Custom Summoning Submission

Imperfect

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Please be sure to read the Summoning Animal Contract rules before making a submission.​


±± How to submit a Custom Summoning Contract. ±±

Step One: Choose your Animal: Refer to this list of approved Animal Contracts to help you choose. For extinct animals, or those of a mythical, or general fictional nature, they fall under Ancient, Mythical and Legendary Contracts respectively, and require the related purchase within the Kumi Shop for submission.

Step Two: Describe your animal: From their general appearance, to their behaviors, etc. While individual summons can wildly vary, the general description of your Contract defines their basic characteristics, and more importantly, what may set them apart from existing animals, especially those from the same genus, family, etc.

Step Three: Define their abilities: As stated in the Summoning Animal Rules, each Contract can have a number of "passive" or inherent traits for each animal on the Contract. While more powerful abilities are restricted to rare and unique Animals, such as Mythical and Legendary, even regular Contracts can have a number of basic abilities, starting at 2, and increasing with the Contract's rarity.

In regards as to what's allowed with Basic Abilities, each Summoning Animal is unique, however abilities such as passive damage increases for specific types of Jutsu used (For example a specific Element), damage mitigation/ shaving, a form of sensory based on the type of animal, like dogs with their sense of smell, etc are some of the things allowed via Basic Abilities, provided the scale of the boost isn't blatantly overpowered. Additionally, please keep in mind, in regards to basic abilities, despite having more on a Mythical or Legendary Contract, what is allowed is limited to the same scale as what would be allowed on a Basic Summoning Contract, as it's technically the same mechanic, there's simply more of them allowed on rarer Contracts.

Unique abilities are far more diverse, and open in what's allowed for them. With uniques your Summoning animals are allowed to go beyond the conventional boundaries of what's allowed on a Summoning Contract. This includes allowing Hiden Abilities, and Advanced Elements to your summons, and more specifically can incorporate unique elements of your Animal's myth, legend, etc, adding a more unique twist to your contract as a whole.

For reference, here are the Abilities allowed per Contract.

Normal & Ancient Contracts
2 standard abilities.

Mythical Contract
3 standard abilities + 1 unique ability.

Legendary Contracts
3 standard abilities + 2 unique abilities.

Step Four: Wait for the Contract to be checked.



±± Template for Custom Contracts & Summons ±±

PHP:
[B]Summoning Animal:[/B]
[B]Scroll Owner:[/B]
[B]Other Users who have signed contract: [/B]
[B]Summoning Boss if existing:[/B]
[B]Other Summoning Animals tied to contract:[/B]
[B]Description and Background:[/B]
PHP:
[B](Kuchiyose: ) Summoning:[/B]
[B]Type:[/B] Summon
[B]Rank:[/B]
[B]Range:[/B]
[B]Chakra:[/B]
[B]Damage:[/B]
[B]Description:[/B]
 

Vayne

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Resubbing; https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-24#post-22030311
Reduced speed, increased detection point. And Removed the increased energy aspect from queens feast ;-;

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to 9 speed levels, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily and chakra functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with the objects never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, emotional warmth, and distorted sensory and time perception. Pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. This emotional 'bliss' makes the afflicted more susceptible to emotion altering techniques, receiving a bigger 'shock' to their systems, causing techniques such as KI & Similar to be increased in effects by two ranks, while emotion altering illusions (or other negative emotion affecting techniques) for instance would have a boost of twenty to their mental damage, or cause damage equivalent to it's rank if non-damaging initially. As for the sensory and time effects, those afflicted would have their attention diverted to Semiramis herself, becoming the center of their attention, reducing their tracking of those besides Semiramis by a quarter. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.
 

