Updating MSC:
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-7#post-21899348
Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is that due to the more destructive nature and heat of hellhounds, they have double strength to elements.
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +40 Damage to all Fire Jutsus and +30 to Taijutsu
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and reduces an additional 15 damage per cold base techniques and can heal (for 20 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, to imperfect sage mode where the user is able cast genjutsu one range away, the user is able to break out of genjutsu of equal rank or lesser by constantly having senjutsu flood into the user. While the heat sensing increases from 2 landmarks to 3 landmarks away. Lastly, the user gains access to hellhounds anatomy but more defined. Keeping the sharp teeth, the user gains a bright red fur around her body, that allows her to not be effected by neither both hot or cold debuffs
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve
( Senpō: Sanshō̄o) - Sage Art: Spirit Salamander
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user will create a fire salamander infused with senjutsu. The dragon stands roughly the same height as the user but is able to latch himself onto the user via the users command. The salamander takes on a physical fire form. Salamander is able to be used in a form of transportation just incase the user wishes to fly somewhere, allowing the user to have solid footing. Salamander body is extremely hot, scorching the air within mid range of him, causing those who arent fire specialist, to take -10 damage to the heat. Salamander is able to use a technique called salamander breath which releases a huge stream of hot and powerful fire, twice the size of madara majestic annihilation. Doing this will scorch the battlefield up to long range, causing those who are on the battlefield to not be able to use water through their mouths, until moisture appears back on the battlefield via a water jutsu or until salamander is disperse
Note: Can only be used once in perfect sage mode
Note: Can use twice, and last three turns per usage
Note: The fire used from salamander is also infused with senjutsu
Note: Cant use any senjutsu technique while salamander is in play
Note: Must have a two turn cool down
Note: User is able to have salamander to attack with mouth and jaws at S rank, sharp enough through rip through flesh with ease or use Salamanders breath at 100 damage, but will disperse right after
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(Noroi Kowareru Chi-darake no mayu) - Curse-Breaking Blood Filled Cocoon
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage points: N/a
Description: This is one of the most powerful medical jutsus, created by an unknown medical ninja but passed it on to very few trusted medical ninjas. This technique can only be utilized with a water source. Either made by the user or, already emerged into a water source. The user will do a set of five handseals creating an orb of water around themselves or an ally (only need one handseal if already emerged in water). Once this technique is activated, the user will make sure they have physical contact with the water if its an ally. The user will fill the water with medical chakra, causing the body inside the cocoon to relax, and ease the pain. Once done, the user will do one confirmation handseal causing the water to tug out a portion blood from the body inside the orb, but not enough to where it would be fatal causing the blood to mix in with the water. Doing this the blood and water will start to heal even critical injuries, sealing up gashes, or holes. Stopping the bleeding, curing broken bones, etc. If this is done by somebody who has activated sage mode, they are even able to replenish chakra. (hard no) Once done, the orb will disperse
Note: Can only use three times per battle
Note: Last four turns and heals 25% of said person health per turn and if used in sage mode replenishes 10% of the users overall chakra per turn. (Use actual numbers, not percentages i.e. 20 health not 25%, etc)
Note: If the user uses this on themselves, they only replenish 40% minus the amount it took to maintain this technique
Note: Cant use any medical jutsu for four turns after this technique is used
¤ All Auto Declined, you are only allowed 4 Basic Submissions [CJ, CFSJ, CEJ, CCJ] per cycle. This plus your CFSJ submissions put you at 8 this cycle. Issues are underlined. ¤
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-7#post-21899348
Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is that due to the more destructive nature and heat of hellhounds, they have double strength to elements.
Updated Declined: the last sentence is ridiculous and you were forewarned. |
-Pekoms
(Makairyouken Fukanzen Sennin Modo ) - HellHound Perfect Sage Mode Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +40 Damage to all Fire Jutsus and +30 to Taijutsu
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and reduces an additional 15 damage per cold base techniques and can heal (for 20 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, to imperfect sage mode where the user is able cast genjutsu one range away, the user is able to break out of genjutsu of equal rank or lesser by constantly having senjutsu flood into the user. While the heat sensing increases from 2 landmarks to 3 landmarks away. Lastly, the user gains access to hellhounds anatomy but more defined. Keeping the sharp teeth, the user gains a bright red fur around her body, that allows her to not be effected by neither both hot or cold debuffs
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve
( Senpō: Sanshō̄o) - Sage Art: Spirit Salamander
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user will create a fire salamander infused with senjutsu. The dragon stands roughly the same height as the user but is able to latch himself onto the user via the users command. The salamander takes on a physical fire form. Salamander is able to be used in a form of transportation just incase the user wishes to fly somewhere, allowing the user to have solid footing. Salamander body is extremely hot, scorching the air within mid range of him, causing those who arent fire specialist, to take -10 damage to the heat. Salamander is able to use a technique called salamander breath which releases a huge stream of hot and powerful fire, twice the size of madara majestic annihilation. Doing this will scorch the battlefield up to long range, causing those who are on the battlefield to not be able to use water through their mouths, until moisture appears back on the battlefield via a water jutsu or until salamander is disperse
Note: Can only be used once in perfect sage mode
Note: Can use twice, and last three turns per usage
Note: The fire used from salamander is also infused with senjutsu
Note: Cant use any senjutsu technique while salamander is in play
Note: Must have a two turn cool down
Note: User is able to have salamander to attack with mouth and jaws at S rank, sharp enough through rip through flesh with ease or use Salamanders breath at 100 damage, but will disperse right after
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(Noroi Kowareru Chi-darake no mayu) - Curse-Breaking Blood Filled Cocoon
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage points: N/a
Description: This is one of the most powerful medical jutsus, created by an unknown medical ninja but passed it on to very few trusted medical ninjas. This technique can only be utilized with a water source. Either made by the user or, already emerged into a water source. The user will do a set of five handseals creating an orb of water around themselves or an ally (only need one handseal if already emerged in water). Once this technique is activated, the user will make sure they have physical contact with the water if its an ally. The user will fill the water with medical chakra, causing the body inside the cocoon to relax, and ease the pain. Once done, the user will do one confirmation handseal causing the water to tug out a portion blood from the body inside the orb, but not enough to where it would be fatal causing the blood to mix in with the water. Doing this the blood and water will start to heal even critical injuries, sealing up gashes, or holes. Stopping the bleeding, curing broken bones, etc. If this is done by somebody who has activated sage mode, they are even able to replenish chakra. (hard no) Once done, the orb will disperse
Note: Can only use three times per battle
Note: Last four turns and heals 25% of said person health per turn and if used in sage mode replenishes 10% of the users overall chakra per turn. (Use actual numbers, not percentages i.e. 20 health not 25%, etc)
Note: If the user uses this on themselves, they only replenish 40% minus the amount it took to maintain this technique
Note: Cant use any medical jutsu for four turns after this technique is used
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¤ All Auto Declined, you are only allowed 4 Basic Submissions [CJ, CFSJ, CEJ, CCJ] per cycle. This plus your CFSJ submissions put you at 8 this cycle. Issues are underlined. ¤
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