonomous Touch of the Sun needing no input from the seal recipient. Due to the fact that it's autonomous and mixed with a sealing technique the Yang energy isn't as potent as the potential, it would naturally have on its own. This is shown by the fact that it is unable to heal as well as something like Touch of the Sun meaning it is unable to regrow limbs or missing appendages bringing someone back to their peak condition. However, it can quickly close severe life-threatening wounds sustaining the seal recipient through nearly fatal damage bringing. It can heal up to one-hundred damage bringing even the most damaged individual back to some semblance of consciousness and health.
Note: Can only be used once and must be placed on a bio to activate upon damage or unconsciousness

¤ Approved, made an edit to it ¤
 
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