Mirai

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Legendary Summon Found Inventory: https://animebase.me/dbtech-shop/mirai.86283/inventory

Summoning Animal: Harpy/Harpies
Scroll Owner: Mirai
Other Users who have signed contract: N/A
Summoning Boss if existing: Harpy Queen, Reina
Other Summoning Animals tied to contract: N/A
Description and Background: Harpies, commonly known as the “Personifications of Storm Winds” are highly rare species of animal dwelling within the shinobi world. Hidden away in their sanctuary known as the “Swallow’s Nest”, their territory said to be hidden somewhere in Tobusekai. It’s location is sealed off to foreigners, with only Harpies and those who has signed a contract with these beasts are capable of traveling. These creatures are humanoid in nature, having a combination of both human and bird like traits though their internal structures allow them to differ from humans enough to be established as their own species. Harpies are all inherently female, with no recorded males ever having been born, which due to their unique genetics are capable of reproducing without the need of a male. These avian humanoids through history has been described as “ugly” but in truth are beautiful, with their vibrant feathers complimenting their physique as well. While they lack traditional legs and arms, their abilities and adaptive nature provides them a unique niche. Also described as creatures of chaos, having been reported of sightings of these animals kidnapping others, stealing food and other stories, most of these proven true. They are mischievous and curious by nature but their sisterhood among themselves and worth enough female signers allow them to be powerful allies in the heat of combat, or even great companions overall. They live together in harmony, living under the rule of the Harpy Queen. These summons are not to be taken lightly, as they are savage hunters - being described as "humanoid birds of prey".

Harpy Physique (Standard Ability #1): Harpies as mentioned before are a hybrid species, lamenting on their raptor like avian traits and humanoid facial and body features. Instead of arms, all Harpies generally have entire wings composed of unique feathers which match their hair coloration, ending in bird like talons. The legs of harpies are also inhuman, having long skinny bird like legs ending in talons. These features are extremely streamlined with their bodies, allowing them to utilize these wings in order to fly easily to hunt prey. The talons are sharp as well, capable of easily ripping flesh apart but also strong enough to crush steel. This allows Harpy summons (at the cost of a move) the ability to slash, crush or generally attack with these talons or strike the opponent physically with their wings dealing damage based on their rank. Their bodies are all naturally smaller than most summons, with the max size a Harpy is known to grow is up to six feet tall. They are fast either on the ground or in the air, but also demonstrated to being good swimmers - moving at speeds rivaling an Sage Ranked Ninja (unless mentioned otherwise in specific summons submitted). They have chakra networks as well, however due to their lack of hands, they instead utilize gestures with their wings in order to mold chakra, having the possibility to have different elemental natures though most align with the affinity for Wind Release.

Apex Predators (Standard Ability #2): Harpies despite their humanoid appearances, are naturally birds of prey. This causes them, even in their chick stage (basically infant/child stage) to be savage hunters. Due to their near lack of fear towards prey and others, they are not easily intimidated having an extremely high resistance towards these types of abilities. Thus techniques such as "Killing Intent" or any type of mental influence (which try to forcefully induce "Fear") expressed to Harpies are ineffective to a degree. While they may have a high resistance, this only extents to abilities up to and including the summons rank. Though even in this case, they will not flee from their summoner's side even if they managed to get intimidated. They still however will adhere to any other debuffs or debilitating effects the opposing technique may attempt to inflict.

Harpie's Hunting Ground (Standard Ability #3): Harpies as mentioned beforehand are naturally apex hunters, which due to needing to constantly be able to hunt prey has perfected this skill. In combat or anywhere in general, Harpies have keen chakra sensing capabilities, strong enough to differentiate between others quite easily. This level of detail allows them to memorizes different species of animals, elemental natures and even allows it to spread across two adjacent landmarks. They are also capable of telling allies and enemies apart, utilizing their summoners positive/negative feelings towards others or if outright told by their summoner.

