Custom Summoning Submission

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Arthorius

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LCS Purchase: https://animebase.me/threads/kumi-exchange-center-2-0.780607/post-22097989

Summoning Animal: The Phantom Thief
Scroll Owner: Arthorius
Other Users who have signed contract: N/A
Summoning Boss if existing: Raoul
Other Summoning Animals tied to contract: Arsene, Satanael
Description and Background: , sometimes known as , is a fictional gentleman thief created by . He was known for targeting criminals or those who were much worse than himself, making him an anti-hero of sorts within his own stories. He might have been partly inspired by the French anarchist . This contract is based around the version of him depicted as Satanael, the first to rebel against god and steal his freedom, a character who exists to punish those of a divine nature. This contract has three distinct summoning's but each one is in fact Satanael in different forms. Satanael, also known as Sataniel or Satanail, is an mentioned in the second Book of Enoch that lead the fallen angels that rebelled against , by refusing to bow to the human , leading to his imprisonment. Due to his name and role, he is considered an interpretation of .

In some Gnostic traditions, Satanael is said to be an angel that once served . He rebelled when he realized that Yaldabaoth was not the true and granted humanity the knowledge to liberate themselves from Yaldabaoth. In other traditions, he is said to have created the material universe as a second heaven to rule over and became the " " of the Old Testament, making him an interpretation of the Yaldabaoth.

Atavistic Flame (Basic): Due to his existence representing the human nature of rebellion, all forms of the summoning are capable of accessing Atavistic Flame techniques that the owner knows and as a side condition only users of Atavistic Flame may summon any of the summoning's of the contract. The summoning's mastery of the flames is dependant on the level of the users he will only ever match them. However the summons can not using the AF mode in any situation.

Paradise Lost (Basic): Existing to punish capricious gods, the summons are all gifted the ability to sense divine beings across a large area, stretching across three adjacent landmarks these summons can detect any kind of divine power and those that wield it.

Victory Cry (Basic): Upon being summoned, the contracts animals will link with the summoner and slowly begin to aid them, each turn they are linked the summoning will add twenty points to the users pool for Will to Survive, enhancing the modes potential once it's activated. This link is maintained by spiritual chains that tether to the back of the summoner.

Sinful Shell (Unique): Wielded by the summons is a weapon considered deadly to the divine, a construct in the form of a revolver that can carry six rounds, known as Sinful Shell's. When fired the user will perform a roll with a 25% success rate, should the roll be successful the bullet will penetrate any divinity without fail with the shell causing critical damage. The shell normally carries 140 damage and follows the strengths and weaknesses of Atavistic Flames even with the roll failing. Utilizing the shells costs a move per turn and naturally can only be used six times per battle. Those struck by the critical effect of Sinful Shell are marked for death, making the following uses of the ability have a 50% success rate instead of 25% though this marking can be removed in the same way one would remove a fuuinjutsu equivalent to 60 chakra.

Almighty (Unique): The final unique aspect of the summonings is their ability to impose a condition upon a domain, created to prevent the capricious divine from escaping their grasps. Upon being summoned in to a area, these summons create a zone the size of the landmark they are in preventing the usage of other space time abilities at their discretion at the cost of a move when utilized and continue to occupy that move slot every turn until deactivated. This can prevent all forms of space/time manipulations from occurring once activated and will remain active until the summonings leave the field. When attempted these abilities would simply fail and it extends to dimensional manipulations such as karma rifts or kamui portals, along with creations that exist in alternate dimensions such as Limbo clones.

Pending, will have full details regarding LSC updates later today.
 
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Kooljay

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Mastered Monkey Sage Mode

(Kuchiyose no Jutsu: Rafiki Monkīsēji) Summoning Technique: Rafiki the Monkey Sage
Type
: Summon
Rank: F
Range: Short
Chakra: 50
Damage: N/a (-10 to user)
Description: Rafiki is a 6ft tall, long-limbed, and skinny mandrill. Rafiki is eccentric and high-energy. Even in serious circumstances, he loves to joke around, laugh, and make light of a situation. Beneath his humorous exterior, he is contemplative and wise, and enjoys giving advice to those in need. He is the boss of the monkey summons and even Monkey King: Enma respects him.

Rafiki is a master Sage of great power. It is said that his Bakora Staff is passively constantly drawing in natural energy allowing Rafiki to be in Perfect Monkey Sage Mode indefinitely. Despite being rumored to be 1000s of years old, being in Monkey Sage Mode keeps him in his physical prime. He is a taijutsu specialist capable of performing taijutsu and staff based bukijutsu up to S rank that the summoner knows. His base speed before Sage Mode enhancements is equal to that of a Sage level ninja.
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Note: Can only be used by those taught by Kooljay
Note: Can only be used by Monkey contract signers.
Note: Can only be summoned once.
Note: Can only be summoned by bios that have mastered Perfect Monkey Sage Mode

Declined, this is wild. Sage level speeds before this somehow activates SM is already wild but to say it also has passive and indefinite Perfect SM is insane. That’s never be approved
 
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Lili-Chwan

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Summoning Animal: ( Yako no Kitsune ) Nightmare Fox

Scroll Owner:
Lili-Chwan
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:

The Nightmare Fox are demonic entities made of fear, dread and horror. They are the legendary beings that populate the darkest places of our mind and prey on our dreams and hopes, filling them with dread, fear and nightmares. While the western culture knows them as shadowy entitites that manifest within our fears and nightmares, the Yako are fox-like yokai, based on the tales of the mischiveous foxes that cause spiritual and physical illness with their contact with the common folk, until their spiritual enlightment grows and their tails multiply.

The Nightmare Fox, or the Yako Kitsune, appear as a black or white fox with a single tail and crimson or golden eyes, though many can appear to have red or other markings, personal to every fox. They prey on people's mind by playing tricks, or by shapeshifting into other beings. Their method of attack, which stems from their original tail, is through Genjutsu and their Ghastly Fox-Fire, a gas-like flame that burns lazily and palely. They can use this ghastly flame to deal spiritual damage onto others, infuse their techniques with it and to possess others, stealing their abilities and wearing off their mental fortitude.

The act of feeding off from the abilities others is part of their journey for spiritual enlightment. It is an ability that allows them to acquire other powers which will allow them to grow a tail, up to the ninth tail, where they typically acquire a golden fur and are considered at the zenith of their spiritual power and enlightment. Their Sanctuary is a black meadow within two hills. It is always night time within the meadow, and the grass blows with an eerie sound of death. Multiple white birches cover the base of the hills, a stark contrast in front of the black grass. It is called Yama-no-Okami.

Unique Ability #1 - Spiritual Enlightment - The Heaven Fox

When they are summoned, they usually possess 1 tail, which is the Spiritual Tail that gives them access to their first abilities: Basic Genjutsu & Ghastly Fox-Fire ( Barring Elemental, Yin, CFS or Doujutsu-based Genjutsu ). This is always tethered to their summoner ( allowing the Fox to use what the user knows in the category of Basic Genjutsu, custom and canon ).

As they battle, Nightmare Foxes can steal an ability from a Category ( Ex: Tier 0 - Blast Release ) or Subcategory ( Tier 2 - Deidara Clay ) when they stand Short-Range from their target ( the Summoner or another ). It can be freely be stolen from the User or through a direct clash with an opponent or their jutsu through the Fox's body or jutsu. The Fox has to have experienced it in the match or directly counter the ability it means to steal, and it requires the Fox to neutralize or overpower the technique. Tier 5 and higher abilities can only be acquired through the summoner, and only through the 8th and 9th Tail. Replication of an ability happens in the same timeframe as the counter and happens at the cost of a jutsu per turn, though theft is not always required to happen each turn used countering. This tiered progress is absolute and can't be skipped.

Tail 2: Can steal Tier 0 abilities from others.
Tail 3-4: Can steal up to Tier 1 abilities from others. ( Countering a technique C rank or higher )
Tail 5-6: Can steal up to Tier 2 abilities from others. ( Countering a technique B rank or higher )
Tail 7-8: Can steal up to Tier 3 abilities from others. ( Countering a technique A rank or higher )
Tail 9: Can steal up to Tier 4 abilities from others. ( Countering a technique S rank or higher )

The technique that means to steal an opponent's ability will glow eerily when used, revealing the intent of stealing ( which can be inferred after witnessing the act a couple of times ). This stealing technique can be countered by an higher powered technique, and can "miss" stealing the ability that blocked it instead of the intended one. Lastly, the growing of a tail can be revoked by health loss, similar to a Fatigue system. 20% of Health lost in a single instance will revoke 1 tail, 40% will revoke 2, 60% will revoke 4 tails, 80% will revoke 6 and 100% will revoke 8 ( All additional tails ). These tails are lost in descending order with the highest available tail being lost first. Healing the fox will not regrow the lost tail, it needs to be stolen again. Fatigue can stack until healed, such as losing 20% of the health twice before healing will count as 40% and so forth.

Unique Ability 2# - Ghastly Foxfire[/B]

Nightmare Foxes are capable of producing a demonic smoke or gas through their body that they are capable of materializing or manipulate through chakra. The smoke produced by the Nightmares has a corporeal substance to it, in the sense that it can be compressed and interact with other physical objects and entities, but is Spiritual in nature. It glows in an eerie green colour, almost like a pale and lazy flame.

This gas carries Spiritual damage, instead of Physical. The smoke can be used to form constructs that can be thrown at their opponents or other techniques, playing in equal fields with Ninjutsu and Elemental Ninjutsu ( Neutral S&W ). Upon physical contact or inhalation of the smoke, the target will feel hallucinogenic effects, translated as drunken daze, and is a vessel through which the Nightmare Foxes cast Genjutsu. ( Ghastly Foxfire will be submitted as a CSCJ, and is not Canon Smoke Ninjutsu ).

Basic Ability 1# - Mischievous Illusion

Nightmare Foxes are capable of using Genjutsu, which can be cast handsealessly or by contact with the Ghastly Fox-Fire. Genjutsu cast through the eerie smoke will require the target to absorb/seal or counter the smoke in order to then release from the genjutsu, or use a method that does both at the same time, like a chakra Surge of sufficient rank. They can use Canon and Custom Genjutsu, not Sound Genjutsu, Doujutsu or CFSJ, as their First Tail, though can acquire and mix in other forms of Genjutsu as they grow tails. Their paws have been developed in order to perform makeshift handseals for any categories that they acquire that are outside the Genjutsu spectrum.

Basic Ability 2# - Nightmare Spiritual Resistance

As Nightmares are creatures that prey on the target's psyche and mind, they are resistant to Spiritual damage attacks like Genjutsu and Spiritual-based Yin techniques, shaving off -20 damage from techniques that deal spiritual damage.

Basic Ability 3# - Ghostly Sensorial

Nightmare Foxes can fly and have an increased perception akin to a Spiritual Sensory, allowing them to sense the Soul and Spiritual Based entities ( like Hungry Ghost, Katsuryoku Spirits, Etc ) which they use to survey the terrain and their opponent, as they follow along in their journey of Enlightment. This is a Sensorial Ability that can be used within the same Landmark, unless specified otherwise in specific submissions.

( Kitsune no Kuchiyose: Kumiho ) Nightmare Fox Summoning Technique: Kumiho, the Red-Omen Fox
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Kumiho is from a sect of Kitsune Foxes that are elementally specialized. They are designed to battle and serve as the main military branch of the Kitsune. She possesses a red-tinted fur coat, with a stripped tiger-like pattern in her fur. When she is summoned, she inherently has 3 bestowed tails:

1. The Second Tail is a Basic Fire Elemental Tail, which is it's thematic tail, whereas the Third Tail is it's opposite, a Decay Advanced Elemental Tail.
2. The Strength of the theme element and elements that are composed by it are boosted by 10 chakra when the Red-Omen uses it, and that is translated as a +20 damage boost when applicable.
3. Kamiho has 80 health points, 13 speed and 25 tracking. This tracking is bound to a Single-Landmark, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Fire and Decay users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present.

Both Approved, slight edits made. If you don’t like them, let me know and I’ll revert the changes.
Updating:
( Kitsune no Kuchiyose: Kumiho ) Nightmare Fox Summoning Technique: Kumiho, the Red-Omen Fox

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Kumiho is from a sect of Kitsune Foxes that are elementally specialized. They are designed to battle and serve as the main military branch of the Kitsune. She possesses a red-tinted fur coat, with a stripped tiger-like pattern in her fur. When she is summoned, she inherently has 3 bestowed tails:

1. Her Primary Tail is the Kitsunebi and Genjutsu tail, which allows her to use all Kitsune Ninjutsu and Basic Genjutsu, including customs. It does not allow her to steal Genjutsu-related customs or abilities like Genjutsu-related CFS. Her Secondary Tail and her Thematic Tail is Fire Release, which allows her to use customs of Basic Fire Techniques and also steal CE that are composed of Fire, an ability which she used to produce her third tail, Decay Release. It does not allow the ability to steal other people's fire customs nor CFS, merely CE.

2. The Strength of the theme element and elements that are composed by it are boosted by 10 chakra when the Red-Omen uses it, and that is translated as a +20 damage boost when applicable.