Storm Weavers (Unique Ability #1): An attribute to their moniker, Harpies are master of controlling natural winds around them to conjure up powerful storms. This ability can be seen as similar to "Konoha Ryujin" but rather than utilizing movement of the body to manipulate winds, Harpies are naturally able to do so. Their supernatural connection to the winds around them allow them to shape and mold the winds to their hearts content, capable of making constructs of wind, tornadoes or even powerful gusts/blasts of wind. This ability doesn't require chakra in order to utilize though a Harpie is only capable of utilizing this ability up to their rank and below, with A rank usage only being able to be used thrice per summon and S rank twice per summon with a cool down of three turns. These winds are neutral to elemental ninjutsu, with the scale capable of each rivaling the size of the each ranks biggest wind release technique (i.e A rank being Pressure Damage, meaning Storm Weaver usage can only be as big as it).

Femme Fatale (Unique Ability #2): An attribute to their "sisterhood" or "birds of a feather" mentality. Upon being summoned into battle, Harpies are capable of naturally give off a passive pheromone when in the presence of contract signers or even female allies. This pheromone is said to be an alluring smell, almost like a perfume. This aroma has an intoxicating effect, which causes those afflicted to be encouraged by their fellow sisters in arms. Thus this empowerment causes additional chakra when performing techniques to be in added in (+10). This causes an increase in power to techniques utilized by the affected to gain a boon equal to the amount of allies are present in battle excluding the caster harpie. This scales in an increment of +10 DMG per female ally, capping off at +20 (those requiring 2 unique allies, those clones are not included in the count). This pheromone can only be utilized by a Harpie Summon (or a human signer with the Naturalist Summoning Specialist specialty) once per battle, but a person can only be affected by the aroma twice per battle before developing a temp immunization towards it. This ability works only on those the Harpie summoner considers an ally (attributed from Harpie's Hunting Ground) though is truly effective only on females. Male allies are capable of being boosted as well, though the damage increase caps at +10 only and lasting two turns where as for females, the boons last four turns. This is passive ability, reaching up to long range and is a passive boost.

Restrictions: Harpies naturally align themselves with females only, rarely accepting males. In the case of male signers, they are incapable of summoning the Harpy Queen nor any Harpy summon above B rank. All signers naturally have a contract tattoo located on their body (unless specifically stated to lack one within the biography) though can be summoned through other methods such as summoning scrolls or through the basic summoning method. Harpies are naturally intelligent creatures, capable of easily communicating through human speech though are also capable of speaking in their own unique language, which only is taught to contract signers.

Contract Tattoo
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(Hāpyi Kuchiyose no Jutsu: Kareinaru Bunshin ) Harpy Summoning Technique: Elegant Egotists
Type:
Summon
Rank: D - S Rank
Range: Short
Chakra Cost: 20 - 40
Damage: N/A
Description: Elegant Egotists serves as the generalized summoning technique of the Harpy Contract. Through the utilization of the summoning methods known to signers, they are capable of summoning a Harpy into battle in order to aid them combat or even outside of combat for other purposes. No two harpies are the same, which this technique aims to emphasis on, that very harpy summoned is unique in design and appearance. This grants a large and wide pool of unique summons to be brought forth. While this remains true, each summon has one of the basic elemental affinities attached to them. This allows the Harpy in question the ability to utilize the element without the need of handseals, instead performing gestures with their wings. They utilize this element up to their appropriate rank and below, though a Harpy who is brought lacks an elemental nature, they can instead utilize Kenjutsu, Genjutsu or Taijutsu up to their appropriate rank and below. Uniquely enough, the Harpies go through a similar growth pattern akin to a human. D to C Rank Harpies are commonly known as "Chicks", which are usually the infant to toddler phase of the summons life span, with B to A being the adolescent stage and S rank being the adult stage. However in rare instances, there has been known for some adolescents or chicks to be S ranked level in power but of course this is a rare instance, but in the scheme of the rp this is mostly cosmetic and serves no real purpose. Harpy summons remain in battle until they sustain damage above their rank which causes them to automatically leave the battle field. Regardless of all this, the signger can only summon a max of two S rank Harpies per battle, which in each instance prohibits them from summoning anymore Harpies for a duration of two turns. Three A rank Harpies can be summoned per battle, while B rank and below can be summoned an unlimited amount of times per battle. Up to two Harpies can be summoned at the same time but requires the user to pay an additional move slot in order to do so but only paying the original amount of chakra based on the rank. Upon summoning a harpy, the user must declare what elemental affnitiy the Harpy has (if any) or if they lack such thing then must be stated what skill they possess (Tai, Ken or Genjutsu). In the case of kenjutsu, they utilize their natural sharp talons as substitutes to swords (if they aren't summoned with weapons). They can also be summoned with a weapon of choice if they so desire to wield in battle (capable of dealing free form damage or physical strikes based on their rank at the cost of a move).
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Declined on Request
 