3. Kamiho has 80 health points, 13 speed and 25 tracking. This tracking is bound to a Single-Landmark, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Fire and Decay users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present

( Kitsune no Kuchiyose: Okami ) Nightmare Fox Summoning Technique: Okami, the Moon Fox

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Okami is from a sect of Kitsune Foxes that are spiritually inclined. They are designed to serve as support and communication, rather than battle. Okami has a white fur coat, glistening bright like pure snow and bright pearly eyes. She possesses three tails:

1. Her Primary Tail is the Kitsunebi and Genjutsu tail, which allows her to use all Kitsune Ninjutsu and Basic Genjutsu, including customs. It does not allow her to steal Genjutsu-related customs or abilities like Genjutsu-related CFS. Her Secondary Tail and her Thematic Tail is Water Release, which allows her to use customs of Basic Water Techniques and also steal CE that are composed of Water, an ability which she used to produce her third tail, Perfume Release. It does not allow the ability to steal other people's water customs nor CFS, merely CE.

2. Okami possesses a telepathic blood connection with her summoner, allowing her to communicate freely with her summoner like a ghostly voice in each other's mind. When not summoned to the battlefield, this connection can be called upon regardless of distance and dimension passively contacting Okami and being contacted by her, which is useful, for example, to quickly request an escape using the Reverse Summoning technique ( Which must be posted regardless ). When in the field, the telepathic synergy from both Summoner and Summon being present within 20 meters of each other allows them to enhance each other's Spiritual Sensing, translated as a x2 multiplier in the category of Enhanced Senses, similar to that granted by Chakra Sensory.

3. Kamiho has 80 health points, 10 speed and 30 tracking. This tracking is bound to a Three-Landmark, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Water and Perfume users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present

Pending, will have full details regarding LSC later today.
 
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Jᴀʏ

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(Hebi Kuchiyose: Iseul) — Snake Summoning: Iseul
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Iseul is the twin sister of Draco, a pure white snake that shares a deep bond with her brother and master. Iseul like her brother is adept at siphoning Nature Energy from the environment and is capable of assisting the user. This assistance enables the user a greater efficiency while in Sage Mode and thus techniques are performed far more efficiently granting -10 Chakra Cost while in Sage Mode, this in no way reduces the power output of techniques. Iseul is also capable of merging with her brother and master at the cost of a move slot. They become one with him, and in doing so the users is granted a greater degree of mastery with Sage Mode. With Draco and Iseul now one with Genji, the users Sage Mode is afforded a greater degree of vitality as well this is expressed as an additional 10 Damage Negation and 10 Healing, the chakra efficiency mentioned earlier is vastly improved as well with Iseul now merged the chakra required to performed techniques is reduced by an additional 10 chakra. (Iseul typically coils along Genji’s waist with Draco). Lastly, Iseul is capable of telepathically communicating with Genji and is a Fuuinjutsu Specialist capable of using Fuuinjutsu Techniques up to S Rank.

Note: Lasts four turns. Can only be taught by Jᴀʏ.

Declined by Imperfect.


First this is the wrong thread for submitting anything Summon related. That aside, as per Custom Submission rules you're only allowed to have one Senjutsu Summon per contract. This is primarily aimed towards CSC, but I believe it extends to Canon's as well, otherwise there's no point in having it as a restriction. Next we don't allow boosts to mitigation or healing, and Sage Mode is already plenty strong as is if you ask me. I'm also almost entirely certain we don't allow Fuinjutsu Summons anymore, as they have been abused in the past. You just need to remake the whole Summon man, I'm sorry.
(Hebi Kuchiyose: Iseul) — Snake Summoning: Iseul
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Iseul is the twin sister of Draco, a pure white snake that shares a deep bond with her brother and master. It is through this deep bond that Iseul is capable of merging with her brother and master at the cost of a move slot. Upon transformation they become one with him, and in doing so the users is granted a greater degree of vitality, and defensive prowess this is expressed through the users enhanced damage negation granting him the 20 DMG negation. Iseul also possesses a unique ability she is capable of using the Forbidden Technique: Oral Rebirth to revive her own master. This is done by simply devouring his remains should he perish, then regurgitate him. This is, however, at the cost of her own life as her flesh and spirit becomes his own. This technique is only possible due to their deep connection. Lastly, Iseul is capable of telepathically communicating with Genji and is a Earth Specialist capable of using Earth Techniques up to S Rank.

Note: Upon merging all parties still retain the ability to utilize their own respective techniques.
Note:
Lasts four turns. Can only be taught by Jᴀʏ.

Declined, the Oral Rebirth technique use as well as the ability to merge is too much combined. If it will have the Oral Rebirth related ability, then it will not merge with the user nor be able to be a personal summoning. Merging also grants 20 physical damage shaving, which should be noted do not combine or stack together with other damage shaving abilities.
 
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Venom

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Summoning Animal: Banshee
Scroll Owner: Venom
Other Users who have signed contract: N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Description and Background:
A Banshee is a gliding, wraithlike Dark creature, widely considered to be one of the foulest to inhabit the shinobi world. Banshees feed on human happiness and thus generate feelings of depression and despair in any person in close proximity to them upon being summoned. They can also consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "soul-sucking fiends", rendering a person an 'empty-shell'. (Ability to be created through CSCJs) Banshees have a ghostly shape, approximately three metres, or 10 feet high, and are covered in dark hooded cloaks of long ripped black cloth, making them closely resemble wraiths. Its body is greyed and decayed looking, like a decomposing corpse, and its breath sounds rattling like it is trying to "suck more than air" out of a room. Its hands are "glistening, greyish, slimy-looking, and scabbed". They seem to exude cold. A Banshee's face has empty eye sockets, covered with scabbed skin. There is a gaping large hole where the mouth should be, which is used for sucking the soul out of the victim. They levitate/fly round the battlefield.

Standard Ability: Their body are quite resilient to physical techniques such as Earth, water and/or taijutsu base ones and variants. Being able to shave off -10 dmg from them. Additionally they move at a standard Chuunin ninja rank speed, unless specified in the summoning.

Standard Ability: Banshees 'sense' their enemies by their 'soul' and/or chakra up to long range away (1 LM away in the NW), making it near impossible to hide from them or use a technique to sneak attack them.

Standard Ability: Share a mental link with the summoner, being able to communicate easily.

Unique: Unlike normal animal contracts where the user must sacrifice blood and perform several hand seals to summon them, Banshees are much different. Instead they appear on the battlefield through a plume of smoke after the user simply pays +10 more chakra to summon the Banshee through this method (Ex: An S rank Banshee would sap 50 chakra from the user). Although it might seem like a long method, its instant due to still being a space-time technique. They cannot be summoned outside of short range of the user.

Unique: Unique to every Banshee is their specific ability to use Ototon that can be directed at specific targets as to not affect the summoner or allies . This doesn't mean their Ototon ninjutsu are stronger than any other normal shinobi, they just have a certain mastery over it. Being able to utilize the custom ototon ninjutsu or ones from the canon list.

Approved with edits. See spoiler.

"Can use techniques the user can, except CC", so even more than last time? No.

If you want something like this, do like Korra and LoK, and actually restrict it. Korra's requires the life cycle of his summons to steal KG, AE, etc, while LoK's is time gated with a range limit that cancels the ability if you step outside of Mid Range. The wording is what I shot down last time, and the wording is what I'm not allowing this time, in addition to the below.​

Still putting abilities in the description section, so you're still trying to get more than what's allowed? No. Removed.

Swapped first basic and first unique, since you made the mitigation more simple. Also bundled the speed and mitigation, but reduced the speed. You still want to double up on abilities? Fine, but I'll drop the values to balance it out. Speed might be virtually useless anyway, since LoK mentioned that Legendary Contracts don't have "generic" Summons you can summon with the B-Rank Summoning technique. So unless you don't plan on specifying speeds on individual summons, it's pointless having a speed ability now.

Everything else is fine. You're more than welcome to update the contract I believe, so if you'd like to try and make an ability for copying abilities just keep in mind the more stuff you're going for, the more restricted/ harder it will need to be to achieve.

Updating the above. Sacrificed a Standard Ability for the new Unique.

Summoning Animal: Banshee
Scroll Owner: Venom
Other Users who have signed contract: N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Description and Background:
A Banshee is a gliding, wraithlike Dark creature, widely considered to be one of the foulest to inhabit the shinobi world. Banshees feed on human happiness and thus generate feelings of depression and despair in any person in close proximity to them upon being summoned. They can also consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "soul-sucking fiends", rendering a person an 'empty-shell'. (Ability to be created through CSCJs) Banshees have a ghostly shape, approximately three metres, or 10 feet high, and are covered in dark hooded cloaks of long ripped black cloth, making them closely resemble wraiths. Its body is greyed and decayed looking, like a decomposing corpse, and its breath sounds rattling like it is trying to "suck more than air" out of a room. Its hands are "glistening, greyish, slimy-looking, and scabbed". They seem to exude cold. A Banshee's face has empty eye sockets, covered with scabbed skin. There is a gaping large hole where the mouth should be, which is used for sucking the soul out of the victim. They levitate/fly around the battlefield at standard Jounin speed.


Standard Ability: Banshees 'sense' their enemies by their 'soul' and/or chakra up to long range away (1 LM away in the NW), making it near impossible to hide from them or use a technique to sneak attack them.

Standard Ability: Share a mental link with the summoner, being able to communicate easily.

Unique: Unique to every Banshee is their specific ability to use Ototon that can be directed at specific targets as to not affect the summoner or allies through a special voice box in their trachea. This doesn't mean their Ototon ninjutsu are stronger than any other normal shinobi, they just have a certain mastery over it. Being able to utilize the custom ototon ninjutsu or ones from the canon list.

Unique: Banshees are able to use the basic 9 (logically) up to the user's rank but what makes them more unique is the fact that once every 3 turns (6 if its NW posts) they can 'sacrifice' a basic field to copy an advance field from someone within the same battle. Although seemingly broad, these are quite limited. Every 3 turns they can either choose to keep the same advance field, or switch it out. Whenever they sacrifice a basic field they won't get it back and they can only ever keep 1 advance field at a time. These advance fields are limited to KG/HA/AE, Yin, Yang and never a mode (the user must have the field). To obtain these extra ability the user will use the official roll in the discord chat. There can only be 5 options to choose from. One being a null roll in which the user simply loses a basic field for the Banshee without getting a advance field. Another is the Banshee's offensive techniques loses a rank for 5 turns.

Example of roll:
t!choose Null, lose a field. | Null, lose a rank | Yin | Yang | Dead Bone Pulse

Declined, this new ability cannot be done due to rolls being removed and the section being done poorly as well. In addition to this, LSC updates will be updated later today for better clarity.

Contract approved here

( Kanpekinanin Ban Sennin Modo ) - Perfect Banshee Sage Mode
Type: Mode
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: (Active +30 damage to all ninjutsu and taijutsu up to S rank)
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 20% 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 can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense (similar to a Banshee) and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to abilities of a banshee, ie utilizing sound ninjutsu & contract arts (ones normally couldn't use before) to perhaps a better level than the banshees themselves.

Notes:
-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 20% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Declined, improper setup; while the mentions of 20% should be lowered to 10%, it's ultimately the last ability's wording that is flawed here ( there are other small wording issues that imply more than what the actual ability is in this tech as well as the contract itself ). You don't "gain access to abilities of a banshee"; you gain a Banshee-like anatomy, taking on physical/biological traits of theirs such as a Bat/Crowns contracts wings and Salamander contract granting an organ to be immune to poisons. You'd gain a similar change in anatomy mimicking a Banshee, which in your case would likely be a change related to your face or torso. This would allow you to use Banshee Arts that would exist, but this wouldn't grant you Sound. Your Banshee's unique ability is to use Sound at specific targets and not affect allies. This is something inherently attached to them - situational Sound usage. That would be able to be granted but you can't gain Sound via SM through this.

(Banshee Gigei: Scre zan Banshee) - Banshee Arts: Screech of the Banshee
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Screech of the Banshee (SoB) is a technique used by Banshee or the summoner by utilizing hindering sound waves to release a devastating screech to all foes within range. Once successfully struck, targeted foes across the battlefield will suffer a deadly 'migraine' like attack due to the screeching noise remaining in their head for 2 turns, in which they hear nothing but that. This technique will affect their focus, preventing them from utilizing normal S rank and above techniques and A rank and above techniques of advance fields due to the extreme chakra cost and focus needed (such as Yin, Yang, Yin-yang related fields, Fuin/kinjutsu and so forth).

Notes:
-May only be used once every 3 turns, 3x total per fight.

Declined, preventing all S ranks and above with just a scream is too much; on top of that, there is no drawback to using it - just a cooldown period. Since this is a Hindering Sound tech, it would happen instantly so the mention of "successfully struck" is misleading as it doesn't physically travel. If this is going to prevent S rank usage and be near instant, it doesn't need to also target the advanced skills usage as well. It makes it much stronger and more complicated as a technique to approve. This needs proper restricting, to sum it up.

( Kanpekinanin Ban Sennin Modo ) - Perfect Banshee Sage Mode
Type: Mode
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: (Active +30 damage to all ninjutsu and taijutsu up to S rank)
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 can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense (similar to a Banshee) and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to abilities of a banshee, ie utilizing sound ninjutsu & contract arts (ones normally couldn't use before) to perhaps a better level than the banshees themselves Due to their voice box altering akin to a banshee under the influence of SM.

Notes:
-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.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Declined, this line still does not justify whatever you believe the line does. There’s literally nothing here that details how or why they can use sound ninjutsu at a better level than a banshee and the poorly added voice box line doesn’t justify it either; why would now having a banshee’s voice box make their usage better than an actual banshee? That’s illogical, not to mention your contract itself says it doesnt have stronger or better usage than other users.