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Inethas

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Link to roadrunner summon approval:
https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-157#post-12921187

(Rōdoran'nā Kuchiyose: Minamoto) - Roadrunner Summon: Minamoto
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons Minamoto, a very small-sized roadrunner who spends most of his time sat on top of the user's head or shoulder (barely weights anything). He has orange feathers and possesses a blue-colored tattoo around his left eye. Minamoto is a jokester who enjoys to mispronounce words and behave in an obnoxious manner although it is rumored that he actually leads the entirety of the roadrunner tribe. He shares a mental link with the user and fellow roadrunners and can therefore understand their thoughts. Although proficient in water, Minamoto's isn't as large as most of his fellow roadrunners and has therefore focused on strengthening his mental will and can therefore withstand S-Rank and below illusions.

As for abilities:
- Minamoto excels in casting a strengthened form of the water release ability called "Water Style: Water Dragon Whip" utilizing it as S-Rank suiton without the need of handseals and can create it up to long range distance (counts as a move).
- Another skill Minamoto has is the ability to create condensed water in up to 4 different locations beneath fellow allies, acting as a glider that helps his allies fly away from incoming attacks. Once its purpose fulfilled, the condensed water continues as a directed offensive attack that can slice the target. This ability is an S-rank move although each condensed portion of water will have its rank power divided depending on how many there are.

Note: Summoned once
Note: Lasts 4 turns
Unchecked (rip Pekoms)
 

Strix

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(Kuchiyose: Mori no sei) Summoning: Spirit of the Forest
Type:
Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
Within the special mystical forest that the Treants live, exist several different species of Treants that are used as summons for ninja that have signed the contract. Each summon has a specific affinity for a natural element, being infused by nature to have an adaptation for it. Those with fire will have embers within their trunks, looking like charred wood, those with an affinity for water will have slimy vines, looking more like willows, etc. Each Treant are still bound by the rules of summoning and the contract description but much like nature itself, each one grows in a unique fashion with their environment.
Depending on the Treant summoned, they will have access to sap/pollen capable of using the Treant specific ninjutsu associated with the contract. Considering the nature of Treakin, each turn they are summoned on the battlefield, that are capable of growing their roots, to extend the range of their techniques. For each turn they are capable of increasing the range by 1, meaning after 1 turn, they care capable of using short range techniques up to mid range, and after 2 turns capable of using short range up to long range. Treants are capable of shaping and growing their bodies, bending and flexing but retaining their strength, capable of matching S ranks in defence, using their body like weapons, such as spears, whips, swords, anything that could be considered an offensive tool.
Notes:
-Summons last 4 turns
Can only be used twice

Declined, Group Summonings like these bypass the limit set for Mythical and Legendary Contracts. You cannot submitmore than one summoning like such for a Technique. In addition to this, how does growing their roots extend the range of their Ninjutsu? The rest looks fine, though.
 
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Inethas

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Approval link: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-157#post-12921187

UPDATE:
- adding standard abilities


Summoning Animal: Roadrunner
Scroll Owner: Inethas
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background:
Roadrunners are speedy ground birds who live in deserts, grasslands, and woodlands. It does not fly very often, preferring to run at great speed. When the roadrunner senses danger or is traveling downhill, it flies, revealing short, rounded wings with a white crescent. But it cannot keep its large body airborne for a long time, and so prefers walking or running. The feathers on the top part of its body are greenish- and bluish-brown streaked with white; on the bottom part, they are completely white. The head has a crest of feathers. Behind each eye there is a patch of bare skin that is partly bluish and partly reddish. On the roadrunner's back there is a dark patch of skin that the bird exposes to the sun to warm its body during cold weather. Well-adapted to arid habitats, the roadrunner has glands near its eyes that it uses to secrete excess salt. It can survive without drinking water, as long as it consumes prey with high water content.