(Banshee Gigei: Scre zan Banshee) - Banshee Arts: Screech of the Banshee
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Screech of the Banshee (SoB) is a technique used by Banshee or the summoner by utilizing hindering sound waves to release a devastating screech to all foes within range. Once successfully struck, targeted foes across the battlefield will suffer a deadly 'migraine' like attack due to the screeching noise remaining in their head for 2 turns, in which they hear nothing but that. This technique will affect their focus, preventing them from utilizing S rank and above techniques due to the extreme chakra cost and focus needed.

Notes:
-May only be used once every 3 turns, -3x total per fight.

-Declined- This is entirely too debilitating with no drawbacks
 
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jagged

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Mythical Contract
Summoning Animal: (Jaiantorīchi) Giant Leech

Scroll Owner:
Jagged
Other Users who have signed contract: Hail King Madara(solf)
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background


The giant leech is a terrifying beast to be hold, a huge red leech body with white stripes running across it's frame and a size riveling that of gababunta. In the stories the leach was known for its ability to tunnel underground and manipulate water to catch men or push them into the surrounding river before eating them. As a leech the Giant Leech retains the ability of its lessers, allowing it to drain chakra techniques(both solid and chakra based) through a similar fashion.


Basic ability #1

Technique Draining/Eating:
The leech takes specific steps as ninja summonings in order to incorporate it's chakra absorption into battling. This variant doesn't deal with directly absorbing chakra, but destroying and absorbing a technique all in one go. The Giant Leech lace its anterior suckers with aggressive chakra. Along with that, it also laces its stomachs with the same aggressive chakra. This allows it to eat away at techniques of all kinds, whether it is energy or solid in nature. During this process they absorb the chakra out of the technique, taking in its original chakra cost while the anterior suckers destroy the "form". That being said, The giant leech is limited to absorbing moves of raw chakra, the same element they have an affinity for, and the basic element their affinity is strong against.

With either variant, the leech can store chakra from draining it, and can only give it to their summoner through physical contact via their anterior suckers. If the leech is to disperse before the chakra is given away, the leeched chakra is simply taken away along with it. The limits to storing chakra would be triple the amount of chakra the leech is able to absorb, meaning it can only absorb thrice before being too full to absorb anything else.

(Will be made into contract ninjutsu)


Basic Ability #2


As the leech can move underground it uses the skin on its body to sense vibrations both in the air and in the ground like a 360 Sonar, this sensory ability extends to 1 landmark.

Basic Ability #3

Propogation: The summoning animal can e

Unique ability


Elemental Casting: by absorbing the chakra nature of the user as part of the summoning ritual the Giant leech is able to use the summoners AE or elemental chakra as well as the users techniques associated with them. Giant leech may only use techniques up to S rank and 1 Forbidden rank technique.


Myth:

Declined by Imperfect.

Major issue here, and that is putting an existing Contract as other Animals tied to this Contract. That is not allowed in any capacity, because if allowed, it effectively gives that second Contract all the abilities of this contract. This would instantly be abused to an extent that never will be allowed. This part of the template is to, if you want, name your other Summoning Animals. You can tie the lore and background of the Leeches to your Giant Leeches, but they will never be the same contract.
Your first basic Ability would need to be made as a Contract Ninjutsu regardless of whether it's clarified on your contract or not, so you can remove the Note part of the first ability, and submit it as a Contract Ninjutsu once the Contract is approved. It would need to follow the standard rules we allow for these types of abilities too, so your Leeches would only be able to absorb up to their own Rank, B-Rank can only absorb B-Rank, A-Rank can absorb A-Rank and so on. As for limits on absorption, I'm not sure exactly how that should work, so I'll speak to other Mods about how this should be handled and let you know. All of this would need to be clarified on the technique, just noting it here for future reference.
Third basic ability is a no. You're not getting free S-Rank Chakra Absorption through your Summoning Tattoo, because that not what a Contract Ability is. It's not something you arbitrarily get to give a biography with the tattoo because you want it. These are abilities or passives every animal on your Contract has, so extending it to your biography isn't possible. The only exception to this is with the Naturalist Specialization, but that is strictly limited to substances and materials your Summons can biologically produce for one reason or another. Think Toad Oil, Snake Venom, spider Silk and so on.
Unique needs to be more specific. Just saying AE and Elemental Chakra doesn't actually define any limit, so in theory, your Summon could absorb your Chakra, then every single one of your Elements, Canon and Custom, as well as Advanced Elements can be used by your Summons, which at that point you basically have another bio. Needs to be more direct and specific, because as is is too loosely defined to allow. Also how much Chakra does it absorb from the user? And like with the first basic Ability, your Summons Jutsu Rank would be defined by the Rank of the Summon. A B-Rank Summon with access to your Chakra isn't going to be able to use S-Ranks and Forbidden Ranks. That's why Summons have Ranks in the first place.

Mythical Contract
Summoning Animal: (Jaiantorīchi) Giant Leech

Scroll Owner:
Jagged
Other Users who have signed contract: Hail King Madara(solf)
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background


The giant leech is a terrifying beast to be hold, a huge red leech body with white stripes running across it's frame and a size riveling that of gababunta. In the stories the leach was known for its ability to tunnel underground and manipulate water to catch men or push them into the surrounding river before eating them. As a leech the Giant Leech retains the ability of its lessers, allowing it to drain chakra techniques(both solid and chakra based) through a similar fashion.


Basic ability #1

Technique Draining/Eating:
The leech takes specific steps as ninja summonings in order to incorporate it's chakra absorption into battling. This variant doesn't deal with directly absorbing chakra, but destroying and absorbing a technique all in one go. The Giant Leech lace its anterior suckers with aggressive chakra. Along with that, it also laces its stomachs with the same aggressive chakra. This allows it to eat away at techniques of all kinds, whether it is energy or solid in nature. During this process they absorb the chakra out of the technique, taking in its original chakra cost while the anterior suckers destroy the "form".

With either variant, the leech can store chakra from draining it, and can only give it to their summoner through physical contact via their anterior suckers. If the leech is to disperse before the chakra is given away, the leeched chakra is simply taken away along with it. Giant leeches may drain chakra up to the rank of the leech summoned(i.e B rank giant leech may drain B rank and below chakra techniques).

Basic Ability #2

As the leech can move underground it uses the skin on its body to sense vibrations both in the air and in the ground like a 360 Sonar, this sensory ability extends to 1 landmark.

Basic Ability #3

Propogation:
Through the use of a technique the giant leech may rapidly expell miniature clones of itself, the amount of which will be decided in the techniques made.

Unique ability

Overload:
While maintaining contact with the user (either through it's main bio or it's clones) the Giant leech will increase a jutsu of the users by overloading it with it's stolen chakra for instance, if the leech has absorbed a B rank chakra it can push this stolen chakra towards the users jutsu Increasing it by the Rank of chakra the opponent has stolen.



Myth:

Declined by Imperfect.

Okay, first of all apologies for how long this took. This is better than last time, but with that new Unique we have a new issue. Regardless of the field, skill, ability, source, etc, Chakra infusions are capped at +10, and a Unique Ability on a Contract cannot override that no matter what. Even when it comes to fields like Yin-Yang, if they add +50 to the cost of a technique, the technique only receives a +10, and the rest is cost to cover the effects those techniques give. This can't work as you've got it currently. You can use it to replenish your own Chakra reserves, but as noted last time, that'll need to be limited in some capacity.

Next, no matter how many clones are made, a Summon will have a max amount of Chakra it can both absorb and hold. You can't have an S-Rank Summon make a clone that also has 40 Chakra absorption, and each can hold infinite Chakra. At best the absorption would be split between them.​
 
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Kooljay

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Mastered Monkey Sage Mode

(Kuchiyose no Jutsu: Rafiki Monkīsēji) Summoning Technique: Rafiki the Monkey Sage
Type
: Summon
Rank: F
Range: Short
Chakra: 50
Damage: N/a (-10 to user)
Description: Rafiki is a 6ft tall, long-limbed, and skinny mandrill. Rafiki is eccentric and high-energy. Even in serious circumstances, he loves to joke around, laugh, and make light of a situation. Beneath his humorous exterior, he is contemplative and wise, and enjoys giving advice to those in need. He is the boss of the monkey summons and even Monkey King: Enma respects him.

Rafiki is a master Sage of great power. It is said that his Bakora Staff is passively constantly drawing in natural energy allowing Rafiki to be in Perfect Monkey Sage Mode indefinitely. Despite being rumored to be 1000s of years old, being in Monkey Sage Mode keeps him in his physical prime. He is a taijutsu specialist capable of performing taijutsu and staff based bukijutsu up to S rank that the summoner knows. His base speed before Sage Mode enhancements is equal to that of a Sage level ninja.
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Note: Can only be used by those taught by Kooljay
Note: Can only be used by Monkey contract signers.
Note: Can only be summoned once.
Note: Can only be summoned by bios that have mastered Perfect Monkey Sage Mode

Declined, this is wild. Sage level speeds before this somehow activates SM is already wild but to say it also has passive and indefinite Perfect SM is insane. That’s never be approved
Changelog:
  • Changed base speed to Jonin level speed.
  • Rafiki entering Sage Mode counts as an jutsu and is no longer passive.
  • Perfect SM now lasts 4 turns.
(Kuchiyose no Jutsu: Rafiki Monkīsēji) Summoning Technique: Rafiki the Monkey Sage
Type
: Summon
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/a (-10 to user)
Description: Rafiki is a 6ft tall, long-limbed, and skinny mandrill. Rafiki is eccentric and high-energy. Even in serious circumstances, he loves to joke around, laugh, and make light of a situation. Beneath his humorous exterior, he is contemplative and wise, and enjoys giving advice to those in need. He is the boss of the monkey summons and even Monkey King: Enma respects him.

Rafiki is a master Sage of great power. It is said that his Bakora Staff is passively constantly drawing in natural energy. Rafiki can tap into the natural energy stored in his Bakor Staff and enter Perfect Monkey Sage Mode for 4 turns. This counts as one of the summoner's 3 jutsu. Despite being rumored to be 1000s of years old, being in Monkey Sage Mode keeps him in his physical prime. He is a taijutsu specialist capable of performing taijutsu and staff based bukijutsu up to S rank that the summoner knows. His base speed before Sage Mode enhancements is equal to that of a Jonin level ninja.

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Note: Can only be used by those taught by Kooljay
Note: Can only be used by Monkey contract signers.
Note: Can only be summoned once, and lasts for 4 turns.
Note: Can only be summoned by bios that have mastered Perfect Monkey Sage Mode

Approved with edit by Imperfect.
 
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Zatanna

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https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22042350

(Treekin Hijutsu: Mori ni esa o yaru) Treekin Secret technique: Feed the forest
Type
: Defensive/Offensive
Rank: B-S
Range: Short-Mid
Chakra: 20-40
Damage: N/A
Description: A secret technique known to Treekin and Treekin contract signers is the ability to use sap to consume and provide nutrients to the forest. The technique begins by a user spitting/streaming/summoning some special Treekin Contract Sap, which upon contact with Water or Earth based chakra techniques, will consume and grow the Sap. This technique effectively allows the sap to eat away at an opposing chakra by consuming and using it to grow itself, where on after no chakra is left, will harden into an outer shell. Consuming the opposing chakra will add one rank to the Saps technique level, leaving an immobile solid sap empty shell on the battle field able to be used as a defensive barrier for the user. As an example, if a earthen rock jutsu was thrown at B rank and the user countered with this jutsu, the Sap would connect with the earthen technique, consume the earthen chakra boulder then harden into what ever shape the rock was falling flat, while also creating now an A rank obsticle on the field. This technique can only consume and break down chakra equal to its level, that is, An A rank can only consume and break down an opposing A rank and below technique.
Note:
-S rank requires 3 handseals and can only be used 3 times, with a 3 turn cooldown inbetween
-A rank can only be used 4 times with a 2 turn cooldown inbetween

Declined by Imperfect.

Your Summons don't have sap that can absorb Chakra. They have healing sap and poisonous pollen. Roots are where trees get nutrients from, but that's besides the point. If you want Sap that can absorb stuff like Fuin it needs to include Fuin and also abide by Fuin's rules, cause one thing I notice here is how in the given example it doesn't list the incoming boulder's rank. The technique states that absorbing another technique provides a Rank increase, and right at the end you list A-Ranks work on A-Ranks and below. That's important, because you're getting a Rank increase from the same Rank tech, but also from a D-Rank pebble? A E-Rank spec of dust blown at you? No matter what it's hitting, if it's Earth or Water based it's gaining a Rank? That doesn't sound right.

I also remember telling you no to Sealing Sap back Blood of the Forest, Spring Gluttony specifically. Take care with that, you're 0 - 2 on cracked sealing attempts. One more and you might get a special surprise. :)
 
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Kooljay

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(Kuchiyose no Jutsu: Torigami) Summoning Technique: Torigami
Type: Supplementary
Rank: S
Range: N/a
Chakra: 40
Damage: N/A
Description: Torigami is a Ferruginous Hawk personal summon who’s role typically resides in using its Fuuton affinity to supplement its user’s jutsu or using its Combination Transformation Technique to grant its user flight. Using its large 56 inch wingspan and wind affinity, Torigami can passively create gusts of wind, when near its summoner, to further fuel their user’s Katon or flame based jutsu or add into the their users Fuuton jutsu and increase the damage of their jutsu by 20.

Alternatively, Torigami can perform a unique variation Combination Transformation Technique with its summoner and transform into large hawk wings on the user’s back granting the user flight at 2.5x their base speed. This is an S rank technique that costs 40 of the summoner’s chakra to initially activate, 15 per turn to maintain, and lasts up to 4 turns. After which Torigami is fatigued and can’t perform any of its abilities for one turn.

Note: Can only be used by those taught by Kooljay
Note: Must be posted in the users bio or in the beginning of a fight.

Declined by Imperfect.

Personal Summons aren't a thing that gets approved at the Custom level. They're any Summon that exists and has been added to your bio as a Personal, and checked on a case by case basis per bio. For this reason alone, I can't approve this.​
 
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Resubmitting Mass Burial Submergence with the following changes:

Changelog:
  • Removed/reworded descriptive elements of the technique.
  • Clarified exact radius instead of the previous untenable "long radius."
  • Removed footnote stating "must be last technique used."
  • Reworded the note of Church Grim using "any known technique without restriction" to only using up to S-rank earth techniques.
  • Reassessed the movement speed debuff suffered to stronger undead such as Edo Tensei from being "halved" to "reduced by 3 levels" to reflect recent rule changes involving debuffs and movement speed as a whole.
(Gādian Ikatsui Gigei: Shuukai Maisou Shizumeru) - ✢ Church Grim Arts: Mass Burial Submergence ✢
Type
: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: The use of Shuukai Maisou Shizumeru is often defined as sacrilegious among the Church Grim; often relied upon as a last ditch effort to subjugate the dead into a state of final rest that consequently forces the living to face the same. The technique is first enacted by the Church Grim letting out a bellowing howl into the air similar to that of when they are enacting their "Resurgence Overrule" ability that leaves a rippling effect across the ground in front of them, acting as the dispersive method of their chakra, resulting in the introduction of the Grim's chakra into the earth, spreading it rapidly across a large encompassing area, up to a maximum of 50 meters in radius. As a result, the earth will begin to move in rapid adjustment, falling apart into splintering plates, serving as the only preluded sign of the following events before they take full effect. After a brief quaking shift of the ground that disrupts any movement nearby individuals may be attempting, throwing them off balance similarly to "Earth Release: World Shaking", the earth with incredible momentum will begin to uproot itself into the shaping of an immense structure, forming and encompassing the entire 50 meter radius that will become defining as the Church Grim's "domain." From the outside, the appearance is like that of a castle whittled from the shell of a mountain. From the inside however, the domain is shaped into what appears to be the mocked structure of an immense Graveyard and Church; everything whittled, carved and formed out of the faces and formations of the earth that they are surrounded by. While in this new environment, it acts as the Church Grim's "domain," imparting upon the Grim a series of benefits -henceforth referred to as "Tenets"- that is meant to serve in expediting their efforts in returning those brought there to their grave. Throughout the duration of Shuukai Maisou Shizumeru, the large structure will begin to sink into the earth as if being submerged and buried within it, acting as if one large coffin that the Grim uses as a manner of a "mass burial of the dead." With each turn that passes, starting from the first turn that it is activated, a new tenet will take effect, allowing the user to choose 1 out of the 3 possible tenets to take effect until all 3 are active on the third and final turn, not requiring to be activated in any particular order.

Guardian's Bulwark
- takes the form of acting like a natural force that is applied onto the field via the surrounding earth. While the Church Grim is active, they are perpetually funneling chakra into the state of the domain that now acts as the reintroduced active field of battle, every wall and surface within the cavern exuding the chakra the Grim is applying to maintain the environment. Because of this, the chakra not only acts as a sort of smokescreen against Dojutsu users, effectively acting as a blinding effect to such eye enhancements, it also serves to naturally draw upon the chakra of all those that are not the Grim or their Summoner. More specifically, any foreign chakra that is molded into a technique while within the cavern suffers a one rank degrade, or -20 damage equivalent.
Guardian's Terror - acts as an extension of the Church Grim's inherent ability "Resurgence Overrule." Where this unique ability would normally only impart it's effects onto those that are Undead, such as Edo Tensei, while within the cavern this ability can effect all those that are deemed foreign to the Church Grim (excluding the Grim's Summoner), regardless if they are Undead or alive, causing those caught in the Grim's horrific howl to see a reduction of their base speeds by one rank if considered Alive (Sage reduced to Jounin, Jounin reduced to Chunin, etc). Undead suffer the same drawbacks as they would normally but perpetually suffer +40 damage from all attacks made by the Church Grim (not the Summoner).
Guardian's Authority - prevents those that are caught within Shuukai Maisou Shizumeru's cavern from leaving it through normal means, such as through the use of techniques like "Earth Release: Hiding in Rock Technique". Any attempt to submerge oneself into the surfaces of the cavern will result in immediate rejection of the opposing chakra, nullifying the attempted use of such techniques due to the coating of the Grim's chakra being infused within the surfaces of the cavern. The use of space-time or transfer techniques that do not rely on passing through the earth in some way are the exception.

Notes:
-Once activated, this technique lasts for only 3 turns, meant to serve as a short but powerful field advantage.
-This technique may only be used once per battle and can only take effect if standing upon solid ground.
-Once within the cavern, the Church Grim may only use up to S-rank earth techniques.
-Once the 3 turn time limit is reached or the Grim is defeated/dispersed, all will remain within the cavern but may leave through any means, no longer being withheld by "Guardian's Authority." Additionally at the end of the 3 turns, the Church Grim will disperse and cannot be resummoned for the remainder of the fight.
-It is possible to avoid or counter the technique, in which case half the chakra cost is spent and nothing but the change in the terrain (breaking up the earth) occurs.

Declined by Imperfect.


Okay, with the larger stuff out of the way, going to hone in on some issues with hindsight I should've seen before with the listed abilities. I was focusing more on the mechanical side of everything last time, a la pulling everyone a hundred meters below sea level for basically 1 turn before it ended. You've still opted for a shorter duration, but I'm not going to badger you over it.


So, that first ability. In a vacuum, neither effect is really strong, but you have them stacked, with the second being more of an issue later down the line, but I'll get to that. Stacking them when they don't really have anything to do with one another is weird. So because your Grimm is constantly funneling it's own Chakra into the environment to maintain it, the environment is siphoning Chakra out of everything that isn't you or your Grimm to weaken them? Those are polar opposites. And for the blinding effect, there needs to be something present in the air for it to affect Doujutsu. Graveyards can be misty in the morning, making them very ominous, so there's a valid excuse for that. I'd split them up so it becomes more of a choice, and makes more sense.


Now we get to this second ability, and I'm really surprised I didn't comment on it before. You are applying your Unique Contract ability to even alive targets, reducing living targets speed by one entire Bio Rank's worth of speed, and inflicting an additional 40 damage to undead. First of all allowing the Contract passive to affect everyone defeats the purpose of making it, and the Contract anti-Undead themed, but moreover than this, between this application of the Contract Ability and the Guardian's Bulwark you're capped on buffs/ debuffs, but actually exceed the limit when it comes to undead enemies. Additional damage inflicted is basically like anti-mitigation, and while it's not regulated (yet), it's still absolutely classified as a debuff. +40 damage from the Grimm, plus up to an additional +40 from Resurgence Overrule itself, and then on top of that a -20 damage debuff on Guardian's Bulwark. It's conditional, but it absolutely exceeds the two boosting limit for any damage buff or debuff interactions. At the very least you're capped for interactions against everything else. I'd say this one needs to go back to the workshop, and given a more streamlined effect. However it's done, I can't let any application exceed boosting limits, and as is, this does that, and is more than I feel comfortable changing with this check. I recommend a bit of a rework.


For Guardian's Authority, we've got another technicality issue. Space-Time is Space-Time. With it you pass through Space, regardless of whether that space is occupied by air, water, earth, etc. If an Obito user were to employ Kamui, and "pass through the earth", this wouldn't do anything to stop that, as while he's technically travelling through the ground, it's actually Space he's passing through, which is entirely different than the other example you gave, like the Hiding in Rock technique. There are no Space-Time techniques that I can think of that are actually travelling through anything but Space-Time. That's why they're space time.




Link to original Church Grim Contract submission: Approved here.

Resubmitting Church Grim contract with the following edits:

Changelog:
  • Updated active signers of the contract and current known summoning animals.
  • Removed/reworded various descriptive elements to the animal/contract as a whole.
  • Reworked and clarified their movement capabilities, including specific values and mounting utility.
  • Reorganized the contract visually.
Summoning Animal: Church Grim (Spectral Hound Church Guardian)
Scroll Owner: Red-Robin
Other Users who have signed contract: Howard, Mirai (2/3)
Summoning Boss if existing
: N/A
Other Summoning Animals tied to contract: Ruth (1/5)
Description and Background
: The Church Grim is a guardian spirit commonly referred to in English and Scandinavian folklore. This mythical spirit typically oversees the welfare of a church, protecting the churchyard from those who would profane or commit sacrilege against it. The Scandinavian Church Grim is also known as the Kyrkogrim (Swedish) and Kirkegrim (Danish). It often appears as a large, spectral black dog with a variety of possible sizes, ranging anywhere from 1-2 meter in length (roughly 3-6 feet) and up to 2 meters in height (roughly 6 feet). Each Church Grim has a unique shape and form as well characteristics that are malleable to it's own will, generally dependent on the amount of Chakra at it's disposal and the rank of the particular summoning. Church Grim also have the capacity to perform Natural Abilities respective to the shape of a canine that they take. Biting (up to summoning rank damage), tackling and clawing strikes (up to C-rank damage) among a few examples, with the damage capability depending on the base rank of the summoned Grim, and each costing one of the user's three moves per turn. They can also be mounted by the user and utilized for movement purposes. Standardly, as canine-oriented animals that travel on four limbs, Church Grim travel at speeds x2 that of the summoner's speed, but upon being mounted, the user is afforded the means to benefit from a 1.5x speed boost. While mounted, the user may only perform techniques that does not require hand seals or consistent source locations to conjure from, remaining consistent to any reasonable uses when in motion.

Basic Ability #1:
⸻⸻⸻

All Grim have the means to manipulate the shape of their tail into a long, whip-like appendage that can extend up to approximately 5 meters (roughly 16 feet). This tail can function similarly to an actual whip and can be infused with Chakra by either the Grim (limited to Earth and Fire) or the user to apply unique effects to it (Fire Chakra causing the tail to ignite, Lightning Chakra causing the tail to spark, etc) while also making it resilient to harm from respective Chakras that scale with rank of the Church Grim, but also become susceptible to counter elements, respectively. Note that this does not apply directly to the main body of the Church Grim as the Chakra that results in such sustainability or susceptibility is solely concentrated in the tail of the Grim, limiting it's advantages/disadvantages to the tail only.

Basic Ability #2:
⸻⸻⸻

Church Grim have a natural affinity to Earth Chakra (up to summoning rank +1), giving them the capacity to perform Jutsu without the need for handseals, utilizing their tail or mouth for most conjuring points of Jutsu. Their affinity to Earth is presumed to be given by the premise that a Church Grim is created through being buried alive in the earth beneath the foundation of a Church and thus becomes the spectral guardian known as a Church Grim. Church Grim have also been known to have the capacity to manipulate Fire Chakra as well (up to summoning rank), but lack the capacity to make proper use of both Chakra types at the same time, preventing them from being capable of using any advanced elements that would correlate between the two base elements (ie. Lava). Despite this, it isn't impossible for a Church Grim to use both affinities separately from both basic elements, namely to perform techniques such as "(Doton/Katon: Saruiwa) - Earth/Fire Release: Monkey Rock," leaving strategic formations between it and it's Summoner brimming with possibilities if used wisely.


Basic Ability #3:
⸻⸻⸻

Though all Church Grim have the capacity to speak and even communicate telepathically with their summoner due to the spiritual link they share, only Church Grim of A-rank and above are capable of a unique process that allows them to take the shape of a humanoid being, generally relative to characteristics similar to the nature of their original form (ie. if the Grim seems to be a bit older, their fur might have grey patches or streaks, then they may also take the shape of an older person as well with similar characteristics, etc). While in this form, Church Grim are incapable of performing any Chakra-related techniques due to the need for constant concentrated Chakra pooled toward the process of maintaining this form, thus leaving it as a entirely a supplementary, cosmetic skill.

Unique Ability:
⸻⸻⸻

Finally, being guardians of places of religious significance, and beings that abhor sacrilegious acts, all Church Grim have a unique ability called "Resurgence Overrule." As Guardians of churches which are frequently associated with graveyards and cemeteries, Church Grim are naturally tasked with the duty of ensuring the eternal rest of those who have died and been laid in their burials. As such, Church Grim chase away grave robbers and any who would dare to disturb the dead. However, they are not always successful, resulting in the conjuring of Undead beings. Church Grim are capable of sensing the presence of restless souls that have been resurrected from their graves such as the Zombies, Edo Tensei, etc. When in the presence of these death-deprived beings, a Church Grim may activate Resurgence Overrule at the cost of one of the user's 3 Jutsu per turn if in battle, otherwise it may be activated passively out of combat to enforce an authority over the very existence of the Undead within their presence. This takes the form of a vengeful, bellowing howl that engulfs the surrounding field with an aura similar to Killing Intent, which reduces the defense of all Undead within their presence, causing them to take additional damage that scales relatively to their proximity to the Grim (Long Range: +10, Mid-Range: +20, Short-Range: +40 damage), which naturally increases all incoming damage directed at the Undead within the Grim's presence. Depending upon the rank of the Undead caught within the presence of the Grim's Overrule, weaker Undead targets will immediately falter, the very structure of their fragile shells that their restless spirits are trapped within crumbling, returning them to the Earth without the need for any physical engagement. In stronger, or generally more resilient targets like Edo Tensei, their overall capabilities are affected, causing their base movement to be reduced by 3 levels, and the damage of their techniques to be reduced by 1 Rank, or -20, which count as an active debuff.