Standard abilities:
  • Roadrunners doing roadrunner things: Being animals that specialize in speed, roadrunner summons briefly move at an abnormally increased movement speed during the first turn in which they are summoned. This allows them to easily evade harm from large-scaled attacks such as “Fire release: Great Fire Majestic Annihilation” and “Earth Release: Mountain Smash”. This ability does not count as a move when summoned, however, if they do wish to briefly boost their speed again during a future turn, then it’ll cost the user 1 of their 3 moves per turn from there on out. Other techniques can be performed by the roadrunners when moving faster.
  • Swap-swap: Whenever the roadrunner and owner are in direct contact with one-another, the roadrunner can trigger a body swap with its owner. They aren’t restricted to re-appear at the center of eachother’s previous position. What is meant by this is, for example, after the swap the owner’s palm with outstretched arm can re-appear where the roadrunner’s head was before the swap. From an outer’s perspective it’ll look like the roadrunner and owner have glitched. The purpose of this technique is to come in play as a nifty/fun counter during CQC. This ability counts as a move every time it’s used and can be used by roadrunners both in their animal form and non-animal form.
Update Pending: While I don't see an issue with the second ability, it basically boiling down to a variant of the Summoning/ Reverse Summoning, and you and your summon swapping places, I don't think I'll allow something as strong as a free dodge on your summons, especially with the only drawback being it costs a move each time they use it after the turn their summoned in. That's nowhere near enough of a drawback for what is essentially the ability to avoid anything. It's especially concerning when the examples you give of techniques you wish for them to be able to avoid are two of the largest, wide-scale canon techniques in the entire series, with one being a literal mountain being flipped up around you. VM me whether you'd prefer this ability to be changed, or give an alternative ability which I'll add in and approve the contract update, provided that replacement doesn't have a similar issue.

- - - - - -

Approval link: https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-33#post-21014481

UPDATE:
- Deleted/shortened some sentences
- Trying to allow them being summoned in weapon form


(Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
Type:
Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two roadrunners, each having the height of an average shinobi. They both specialize in fire, but only perform a restricted amount of techniques. Liam performs S-Rank and A-Rank fire techniques. Sen performs A-Rank and B-Rank fire techniques. Both can perform those techniques without any hand seals. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two large-sized shurikens that are virtually indestructible. The user can choose to summon them in weapon form from the get-go rather than in roadrunner form.

Their shuriken form is covered with blood-red colored feathers made of ash. While in shuriken form, each one of them rotate around their own center and can hover in the air as they wish by sustaining their flight with their own chakra. The center of their shuriken form remains still, allowing the user to stand on it. While in this state, they will continuously release ash particles by decomposing the ash-feathers into small ash particles and letting those descend across the battlefield. New ash-feathers are continuously reformed on the shurikens as the older ones decompose. The release of ash begins from the moment they assume their shuriken form and can be restrained and maintained at will by the roadrunners. This can last for as long as they remain in shuriken form. The ash that descends is further manipulated by the roadrunners in shuriken form to be redirected towards a desired mid-range radius localized area. The ash is controlled to actively absorb a great amount of oxygen within the area. The ash doesn't trigger explosions nor does it physically harm those surrounded by it besides depriving them of oxygen. It can even affect the user if not positioned outside of it. Remaining within the ash for two full turns will hinder the target from performing techniques that are higher than A-Rank due to an increasing sense of dizziness. If a third consecutive turn passes without those within it managing to escape the oxygen-depriving ash, then they would lose consciousness. If those affected manage to escape outside the ash's area of effect before those three turns pass, then the "countdown" would be reset. Both roadrunners transforming into large shurikens together counts as a move unless summoned in shuriken form, and due to the transformation, the duration of their stay on the battlefield will be "reset", and begin counting towards 4 turns as though they had just been summoned. Once this timer reaches zero, they revert to their Roadrunner form, and continue from their turn count from before transforming. They can re-appear hovering next to the user or be held by the user upon transformation.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in both roadrunner and shuriken form, for a max of 8 turns.
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn
Note: Transforming, which leads to the release of ash, is considered a sustained A-Rank technique
Note: Deactivating the release of ash does not count as a move, but its reactivation does