Declined by Imperfect.


I've said it to enough people at this point to be common knowledge. You're not allowed to put a speed modifier in your Summon's general description and information. That's an ability, one that states that every animal on your contract moves at that given speed. That's got nothing to do with a description of the animal, or their history, so why is it there? Placement aside why is it x2 of the Summoner's speed? Doesn't clarify base or current speed, just x2. So if you're a Jonin user and you've taken off your leg weights, you're at 20, and then your Church Grimm can move at 40 speed? Or the same 20 you can? Sorry, but that's a no to all of that. No to x2, and no to it being based on the Summoner's speed. The latter doesn't make any sense whatsoever, and the former is too big a boost to allow passively. The most I've ever allowed is speed equivalent to a given rank based on that Summon's Rank, with Jonin and in rare instances Sage speed for S-Rank and Forbidden Rank Summons. Others have tried in previous submissions, and they got told the same.


I can see the need to update the Unique given the Jutsu Speed Debuffing rules, but seeing this "I'll hide a speed boost or other tangible ability that should be listed as an actual ability on my contract in the general description of my animal's General Summon info and hope it doesn't get noticed" strat pop up again genuinely angers me. It's not clever, and it's not going to work.




Link to original Ruth personal summoning submission: Approved here.

Resubmitting Ruth personal summoning technique with the following edits:

Changelog:
  • Reassessed summoning rank from A-rank to S-rank with appropriate stats to reflect.
  • Reframed technique name.
  • Added new mechanic that grants Earth-based techniques used by Ruth specifically a +20 damage boost.
  • Removed/reworded various descriptive elements of the technique.
  • Removed the mention of limited uses of the natural abilities such as biting, tackling and clawing as it seemed needless.



(Kuchiyose Gādian Ikatsui: Rutsu) Summoning Church Grim Technique: Ruth ✢
Type
: Supplementary/Summon
Rank: S-rank
Range
: Short
Chakra Cost: 40
Damage
: N/A
Description: This technique grants the user the means to summon the Church Guardian (also known as Church Grim) Ruth, who is the personal summon for Chise. The user, following one of the typical means of summoning, whether it be through hand seals, a summoning scroll, or summoning tattoo, bring forward the Church Grim Ruth. Ruth is a large, jet black canine with red eyes that consist with the characteristics of a Church Grim. He stands roughly 4 feet in height and approximately 6 feet in length from tailbone to snout, but up to 22 feet long in total when accounting for the maximum length of his tail up to 16 feet independently. As an S-rank summoning, Ruth is capable of performing the two basic elements of Earth and Fire that the Church Grim is known for; manipulating their Chakra with precision and efficiency that allows them to perform up to S-rank techniques from both elements without the need for hand seals or gestures. Exceptionally, due to Ruth's nature as a Church Grim and their natural affinity for the Earth Element, in addition to his own personal unique experience as a Church Guardian and having faced countless undead during the unraveling of the Underworld into the world of the living, requiring him to manage and manipulate the Earth with rigorous intensity upon several occasions, Ruth has developed an exceptional understanding of not only his own origins as a Church Grim, but also the Earthen element as a whole, he is capable of performing Earth-based techniques with a boost of +20 damage, counting as one of two possible boosts. Due to the religious significance of Ruth's origins and the causation for his boost in damage, he is incapable of receiving boosts from any other source that does not directly relate to Church Grim. Finally, like all Church Grim, Ruth is capable of performing the natural ability of biting (A-rank damage), while tackling and clawing (C-rank damage), at the cost of one of the user's 3 Jutsu slots per turn each.

Approved by Imperfect.
Resubmitting "Mass Burial Submergence" with the following changes:

Changelog:
  • Made minor adjustments to the wording of the description
  • Limited the application of the "tenets" to 2/3 at a time, while being capable of rotating them out throughout the duration of the technique
  • Upped technique duration time from 3 turns to 5 turns to compensate for changes in its functions
  • Reworked "Guardian's Bulwark" to optimize it's focus for causes/effects
  • Reworked "Guardian's Terror" to completely redefine it's functions in an effort to better clarify it's mechanics
  • Reclarified the exception of "Guardian's Authority" not including or placing limitations on techniques that apply Space-time or other similarly unique mechanics
(Gādian Ikatsui Gigei: Shuukai Maisou Shizumeru) - ✢ Church Grim Arts: Mass Burial Submergence ✢
Type
: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: The use of Shuukai Maisou Shizumeru is often defined as sacrilegious among the Church Grim; often relied upon as a last ditch effort to subjugate the dead into a state of final rest that consequently forces the living to face the same. The technique is first enacted by the Church Grim letting out a bellowing howl into the air similar to that of when they are enacting their "Resurgence Overrule" ability that leaves a rippling effect across the ground in front of them, acting as the dispersive method of their chakra, resulting in the introduction of the Grim's chakra into the earth, spreading it rapidly across a large encompassing area, up to a maximum of 50 meters in radius. As a result, the earth will begin to move in rapid adjustment, falling apart into splintering plates, serving as the only preluded sign of the following events before they take full effect. After a brief quaking shift of the ground that disrupts any movement nearby individuals may be attempting, throwing them off balance similarly to "Earth Release: World Shaking", the earth with incredible momentum will begin to uproot itself into the shaping of an immense structure, forming and encompassing the entire 50 meter radius that will become defining as the Church Grim's "domain." From the outside, the appearance is like that of a castle whittled from the shell of a mountain. From the inside however, the domain is shaped into what appears to be the mocked structure of an immense Graveyard and Church; everything whittled, carved and formed out of the faces and formations of the earth that they are surrounded by. While in this new environment, it acts as the Church Grim's "domain," imparting upon the Grim a series of benefits -henceforth referred to as "Tenets"- that is meant to serve in expediting their efforts in returning those brought there to their grave. Throughout the duration of Shuukai Maisou Shizumeru, the large structure will begin to sink into the earth as if being submerged and buried within it, acting as if one large coffin that the Grim uses as a manner of a "mass burial of the dead." With each turn that passes, starting from the first turn that it is activated, a new tenet will become available and can be allowed to take effect at the user's discretion, allowing the user to choose 1 out of the 3 possible tenets to take effect until all 3 are available to activate, up to 2 at a time with the capacity to rotate the active Tenets out at the cost of one of the users moves per turn in the first 3 turns, leading up to the fifth and final turn, not requiring to be activated in any particular order.

Guardian's Veil - takes the form of acting like a natural force that is applied onto the field via the surrounding earth. While the Church Grim is active, they are perpetually funneling chakra into the state of the domain that now acts as the reintroduced active field of battle, every wall and surface within the cavern exuding the chakra the Grim is applying to maintain the environment. As a result of this, the chakra begins to manifest and take the form of a veil of chakra-infused mist that covers the graveyard-themed environment, not only acting as a sort of smokescreen against Dojutsu users, effectively acting as a blinding effect to such eye enhancements, it also serves to disrupt the basic senses of those exposed to the mist, caused upon being exposed to the mist, resulting in a reduction of tracking speed by -4 from their base level.
Guardian's Terror
- borrows from the fundamental precedence set by the Church Grim's inherent ability "Resurgence Overrule" that places the Church Grim as the arbiters and wardens of the dead, and those that aim to defy death as well. Given the reconstruction of the terrain into the graveyard-like domain, all those that are within the confines of the domain -Undead or otherwise- and are in some way in opposition to the Church Grim henceforth become categorized as "The Callous," dubbed such for their presumed disrespect and disregard for death by trespassing on its domain and become "Marked for Death." As such, while within the domain, those that are identified as Callous become exposed to the Grim's authority which functions as a passive as a result of Mass Burial Submergence being active, subjecting them to +20 damage from all sources -from either the Grim, the Grim's Summoner, or self-inflicted damage- when within the domain of Shuukai Maisou Shizumeru, serving as an effort put forth by the Domain to deliver The Callous quickly to their grave.
Guardian's Authority - prevents those that are caught within Shuukai Maisou Shizumeru's cavern from leaving it through normal means, such as through the use of techniques like "Earth Release: Hiding in Rock Technique". Any attempt to submerge oneself into the surfaces of the cavern will result in immediate rejection of the opposing chakra, nullifying the attempted use of such techniques due to the coating of the Grim's chakra being infused within the surfaces of the cavern. The use of space-time or other similarly unique transfer techniques are the exception.

Notes:
-Once activated, this technique lasts for only 5 turns, meant to serve as a short but powerful field advantage.
-Only 2/3 tenets may be active at a time, but can be rotated out at the cost of a move per turn.
-This technique may only be used once per battle and can only take effect if standing upon solid ground.
-Once within the cavern, the Church Grim may only use up to S-rank earth techniques.
-Once the 5 turn time limit is reached or the Grim is defeated/dispersed, all will remain within the cavern but may leave through any means, no longer being withheld by "Guardian's Authority." Additionally at the end of the 3 turns, the Church Grim will disperse and cannot be resummoned for the remainder of the fight.
-It is possible to avoid or counter the technique, in which case half the chakra cost is spent and nothing but the change in the terrain (breaking up the earth) occurs.



Link to original Church Grim Contract submission: Approved here.

Resubmitting Church Grim contract with the following edits:

Changelog:
  • Removed mention of speed association to the description section of the summon.
  • Removed/reworded various descriptive elements to the animal/contract as a whole.
  • Reduced the damage enhancement to undead in the unique ability to +30 (from +40) to maintain with balancing updates.
  • Removed mention of speed reduction in the Resurgence Overrule mechanics and replaced it with a technique rank limiter, limiting Undead (Edo Tensei and similar) to A-rank or below techniques.
Summoning Animal: Church Grim (Spectral Hound Church Guardian)
Scroll Owner: Red-Robin
Other Users who have signed contract: Howard, Mirai (2/3)
Summoning Boss if existing
: N/A
Other Summoning Animals tied to contract: Ruth (1/5)
Description and Background
: The Church Grim is a guardian spirit commonly referred to in English and Scandinavian folklore. This mythical spirit typically oversees the welfare of a church, protecting the churchyard from those who would profane or commit sacrilege against it. The Scandinavian Church Grim is also known as the Kyrkogrim (Swedish) and Kirkegrim (Danish). It often appears as a large, spectral black dog with a variety of possible sizes, ranging anywhere from 1-2 meter in length (roughly 3-6 feet) and up to 2 meters in height (roughly 6 feet). Each Church Grim has a unique shape and form as well characteristics that are malleable to it's own will, generally dependent on the amount of Chakra at it's disposal and the rank of the particular summoning. Church Grim also have the capacity to perform Natural Abilities respective to the shape of a canine that they take. Biting (up to summoning rank damage), tackling and clawing strikes (up to C-rank damage) among a few examples, with the damage capability depending on the base rank of the summoned Grim, and each costing one of the user's three moves per turn. They can also be mounted by the user and utilized for movement purposes.

Basic Ability #1:
⸻⸻⸻

All Grim have the means to manipulate the shape of their tail into a long, whip-like appendage that can extend up to approximately 5 meters (roughly 16 feet). This tail can function similarly to an actual whip and can be infused with Chakra by either the Grim (limited to Earth and Fire) or the user to apply unique effects to it (Fire Chakra causing the tail to ignite, Lightning Chakra causing the tail to spark, etc) while also making it resilient to harm from respective Chakras that scale with rank of the Church Grim, but also become susceptible to counter elements, respectively. Note that this does not apply directly to the main body of the Church Grim as the Chakra that results in such sustainability or susceptibility is solely concentrated in the tail of the Grim, limiting it's advantages/disadvantages to the tail only.

Basic Ability #2:
⸻⸻⸻

Church Grim have a natural affinity to Earth Chakra (up to summoning rank +1), giving them the capacity to perform Jutsu without the need for handseals, utilizing their tail or mouth for most conjuring points of Jutsu. Their affinity to Earth is presumed to be given by the premise that a Church Grim is created through being buried alive in the earth beneath the foundation of a Church and thus becomes the spectral guardian known as a Church Grim. Church Grim have also been known to have the capacity to manipulate Fire Chakra as well (up to summoning rank), but lack the capacity to make proper use of both Chakra types at the same time, preventing them from being capable of using any advanced elements that would correlate between the two base elements (ie. Lava). Despite this, it isn't impossible for a Church Grim to use both affinities separately from both basic elements, namely to perform techniques such as "(Doton/Katon: Saruiwa) - Earth/Fire Release: Monkey Rock," leaving strategic formations between it and it's Summoner brimming with possibilities if used wisely.


Basic Ability #3:
⸻⸻⸻

Though all Church Grim have the capacity to speak and even communicate telepathically with their summoner due to the spiritual link they share, only Church Grim of A-rank and above are capable of a unique process that allows them to take the shape of a humanoid being, generally relative to characteristics similar to the nature of their original form (ie. if the Grim seems to be a bit older, their fur might have grey patches or streaks, then they may also take the shape of an older person as well with similar characteristics, etc). While in this form, Church Grim are incapable of performing any Chakra-related techniques due to the need for constant concentrated Chakra pooled toward the process of maintaining this form, thus leaving it as a entirely a supplementary, cosmetic skill.

Unique Ability:
⸻⸻⸻

Finally, being guardians of places of religious significance, and beings that abhor sacrilegious acts, all Church Grim have a unique ability called "Resurgence Overrule." As Guardians of churches which are frequently associated with graveyards and cemeteries, Church Grim are naturally tasked with the duty of ensuring the eternal rest of those who have died and been laid in their burials. As such, Church Grim chase away grave robbers and any who would dare to disturb the dead. However, they are not always successful, resulting in the conjuring of Undead beings. Church Grim are capable of sensing the presence of restless souls that have been resurrected from their graves such as the Zombies, Edo Tensei, etc. When in the presence of these death-deprived beings, a Church Grim may activate Resurgence Overrule at the cost of one of the user's 3 Jutsu per turn if in battle, otherwise it may be activated passively out of combat to enforce an authority over the very existence of the Undead within their presence. This takes the form of a vengeful, bellowing howl that engulfs the surrounding field with an aura similar to Killing Intent, which reduces the defense of all Undead within their presence, causing them to take additional damage that scales relatively to their proximity to the Grim (Long Range: +10, Mid-Range: +20, Short-Range: +30 damage), which naturally increases all incoming damage directed at the Undead within the Grim's presence. Depending upon the rank of the Undead caught within the presence of the Grim's Overrule, weaker Undead targets will immediately falter, the very structure of their fragile shells that their restless spirits are trapped within crumbling, returning them to the Earth without the need for any physical engagement. In stronger, or generally more resilient targets like Edo Tensei, their overall capabilities are affected, causing their concentrative capabilities to be effected as a result of the impression left upon the Undead by the howl itself, reducing their ability to use jutsu above A-rank, as well the damage of their techniques are reduced by 1 Rank, or -20, which count as an active debuff.
 
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El Alucard

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Contract signed here
Hellound contract here

Any mention of hellfire is not in anyway tied to the CE hellfire. This is just the hellhounds unique fire which is capable of dealing spiritual damage as written in its contract.

(Makairyouken Gigei: Jigoku no ame) Hellhound Arts: Hellfire Rain
Type: Offense
Rank: B
Range: Long
Chakra Cost: 30
Damage Points: 50
Description: A technique used by hellhounds to make it rain a multitude of fireballs from the sky across the entirety of the battlefield. The special thing about this technique is that it doesn’t use regular flames but instead uses the hellhound's special fire which is deals spiritual damage. The hound can also choose to rain all the fireballs in one location if they wish.
Note: Requires a turn cooldown

Declined by Imperfect.

B-Ranks have 20 Chakra and 40 damage.​

(Makairyouken Gigei: Banshō issai kaijin to nase) Hellhound Arts: Reduce All Creation to Ash
Type: Supplementary
Rank: A
Range: Long
Chakra Cost: 40
Damage Points: 60
Description: The Hellhound releases an omnidirectional wave of hellfire that spreads across the entire battlefield burning anything and everything in its path up to long range and completely leaving the entire field in flames and ashes. This flame also deals spiritual damage.
Note: Requires a 3 turn cooldown.
Note: Can be used thrice.

Declined by Imperfect.

A-Ranks have 30 Chakra and 60 damage.​

(Makairyouken Gigei: Seken no Tachi) Hellhound Arts: World of Ember
Type: Offense/Defense/Supplementary
Rank: S
Range: Long
Chakra Cost: 60
Damage Points: N/A
Description: A very powerful 4 stage technique that can be utilized by the hellhounds to turn the tides. During its activation every flame on the battlefield is absorbed into the hellhound and incorporates the full power of the hound’s flames itself. The intense heat from the Seken no Tachi has the side-effect of generating a heat-wave that depletes the moisture in an entire area causing the air and the water to dry up to the point where even ice is instantly evaporated. This of course means liquids and cold elements cannot be used as they will immediately evaporate for as long as Seken no Tachi is active.

Stage 1: (Higashi: Kyokujitsujin) East: Rising sun Edge
Automatically activated at release, this ability concentrates the intense flames of the heat absorbed into the hellhounds paws. It neither burns nor erupts, but anything it touches is severely burned, this translates in a +40 buff to all fire and heat based techniques for both the user and the summon due to their shared connection. This effect lasts the entire duration of the technique.

Stage 2: (Nishi: Zanjitsu Gokui) West: Remnant Sun Prison Garb
Automatically activated on the second turn, this ability engulfs the summon’s body in heat which reaches a temperature upwards of 15,000,000 degrees. It becomes impossible to even touch the summon as any projectiles or techniques simply disintegrate when they enter close range. As a result, the area’s overall temperature becomes even hotter as the ground begins to melt and liquify and it becomes so hot that the opponent’s eyes become so dry it hurts to keep them open at all, this paired with severe dehydration , literal heat wave mirages and inability to breathe properly due to the extreme heat causes the opponents tracking abilities to be halved for the entire duration of this technique (effects will persist indefinitely if the opponent is unable to rehydrate within a turn after the technique has ended. The opponent would need the equivalent of two S-rank water techniques applied to themselves whereby mention of drinking some water is also required in order to fully rehydrate).

Stage 3: (Minami: Kaka Jūmanokushi Daisōjin) South: Great Burial Ranks of the Ten Trillion Fire Dead
Hellhounds are able to access this stage at the third turn of the technique. As the guardians of the underworld and the keepers of hell’s gates, they gain the ability to call forth and command the corpses and ashes of the dead filled with souls of the tormented with a single howl. Thus summoning a small army (similar to B-rank clones) from the underworld to aid in battle.The hellhounds can also bring forth any specific corpse that they wish, allowing them to inflict psychological damage upon an opponent with connections to said corpse. The undead due to their nature will burn an opponent on contact.

Final Stage: (Kita: Tenchi Kaijin) North: Heaven and Earth End in Ashes.
The release of one big and highly explosive hellfire fireball from the hellhounds mouth will end this technique as well as everything the entire area as it causes a gigantic explosion upon impact, incinerating everything and completely decimating the entire area as a large crater is formed in its wake. This hellfire-ball can do 120 damage (either physical or spiritual).

Note: Hellhound Summon will disappear after this technique ends.
Note: Signers of the contract are immune to the effects of the extreme heat due to their connection to the summon
Note: Hellhound contract cannot be accessed again for 8 turns.
Note: Hellhound has to wait an additional 2 turns after being summoned back before they can use the technique again.
Note: This technique can only be utilized twice

Declined by Imperfect.

Without additional fields with higher Chakra costs like Yin, Yang, Advanced Fuin, etc, S-Ranks have 40 Chakra and 80 damage.

Next, where's the Summoning Contract's approval? You've got the training and it in your thread, but no approval.

Generally speaking, that +40 is higher than Tier 6 bios get as a passive damage boost, so that's not happening. And all the effects you list in Stage 2 are far too much as well. Overall this needs severely toned down.

And finally, why do these techniques have higher Chakra and damage? The update stating Contract techniques get higher base damage is for Legendary Contracts specifically if I remember right, and this is a Mythical Contract.​
 
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Geezus

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Summoning Animal: Hakutaku - White Marsh
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:
White Marshes are said to be an extremely good omen as these creatures bring good fortune to those who encounter them usually appearing to those deemed wise and virtuous leaders. They are very knowledgeable of all things in creation and may speak in human languages. It is through this knowledge, that White Mashes have acquired the abilities capable of warding off evil and even disease. This clan of mythical beasts make its home in the most remote mountains of the Land of Lightning. As mythical creatures, White Marshes take different appearances often appearing as monstrous white ox or white lion creatures with a varying number of eyes and horns. The most common depiction being the eyes appearing in sets of three, with three on the face and three on both flanks, along with six horns. However, the number of eyes and horns can vary between the creatures. According to its legend, White Marshes appear when a major disaster is about to happen often being blamed for the results. Taking the role of guardians against disaster, it was one of these creatures who once told an emperor about all the various types of mythical creatures in the world and how to defeat them and the disasters they caused which was recorded in a manual that has since been lost. Another time, the creature was said to warn a village of a coming deadly plague and how to craft magical talismans that would protect them. When they were saved, the creature became revered as a symbol of medicine. White Marshes are said to eat and consume the evils experiences and bad dreams one may experience and people would often hang its image in their homes. To aid the user in the Ninja World, these legends have been translated into a variety of abilities that aid the user in and out of combat.
  • Unwavering Perception: (Standard #1) White Marshes eyes are one of a kind, and as such they cannot be placed in illusions via eye contact or visual cues up to their rank (Max S-Rank).
  • Horn Drill (Standard #2) White Marshes utilize their horns to deadly effect for attack and defense. The material comprising the horns are akin to a natural substance for White Marshes and are considered a source of power for them. White Marshes are capable of generating and releasing their horns at will causing them to behave almost like missiles and have various techniques which revolve around the use of them.
  • Dream Eater (Standard #3) While summoned, White Marshes are capable of sensing and consuming a portion of the chakra created from spiritual-based techniques. All spiritual based techniques utilized by the opponent lose one rank in power.
  • Guardian Diety (Unique #1) As guardians, White Marshes posses great insight and knowledge on how to create wards that can protect themselves and others. This makes them all Apex Sealing Specialists capable of utilizing Barrier Techniques without handseals and that normally would require clones or others without the need for them up to their rank.
Approval
(Kuchiyose: Naniyori Mo) Summoning: The One Above All
Type:
Summon
Rank: Forbidden
Range: N/A
Chakra: 100
Damage: N/A
Description: There is a White Marsh who while not serving as a leader of this clan of Mythical Beasts, is regarded by the others simply as The One Above All. The One Above All appears a snow white bovine White Marsh with its nine eyes situated in three sets, each set is yellow with red pupils and situated on both flanks and face. Six horns in pairs of two are also situated on the flanks and head which can be utilized for attack and defense. These horns may be released and regrown at will, and when used to harm or defend, will seek out and damage the opponent with the power equivalent to an A-rank, at the cost of a move. The One Above All is also capable of physically attacking the opponent by ramming and stomping them equaling S-rank in physical damage and naturally moves about at 20 Speed, though this does not require an additional move per turn. Rivaling the size of Gamabunta, in order to be summoned, not only does it require a large amount of chakra, The One Above All's Dream Eater ability feeds upon the user's spirit, weakening it and forcing the next applicable rank of spiritual drawbacks to occur as a result of the spiritual link that is established between the summoner and The One Above All. It should be noted that this summoning is only possible and will only work as long as the user has above 80% of their spiritual health intact as any less would be seen as a spirit too weak to establish and maintain the link necessary for the One Above All to heed the commands of the summoner. The reason this large cost is required is due to the fact upon summoning, the One Above All utilizes the chakra and siphoned spiritual energy to manifest a Forbidden Rank Barrier Ninjutsu that super imposes on the opponent's own spiritual abilities and prevents them from accessing any field that would utilize their spiritual energy as a means of attack and defense both passive and active. This spiritual link however, comes with a natural benefit to the summoner as the powerful spiritual energy from the One Above All reinvigorates them causing them to be more efficient in the usage of their own Spiritual Techniques, causing them to gain a single rank up to A-rank or +20 Bonus Damage for S-rank and above and fortified with a bonus +10 Chakra.
Note: Last 4 Turns, Once Per Battle / Event
Note: May use Barrier Sealing Techniques known by the user up to S-rank, including those that requires clones or additional participants without the need for them.
Note: After use, spiritual drawbacks are healed as the spiritual link is severed, any spiritual damage that has occurred is healed up to a maximum of 40.
Note: The user may not use any spiritual based techniques for two turns after this summoning has ended.

Declined by Imperfect.

See highlighted.

The A-Rank may be (presumably) long range, but costs a move and is slower as no speed is given, making it at best equivalent to an A-Rank neutral speed technique. Meanwhile the S-Rank by comparison is unhinged. Freeform S-Rank damage that is performed at 20 speed, and doesn't cost a move? So you can just have this summon, who is faster than someone with 10 points in Dexterity AP, repeatedly slam into your opponent or their Jutsu as many times as you want in a turn? Each time dealing 80 damage? That needs a usage cost, maybe a usage limit, and that speed needs to be reduced by at least 6 or 7, because even though Bios have access to means of increasing or multiplying their speed, those carry their own limits and usages. Having a Summon that is automatically faster than basically any bio can be as a default is a hard no.

Next, are you genuinely trying to create a Forbidden Rank Barrier that completely blocks virtually any and all Spiritual Energy usage? You are? I'm reading that correctly? Okay, I see we need to go back to the basics of Naruto as a show. I'm talking original Naruto anime, episodes 1-3. Chakra is composed of two energies found in all Shinobi; Physical and Spiritual energy. It is the combination of these energies, and the delicate balance they require to create Chakra, that allow Ninja to perform their techniques, namely Ninjutsu and Genjutsu. Do we see the issue here? Maybe it was an erroneous usage of the phrase "Spiritual Energy" instead of "Spiritual Fields", which would also be a very big no-no for different if slightly less egregious reasons, but what you have here is basically a passive unbreakable barrier that says only you can use Chakra for offensive and defensive purposes. That part is an instant and emphatical no, and instant DNR. To be clear, you can still have your Summon have a barrier, but if I see mention of Spiritual Energy again, and we're going to have problems.

If that "bonus +10 Chakra" is supposed to not count towards boosting limits, given the word "bonus", then that's a no too. See today's announcement in the Discord (and hopefully a soon to be posted on site update) for why exactly.