Update approved, with highlighted edits. All Summons need to have defined limits to how long they remain on the field. While you technically do, the ability to prolong their stay indefinitely in their Shuriken form is basically like having a Personal Summon without taking that specialization, so that needed to be changed. 2016 was well before the Bio Specialization changes brought Personal Summons, so I can understand why Pekoms allowed it in the past, but because of the change, Summons can't be indefinite without it.
 
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Mirai

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Legendary Contract in Inventory

Summoning Animal: Cthulhu
Scroll Owner: Mirai
Other Users who have signed contract: N/A
Summoning Boss if existing: Cthulhu, The Great Old One
Other Summoning Animals tied to contract: Leviathan, Spawn of Cthulhu
Description and Background: Cthulhu, a name feared by many since the earliest records of human kind. A high class divine entity that has said to come from beyond the stars, is a powerful alien being. His arrival to earth was near the dawn of the age of mankind, after the countless wars held against Tiamat, but his existence was considered an anomaly as his origins where not of earthly creation, even by the old gods of the world. In truth he came from another dimension of existence far away from the current one known. Where he terrorized the humans of the east, driving those who came near him mad. It wasn't until centuries later he was finally sealed at the bottom of the ocean in his own ruins known as R'leyh. It was from there, the Great Old One started to plot his return, as those humans who sealed him continued to perish, the seal to his ruins continued to weaken. As time passes, Cthulhu gave birth to his children, the Spawn of Cthulhu and his true and only successor named Leviathan. They roam the world, terrorizing humanity and seeking the final key to their father's awakening, the Vessel of the Outer Gods (Contract Holder).

Cthulhu is described as a giant creature, being humanoid with an octopus like head, draconic wings but his anatomy is too complex for humans to understand. Leviathan and his siblings (Spawns) look near identical to their father, though the physical differences are noticeable. Likewise, the spawns and Leviathan all share the same abilities as their father, though weaker compared to his level though Leviathan is still stronger than his siblings in comparison. Their abilities are as followed:

Anatomy of Shapeshifters (Basic Ability 1#) - This is the most common ability across all the creatures. Their bodies are extremely malleable, capable of reshaping for various purposes such as creating weapons for offensive or defensive purposes, wings for flight (something Spawn naturally lack as opposed to their father and elder brother Leviathan) etc. This can also allow them to blend into modern society, capable of taking on the appearance of other humans and animals, so much so they can even imitate vocals of others. This ability will be submitted as it's own technique.

Eyes of the Gods (Basic Ability #2): Despite its name, this ability refers to Cthulu and his children’s ability to sense the Chakra, or souls of other beings. Be it human, animal or other, if they possess either Chakra or a soul, they are within his scope. This is potent enough that even it is impossible to hide one’s Chakra or spiritual presence from them regardless of method or skill. This allow him to remember individuals he’s encountered or even deduct elemental chakra natures. This extends up to 1 adjacent landmark in ninja world.

Telepathic Communication (Basic Ability 3#) - The final basic ability of the creatures are their ability to communicate with each other telepathically. This done among the creatures themselves, with the Vessel of the Outer God, allies or even enemies, prying into their minds to speak. This is strictly used for communication purposes, in which they can respond back to the creatures as well. This doesn't require a move slot in order to utilize, simply being cosmetic.

Ink Manipulation and Generation (Unique Ability #1) - Cthulhu and his offspring are capable of creating ink naturally from their bodies, in which they manipulate it via Ink Ninjutsu. They do not require ink brushes, simply using shape manipulation with their chakra. They are all treat as Apex Handseal Specialists, needing no hand seals in order to perform the techniques.