Finally only Atavistic Flame and Anutu/ Utu are allowed Customs that can heal Spiritual Damage. No exceptions I'm afraid. Your summon damaging you, but then healing the damage it did just makes this an overpowered S-Rank with no recoil essentially.
Edit: Actually, reading through again, nowhere does it even say there's actual recoil damage to you, just that the Summoning and link that comes from it triggers the next rank of Health Drawbacks associated with Spiritual Damage, yet no damage is actually inflicted, like is supposed to happen with Forbidden Ranks? Looking at the Fatigue associated, and combined with the fact this Summon can't even be summoned if you have less than 80% of spiritual Health, and that means literally the only level of fatigue you can trigger is the first level, 20%. You spend more Chakra on Spiritual techniques, and it takes more Chakra to break out of Genjutsu, but then going back to the Barrier you wanted on this, this is a hollow restriction. Your opponent wouldn't be able to put you in a Genjutsu for that increased cost to matter. So it's a restriction that doesn't actually restrict anything, and gives you 40 free points of spiritual healing on top. Very cool. Now do it again, but actually restrict yourself this time.​
 
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Original Approval: Gained Ownership Here:
Updated a bit so no bolds added.

Summoning Animal: Thunderbird
Scroll Owner: Mirai
Others who have signed the contract: BoiNez, PyroNB
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht, Mizuno
Description and Background: Thunderbirds are a mythical species of powerful yet majestic predator avians. They once ruled the Lightning Mountains centuries ago; though with humans constantly at war with the birds – they where driven to other parts of the world. This in itself caused the Thunderbirds to become scattered across the world, not having any true place to call home as each of them simply integrated themselves into new residences. Over time however, the species’ numbers started to dwindle; down to the point that they are at near extinction within the world as we know. As far as records go, there’s only so thousands left but among them – they are ruled by five superiors. The superiors, dubbed the “Thunderbird Gods” are the five most powerful of the Thunderbirds alive, worshipped by others and producing many offspring. They each roam the world and have their own sanctuary they command; often times many who pass through these landmarks are caught in the middle of a violent thunderstorm produced by these creatures. 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 while having one to three pairs of wings, capable of easily generating lift to fly. They are notorious however for causing violent thunderstorms in areas where they fly, due to being animals born of lightning and thunder.

Abilities:

Incarnation of Baal (Basic Ability #1)
: From the time of their birth, Thunderbird's bodies and feathers are all naturally infused with natural lightning. Through years of conditioning themselves, performing what they call "The Rite of Thunder" each Thunderbird has gained a unique form of immunity. This allows Thunderbirds to become immune to Lightning and other Primary Lightning Based Elements Up to the S Rank. Thunderbirds are also immune to the status effects of these techniques as well such as paralysis up to their rank. Should a Thunderbird be struck with one of these types of attacks that goes over their immunity threshold, they will become overcharged - sustaining the full damage inflicted onto them.

Eyes of the Storm (Basic Ability #2): Thunderbirds despite their mythical status are well known Birds of Prey. Reigning as Apex Predators wherever they roam; these birds are naturally designed hunters and killers. To aid in their primal hunting; they all have keen awareness of other sentient beings or sources of chakra. Their eyes are capable of seeing an sensing chakra; easily capable of identifying species of animals to even human/chakra made beings. This allow them to remember individuals they encountered or even deduct elemental chakra natures due to how acute this still is.

Lords of the Sky (Basic Ability #3): It should be noted that all Thunderbirds are all incredibly fast and agile warriors of the skies. Outside of specific summons, all Thunderbirds are capable of moving at speeds rivaling a Sage. This allows them to easily dodge techniques (via the free form dodge mechanic) with relative ease.

Sky Dominion (Unique): 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 is dependent on the strength of the individual bird and thus requires at least a suitable jutsu of similar rank aimed at them to disperse.

Update Declined by Imperfect.


Okay, so preemptively saying I can see that the Contract was previously approved with Lightning Immunity, but seeing as that was a stupid decision on Pekoms' part, I have elected to ignore it. Just because it was approved then doesn't mean it will be approved now, especially considering the fact that Contracts have evolved since it's original approval, evident by the fact the original only has the two Basics and one Unique. Basic Abilities are scaled to be roughly the same level for all Contracts, regardless of whether the Contract is Basic or Legendary. Basic abilities are small boosts to all Animals on a Contract, Mythicals and Legendaries just get more of them. So this begs the question, if this one is allowed to remain as is, why we even have damage mitigation/ shaving for Basic Contract Abilities, when straight up immunity like this is infinitely better in most situations. Just within this same page of this thread we have Rucken, Serpent and Lili with -20 damage shaving for their animals, with the last being a Legendary. Why didn't they go for a Basic that allowed for straight physical or spiritual damage immunity? It's because it's overpowered for a Basic ability. This needs to be brought in line with current standards, or revamped, but it can't be allowed to remain as is.
Similar power creep problem with Lords of the Sky, highest I've ever personally approved for a base Speed is Jonin as far as I can recall. Having an entire Contract of animals who, at base, are on par with the current base speed of the apex of the biography system is kind of insulting. They get Sage speeds, but half the RP doesn't? That's how it was for Tengu from what I recall, so restating it here.
Eyes of the Storm also needs a minor wording tweak. Actually, I'm exaggerating, it's just a single word tweak. You'll barely notice it, I swear. It's this part specifically; "To aid in their primal hunting; they all have keen awareness of other sentient beings or sources of chakra." Sentience Sensory? Really? The Chakra sensory is perfectly fine, and maybe I'm doing a disservice by assuming the worst, but there's more than just Chakra-based beings and creations that would fall under the umbrella of being "sentient", so drop that tout de suite. As far as I'm aware, it's only one flavor of Sensory per Contract/ Ability, or at least that is how I've operated and tried to keep things. Having Chakra or (anything else) would be an issue in itself, not counting the implications of "sentience". In return you can have 1 adjacent Landmark Sensory, on the house, as that's the standard we allow on Contracts.
Finally, I have the same question as LoK. What does this Unique actually seek to achieve? Implications of using it to perform Kirin aside, which in itself isn't that great a perk when you consider anyone could use the Lightning including your opponent as it doesn't have any Chakra or restriction imposed on who can utilize it, what does this do for you? The Summons' presence creates clouds that possess natural lightning, and then...? Nothing? The clouds and lightning just sit there? They regenerate when they're overpowered, but what do they actually do when they are there? Change the weather for the #vibes? Nothing is actually listed, therefor this currently does nothing. Think about what you actually want this to achieve and list it here. For example, if the plan is to make a CSCJ that utilizes these clouds to allow Summons to perform Jutsu as Natural Lightning, list that. Something else? List that instead. I can't approve something based on what's not there, and as is I can't help with it since I don't know what the intent is.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21921791

(Sandābādo Kuchiyose No Jutsu: Hizuno ) Thunderbird Summoning Technique: Hizuno
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 Hizuno. This thunderbird is the known as the Lord of Fiery Thunderstorms; a title he takes extreme pride in like his siblings of the contract, he is the king of his own location - this being a volcanic island consistently surrounded by a constant thunderstorm above. Hizuno is roughly eight meters tall, with a pair three wings with his feathers emblazed with fiery accents. He is rough through and through not taking any slack from either of his children, his siblings or the contract signers of the Thunderbird Contract. Despite this, he's more than willing to help those who he deems his allies, regardless if they are incompetent or not. Ability wise, Hizuno is completely a master of the element of fire release, capable of utilizing it as an Apex Handseal Specialist. Hizuno moves at the speeds of a Apex Speed Jounin Ranked Shinobi. Like his siblings too, his use of the element is naturally infused with natural lightning - which when releasing techniques from his body is shrouded in arcs of lightning. However unlike those whom uses the natural lightning for supplementary effects, Hizuno uses it as a boost in his techniques. Hizuno's Fire Release Techniques are all naturally increased in power by +20 DMG but due to the infusion of natural lightning, these techniques are neutral in nature to Water Release. This is naturally occuring, being a passive ability to Hizuno. Can only be summoned once per battle, lasting four turns each time.

Pending
Bolded changes, completely rewrote Sky Dominion so no bolded added

Summoning Animal: Thunderbird
Scroll Owner: Mirai
Others who have signed the contract: BoiNez, PyroNB, Shady Doctor
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht, Mizuno
Description and Background: Thunderbirds are a mythical species of powerful yet majestic predator avians. They once ruled the Lightning Mountains centuries ago; though with humans constantly at war with the birds – they where driven to other parts of the world. This in itself caused the Thunderbirds to become scattered across the world, not having any true place to call home as each of them simply integrated themselves into new residences. Over time however, the species’ numbers started to dwindle; down to the point that they are at near extinction within the world as we know. As far as records go, there’s only so thousands left but among them – they are ruled by five superiors. The superiors, dubbed the “Thunderbird Gods” are the five most powerful of the Thunderbirds alive, worshipped by others and producing many offspring. They each roam the world and have their own sanctuary they command; often times many who pass through these landmarks are caught in the middle of a violent thunderstorm produced by these creatures. 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 while having one to three pairs of wings, capable of easily generating lift to fly. They are notorious however for causing violent thunderstorms in areas where they fly, due to being animals born of lightning and thunder.

Abilities:

Incarnation of Baal (Basic Ability #1)
: From the time of their birth, Thunderbird's bodies and feathers are all naturally infused with natural lightning. Through years of conditioning themselves, performing what they call "The Rite of Thunder" each Thunderbird has gained a unique form of resistance. This allows Thunderbirds to mitigate lightning based techniques by -20 per interaction should contact be made. Thunderbirds are also resistant to the lightning status effects of these techniques as well such i.e electrical paralysis. This reduces the effectiveness of these by half the amount of turns it remains in effect. Should no duration be mentioned or only lasting a single turn, they remain unaffected.

Eyes of the Storm (Basic Ability #2):
Thunderbirds despite their mythical status are well known Birds of Prey. Reigning as Apex Predators wherever they roam; these birds are naturally designed hunters and killers. To aid in their primal hunting; they all have keen awareness of sources of chakra. Their eyes are capable of seeing sensing chakra; easily capable of identifying species of animals to even human/chakra made beings. This allow them to remember individuals they encountered or even deduct elemental chakra natures due to how acute this still is.

Lords of the Sky (Basic Ability #3): It should be noted that all Thunderbirds are all incredibly fast and agile warriors of the skies. Outside of specific summons, all Thunderbirds are capable of moving at 18 speed. This allows them to easily dodge techniques (via the free form dodge mechanic) with relative ease.

Sky Dominion (Unique): All Thunderbirds naturally is capable of using a unique electrical energy that is produced from their feathers. This electrical energy is unique, in the sense that while it appears to be lightning - its in fact a unique form of power that resembles it. This energy doesn't utilize chakra, being akin to Lightning Release: Kirin - using chakra to instead guide it and manipulate it's form. However in order to do this, the Thunderbird will passively leak this energy into the skies, causing an electrical storm to form over the terrain. They then utilize a specialized technique (to be submitted) in order to control the energy. These clouds passively form at the beginning of each turn, though only carries enough discharge to be used once per turn. Contract signers are capable of harnessing this energy as well, though this requires the Naturalist Summoning Specialist. The electrical energy is then summoned through their contract tattoo - which then with chakra is able to guide it/control it. They still follow the same stipulations, only capable of using it once per turn. This energy is golden in coloration, moving at speeds reflecting the Lightning Release base speeds (according to its rank), which due to the lack of chakra inherently within it - it cannot be absorbed or sealed nor replicated.

Declined by Imperfect.

This is closer to approval than last time, but a couple things. As you are no doubt already aware by now, 18 speed isn't going to fly, pun 1000% intended. This is an Ability that says every summon moves at this speed at the bare minimum, so you'll understand when I say that 18 speed, which is equivalent to a Limit Broken Agility Attribute at 10 AP, is a no. My previous check says Jonin is the highest I'd allow, but with the AP system that is open to change. Average Jonin AP spread with 5 in every Attribute would result in 10 speed, but that would only allow for the evasion of B-Rank Lightning, which to be fair isn't very much. At most, as I've stated on Geezy's summon, 13 - 14 is the absolute limit, and if this limit is taken, and then pushed with techniques that increase their speed more, I'll be quick to address this. You can still make individual Summons faster than this, but not to the degree that you're outspeeding all but the most specialized biographies in their base stats.

Secondly, as I've noted in previous checks including the previous notes regarding your Sensory ability as it was previously, it's one ability per ability. Technically speaking Incarnation of Baal is a two in one. Last time the blanket immunity was a clear issue and wouldn't be approved in the current meta, so that's why I wasn't that focussed on those last three sentences. But you've got two different types of mitigation there, one for damage the other for effects, and sorry but you'll have to pick one. I'm guessing damage over status, but I'm not making the decision for you just in case you surprise me.

Finally, the way Sky Dominion is set up might not actually work, because it's written rather confusingly. The electrical energy is produced from your Summons feathers specifically. Okay, cool, and next you say that having Naturalist allows a Summoner to harness it as well. Naturalist wouldn't let you grow the feathers which is what makes the electrical energy, but this isn't as confusing as what comes next. Your very next sentence jarringly changes from the Summoner harnessing the lightning to summoning it via their Summoning Tattoo, and controlling it from there? That's you basically just summoning the energy from a Summon, not producing it yourself. Glizzy tried to do stuff with his summoning tattoo with his leeches in a previous submission, and I told him no then. For the sake of consistency, I have to say the same here. Overall this Unique could simply do with a little streamlining. Your Summons can generate this electrical energy, you do not need to detail how. Having Naturalist allows you to also generate this electrical energy. Give the energy a name, it doesn't need to be anything complex, just something to make it easy to name in techniques and state when in combat. After contract approval, submit the manipulation of this energy and the details surrounding it such as the storm you create as a Contract Ninjutsu. Simple, clean, efficient, no room for confusion, error, etc. If it wasn't for this last issue, I would have most likely edited and approved, but this last one will take a little more work than switching a number, or deleting a part to make an ability approvable.​
 
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Updating:
( Kitsune no Kuchiyose: Kumiho ) Nightmare Fox Summoning Technique: Kumiho, the Red-Omen Fox

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Kumiho is from a sect of Kitsune Foxes that are elementally specialized. They are designed to battle and serve as the main military branch of the Kitsune. She possesses a red-tinted fur coat, with a stripped tiger-like pattern in her fur. When she is summoned, she inherently has 3 bestowed tails:

1. Her Primary Tail is the Kitsunebi and Genjutsu tail, which allows her to use all Kitsune Ninjutsu and Basic Genjutsu, including customs. It does not allow her to steal Genjutsu-related customs or abilities like Genjutsu-related CFS. Her Secondary Tail and her Thematic Tail is Fire Release, which allows her to use customs of Basic Fire Techniques and also steal CE that are composed of Fire, an ability which she used to produce her third tail, Decay Release. It does not allow the ability to steal other people's fire customs nor CFS, merely CE.