Madness Induction (Unique Ability 2#) - An inherent ability is the creatures ability to induce madness into those nearby. This is done by an ability similar to Killing Intent, where the creatures causes those who experience this to see images of their death, which can invoke nausea, panic and unwillingness to approach the summon. This is an inherent ability they trigger mentally when desired, being a passive ability, which also causes those affected by to lose one rank in power to their techniques when within short range of the summon (counting as debuff), which this effect persists up to three turns, even if having left short range. However after being exposed, the target is unable to be affected until an additional two turns had passed after the madness ends, but can only be targeted once more for the battle. The effects also trigger on other summons/animals where animals who are one rank lower or lacking a rank per say (such as Inuzuka Ninken, Aburame Bugs etc) automatically become rendered unconscious when within short range, lasting for as long as they remain within this range. Summons instead flee from battle, leaving their masters aid. Vessel of the Outer God are immune to these effects as well as other creatures of the contract are immune to each other’s affects. The ranking of each madness induction will be mentioned in each summon. They also do not need to focus this ability; those are capable of performing techniques but can also willingly not induce said madness onto others.

Approved by Imperfect.



Signed Contract Here: https://animebase.me/threads/neko-contract.761687/
Gained Ownership Here: https://animebase.me/profile-posts/7522778/
Original Contract Approval: https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/post-1375518

Summoning Animal: Cats (Nineko aka Ninja Cats)
Scroll Owner: Mirai
Other Users who have signed contract: Jonbro, Chihaya, Never
Summoning Boss if existing: Rinsei
Other Summoning Animals tied to contract: Carla , Bubbles, Happy, Pantherlily
Description and Background: The nineko,or ninja cats are a species of felines that resides on an island named Extalia. Their appearance and behavior directly matches that of common domesticated cats found on the main lands. However what separates these domesric cats are their affinity for chakra, allowing them to achieve feats such as walking on water, climb vertical walls and even perform jutsus. They are all capable of understanding human speech and also speak it as well. They all adopted the trait to stand upright on their hind legs if needed but also can just as easily walk on all fours much faster. They are ruled by their Queen, Rinsei who is the matriarch to cats residing on the island. While they share a lot of common abilities, many individual cats have demonstrated their unique traits that separate them from the rest of the family.

Average Cat (Basic Ability #1): All cats are naturally fast felines, which all of them move a speeds rivaling a Jonin Ranked Shinobi, though in some cases individual cats might even be faster or slower than this (specified per summon if needed). The feline specific summons with no mentioned speeds also follow the base speed mentioned here instead.

Keen Senses (Basic Ability #2): All cats are naturally good sensors, utilizing their noses and ears to detect others. This keen sense of smell however is far more potent, as they are capable of smelling the chakra of others akin the Inuzuka Clan. This allows them to track targets up to 1 adjacent landmarks away. This smell is so keen it can different between other humans and animals alike, and also the nature of elemental techniques used in battle.

Update Approved, with the highlighted edit.
 
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Mirai

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Contract Approval: https://animebase.me/threads/custom-summoning-submission.777488/post-22049993

(Kuchiyose No Jutsu: Kuto~urufu, Kyū shihai-sha) Summoning Technique: Cthulhu, the Great Old One
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A (- 10 Per Summon)
Description: The user performs the Summoning Jutsu, either through Hand Seals,\ or their Summoning Tattoo in order to summon forth Cthulhu, the Great Old One in the battle. However, simply doing this isn’t without a cost, as the divine creature takes an extra compensation of his summoner’s life energy (-10 HP) which cannot be negated even with Yang Specialist or any other sort of damage reduction skills. Once summoned, this monstrosity nigh immediately towers over the battlefield, rivaling Manda in size alone, with a humanoid body. His head shaped akin to an octopus with many tentacles protruding from his face with beaming red eyes and draconic like wings enabling him to fly. Cthulhu’s sheer presence is known to cause many to be driven completely mad, something that’s almost true (via Madness Induction). Outside of him and his children’s inherent powers, this divine monster has his own unique skills, namely “World Shaper” and “Call of Cthulhu”. Otherwise, he moves at speeds rivaling a Sage Rank Shinobi, with his Madness Induction affecting Sage Level and below shinobi or F rank and below summons.

World Shaper ( D – S): The unique skill Cthulhu possess, allowing the monster to shape the very world he walks on, namely controlling the environment to his leisure. This can be seen as an advanced version of Sage Arts: Inorganic Reincarnation but alas without the need of Senjutsu and also vaster, as he can also control liquids, gases or even the very air around him. This allows him to mold them into various shapes and forms, namely constructs with solids, blasts and powerful twisters with winds etc. The creation of these things is limitless and only limited by Cthulhu’s own imagination. The amount of chakra he fuels into these creations determines how strong they are. These cannot be spawned within 5 meters of the enemy however and is treated as neutral to elemental ninjutsu. A rank can only be used thrice per battle with a cool down of one turn between each use, while S rank can only be used twice per battle, having a cool down of three turns instead while making him incapable of using this skill up to A rank and above for two turns.

Call of Cthulhu (S): The second unique skill to Cthulhu, in which he physically merges with his Vessel. Upon being summoned, or at another point in the battle, by uttering the words “Merge with I”, the creature immediate merges his body into that of his summoner on a molecular level. This can be seen as similar in nature to the Soma no Kou Kekkai Genkai, as both his Vessel and himself merge into one being. While merged, Cthulhu’s divine chakra merges with his host (bypassing any inherent defenses they may have), bolstering the skills they have in common (i.e if his vessel also has ink ninjutsu etc) by an additional +20 DMG increase, but also enables them the ability to use all his intrinsic abilities of his species but also his “World Shaper” ability. The fusion lasts for as long as he remains in battle, though when time to leave he will simply unmerge and disappear. This costs a move in order to utilize but can also be used in the same TF he is summoned initially, immediately merging with his vessel thus counting as one move. While merged, both their minds remain separate, but chakra networks and body merge into one, with them being able to communicate to each other mentally.

Cthulhu can only be summoned once per battle, twice per NW Arc and remains in battle for four turns. While present in battle, none of his children minus Leviathan can be summoned into battle or any present will flee in his presence.
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(Kaibou-gaku no Sheipushifutā) Anatomy of Shapeshifters
Type: Offense, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 to Sustain)
Damage: 20 - 80
Description: This technique acts as the outline of Cthulhu and his children's ability to shape their natural body. An intrinsic ability, these summons are capable of manipulating their anatomy to a minor to large degree, ranging from shifting their limbs into powerful physically blunt or sharpen constructs, down to completely mimicking the appearance of humans and animals alike, with them being anything the user desires (within reason, such as not being able to make waves or anything that "detaches" from the summon). These changes can be made for offensive, defensive and supplementary purposes, depending on the needs of the summoner or summons themselves. They can use it to increase or decrease in size though they can only grow x1.5 their original height while also creating limbs they originally didn't have such as wings to fly or tentacles to grab and constrict others. These limbs can grow and reach up to mid range of Spawn of Cthulhu, while Leviathan and Cthulhu himself can reach up to long rang, with the amount of damage ranging based on the rank applied. D - B Rank can be used at unlimited amounts of times, A rank capable of being used thrice per summon in battle and S rank twice per battle with each having a cool down of two turns before being capable of using it again. These constructs are considered neutral to elemental ninjutsu and multiple can be made in a single use, though the damage splits based on rank applied. Signers of the contract with the "Naturalist Summoning Specialist " can also utilize this on themselves as well, though can only go up to mid range. While clashing with opposing techniques, the constructs are coated in chakra to act as a "barrier" to prevent damage to them unless the attack is overpowered. In the case of neutral clashes, the construct in question loses power and instantly reverts back to their body.
 
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