2. The Strength of the theme element and elements that are composed by it are boosted by 10 chakra when the Red-Omen uses it, and that is translated as a +20 damage boost when applicable.

3. Kamiho has 80 health points, 13 speed and 25 tracking. This tracking is bound to a Single-Landmark, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Fire and Decay users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present

( Kitsune no Kuchiyose: Okami ) Nightmare Fox Summoning Technique: Okami, the Moon Fox

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Okami is from a sect of Kitsune Foxes that are spiritually inclined. They are designed to serve as support and communication, rather than battle. Okami has a white fur coat, glistening bright like pure snow and bright pearly eyes. She possesses three tails:

1. Her Primary Tail is the Kitsunebi and Genjutsu tail, which allows her to use all Kitsune Ninjutsu and Basic Genjutsu, including customs. It does not allow her to steal Genjutsu-related customs or abilities like Genjutsu-related CFS. Her Secondary Tail and her Thematic Tail is Water Release, which allows her to use customs of Basic Water Techniques and also steal CE that are composed of Water, an ability which she used to produce her third tail, Perfume Release. It does not allow the ability to steal other people's water customs nor CFS, merely CE.

2. Okami possesses a telepathic blood connection with her summoner, allowing her to communicate freely with her summoner like a ghostly voice in each other's mind. When not summoned to the battlefield, this connection can be called upon regardless of distance and dimension passively contacting Okami and being contacted by her, which is useful, for example, to quickly request an escape using the Reverse Summoning technique ( Which must be posted regardless ). When in the field, the telepathic synergy from both Summoner and Summon being present within 20 meters of each other allows them to enhance each other's Spiritual Sensing, translated as a x2 multiplier in the category of Enhanced Senses, similar to that granted by Chakra Sensory.

3. Kamiho has 80 health points, 10 speed and 30 tracking. This tracking is bound to a Three-Landmark, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Water and Perfume users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present

Pending, will have full details regarding LSC later today.
Updating with the new technique, after ME
Mandatory Edits - Foxes

( Kitsune no Kuchiyose: Kumiho ) Nightmare Fox Summoning Technique: Kumiho, the Red-Omen Fox

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Kumiho is from a sect of Kitsune Foxes that are elementally specialized. They are designed to battle and serve as the main military branch of the Kitsune. She possesses a red-tinted fur coat, with a stripped tiger-like pattern in her fur. When she is summoned, she inherently has 3 bestowed tails:

1. Her Primary Tail is the Kitsunebi and Genjutsu tail, which allows her to use all Kitsune Ninjutsu and Basic Genjutsu, including customs. It does not allow her to steal Genjutsu-related customs or abilities like Genjutsu-related CFS. Her Secondary Tail and her Thematic Tail is Fire Release, which allows her to use customs of Basic Fire Techniques and also steal CE that are composed of Fire, an ability which she used to produce her third tail, Decay Release. It does not allow the ability to steal other people's fire customs nor CFS, merely CE.

2. The Strength of the theme element and elements that are composed by it are boosted by 10 chakra when the Red-Omen uses it, and that is translated as a +20 damage boost when applicable.

3. Kamiho has 80 health points, 12 speed and 14 tracking. This tracking is bound to a Single-Landmark, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Fire and Decay users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present

Approved, keep in mind the ability to take CE also depends on the level of skills used in said CE. If it was a Yang Fire, for example, this would count as a Tier 5 ability as the Fire uses a T5 skill.

New Submission:

( Kitsune no Kuchiyose: Okami ) Nightmare Fox Summoning Technique: Okami, the Moon Fox

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: Okami is from a sect of Kitsune Foxes that are spiritually inclined. They are designed to serve as support and communication, rather than battle. Okami has a white fur coat, glistening bright like pure snow and bright pearly eyes. She possesses three tails:

1. Her Primary Tail is the Kitsunebi and Genjutsu tail, which allows her to use all Kitsune Ninjutsu and Basic Genjutsu, including customs. It does not allow her to steal Genjutsu-related customs or abilities like Genjutsu-related CFS. Her Secondary Tail and her Thematic Tail is Water Release, which allows her to use customs of Basic Water Techniques and also steal CE that are composed of Water, an ability which she used to produce her third tail, Perfume Release. It does not allow the ability to steal other people's water customs nor CFS, merely CE.

2. Okami possesses a telepathic blood connection with her summoner, allowing her to communicate freely with her summoner like a ghostly voice in each other's mind. When not summoned to the battlefield, this connection can be called upon regardless of distance and dimension passively contacting Okami and being contacted by her, which is useful, for example, to quickly request an escape using the Reverse Summoning technique ( Which must be posted regardless ). When in the field, the telepathic synergy from both Summoner and Summon being present within 20 meters of each other allows them to enhance each other's Spiritual Sensing by attaining experiences from both viewpoints simultaneously, translated as a x2 multiplier in the category of Enhanced Senses, similar to that granted by Chakra Sensory.

3. Kamiho has 80 health points, 10 speed and 16 tracking. This tracking is bound to Two-Landmarks, and is Spiritual Based, as per the Contract.

Note: Can only be summoned by Water and Perfume users.
Note: Can only be summoned once and cannot be summoned while other Kitsune are present

Declined, the justification for the sensory increase is misplaced as being able to speak to one another would not grant the ability to sense chakra or spiritual energy better. I also do not think this should be allowed a 3 landmark level sensory. Rinnegan, Tenseigan, and Nine Tails Chakra Mode are on that level and a contract wouldn’t be allowed it. The above note from the other tech also applies.
 
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Arthorius

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LCS Purchase: https://animebase.me/threads/kumi-exchange-center-2-0.780607/post-22097989

Summoning Animal: Higher Vampires
Scroll Owner: Arthorius
Other Users who have signed contract: N/A
Summoning Boss if existing: The Unseen Elder
Other Summoning Animals tied to contract: Emiel Regis Rohellec Terzieff-Godefroy, Dettlaff van der Eretein
Description and Background: True higher vampires can look exactly like a human being and can even evade detection from sensory, only revealing themselves at their own convenience. Higher vampires are also incredibly intelligent, and possess numerous - and often unique- abilities. Unlike their lesser cousins, higher vampires do not need to drink blood to survive; however, the consumption of blood offers an experience not unlike the consumption of alcohol.

They have an ancient and distinct culture, but the exact details are well hidden from the gaze of mortals. What can be said for sure, however, is that all intelligent vampires celebrate the full moons as an important holiday during which they tend to raid villages and get drunk on blood.

Because of the rarity of higher vampires, as well as the unique abilities they often possess, classification can be extremely difficult. Fortunately, encountering one is an incredibly rare occurrence, with most people going their entire lives without encountering one knowingly. Not all higher vampires are dangerous to humans either; many even avoid human contact altogether, and some even work altruistically, if clandestinely, to aid humanity.

In universe lore: Only a mutual thirst for blood links higher vampires to their distant and much more primitive cousins: ekimmaras, alps, katakans and the like. Higher vampires are, in fact, much more similar to humans than to those bat-like blood slurpers. They not only resemble us in appearance, but also share our intelligence and behavioral patterns. This means they do not squat in distant forest or hide in the shadows. On the contrary, they are particularly fond of cities, where they live out deceivingly normal lives. Even witchers are not capable of recognizing them at once, for their medallions remain perfectly motionless in the presence of higher vampires. Yet all these similarities should not blind us to an essential difference: unlike men, higher vampires are immortal. Those who have faced them in combat and survived can be counted on one hand.
It is a witcher's good fortune that higher vampires are extremely rare – and not all are dangerous to humans. Though they do have a taste for blood, they do not need to drink it to survive. Some higher vampires have renounced feeding on humans altogether and do no harm to anyone, but others give in to their desires. A witcher who braves fighting a higher vampire must bear in mind that he faces a monster endowed with incredible strength, one able to manipulate men and animals, turn invisible and transform into a giant bat - and furthermore one which it is nearly impossible to kill. In other words, even an experienced monster slayer should think twice before accepting a contract on one of these creatures, even if half a kingdom and a princess' hand is in the offing.

Immortality (Basic): One of their greatest abilities is true immortality where only another higher vampire can truly end the existence of another higher vampire; no other means, not even the efforts of divinity or powerful jutsu, can end their lives for good. Instead, they enter a regenerative state akin to a coma, slowly healing over a protracted period of time.
Even with this ability, a sufficient degree of bodily destruction can put them down for an extended period of time, from years to decades, and leave them very weakened even following full regeneration.
Another higher vampire can shorten this regenerative period, albeit at significant cost to themselves, by feeding the wounded vampire copious amounts of their own blood.

Anti-Sensory (Basic): They are masters of the art of camouflage and in most cases appear nearly identical to humans. Only their teeth, and the fact that they cast no shadows and have no reflections in mirrors, can reveal their true nature. While they can be sensed and will appear humanoid to those sensing them, they also have the ability to become invisible at the cost of a move, rendering them undetectable to sensors of any kind.

Transformative State (Basic): Higher vampires can assume humanoid disguise forms, in these forms their ability to fight is greatly reduced but it allows them to infiltrate areas more easily, in the humanoid disguise they can still use their invisibility ability. Higher vampires also have two different states, a vampiric form, which retains some humanoid appearance but is clearly vampiric with razor sharp claws and teeth. Their true form however is by far the most powerful, affording them access to their unique abilities along with highly dangerous levels of strength and speed.

Alchemical Blood (Unique): Wielded by the summons is a special ability developed and honed for thousands of years, discovering the almost magical properties of their blood the higher vampires began combining it with certain herbs to create powerful elixirs that enhanced the power of other species that consumed the concoctions. Among the three, Emiel has taken this craft to a completely different level allowing his potions to even lend a portion of his species own strengths to the consumer briefly. Although this can be extremely dangerous in it's after effects. Each vampires elixir grants different abilities and repercussions for consumption.

True Form (Unique): The final unique aspect of the higher vampire is found in their true forms and serve to represent their unique natures. With the unseen elder only ever being in this form, his form makes him undetectable through all basic senses as long as he isn't performing an attack at which point the ability fades revealing him as a blurry form that produces sound, additionally his voice carries extreme power capable of disabling people in a fashion similar to hindering sound. Dettlaff on the other hand is a master of beasts, in his true form animals will become subservient refusing to fight him and he is capable of controlling bats entirely, gaining access to bat ninjutsu. Finally Emiel befitting his mastery of alchemy becomes capable of wielding his blood like a dangerous intoxicant, those struck by the blood will quickly find themselves reduced to a euphoric state being cast in a powerful illusion.

Declined, several reasons. For starters, while Legendary Contracts can be humanoid, they cannot be near exact replicas. For example, I believe Tengu are currently the most humanoid and they have to appear different in some way ( bird like wings, red skin, long nose, and some with bird like faces ). With the only difference being a mode they access, this appearance cannot be approved. As for the abilities, each of these are too much for a basic or cannot work overall:

The first ability has a level of immortality that not even Jashinist can have where they can still die. Stating even divine attacks or the most enhanced techniques in the RP cannot actually kill them - only make them go unconscious. This cannot work and certainly not for a basic skill. Basics are things that normal contracts and animals can have and we wouldn’t approve that for them. The secondary heal would also be an additional sub ability and we only allow one ability overall per ability slot.

The second basic was going good until the last line ultimately. As it’s a second ability, it wouldn’t be allowed + the level of sensory suppression would be akin to Hayabusa, which isn’t allowed on such a level. The third basic depends on being identical to humans which auto prevents it and then the ability to transform into a mode is too much for a basic and would fit the grounds for a Unique.

The first unique seems too close to both Yakuzan Medicine as well as Kisei Clan in their ability to use herbs, chakra to create potions that augment the user. Poison/Medjutsu have this ability as well but to have an actual summoning be able to create elixirs and potions feels like a breach on those other abilities as it’s not something that’s inherent to that animal and instead is something that doesn’t become exclusive to an animal unless it’s produced naturally from them. But that would mean, by default, they aren’t potions anymore but at best, things like healing tears or something.

The second unique would have to be rewritten almost completely to make most sense as it reads like a wiki excerpt still. It suggests he becomes unsensable, able to use blood as a toxic weapon that puts enemies into Genjutsu, have a hindering sound like ability by talking and be able to control animals, which seems to be an ability to have a summoning control another summoning contract completely as well as gaining access to another contract’s ninjutsu. These last two abilities are wild and wouldn’t ever be approved and the blood ability alone would be it’s own unique skill with it’s own limitations and whatnot. Overall, this contract is entirely too powerful with a base form that cannot exist (completely humanoid). With the base form changing to something that’s not humanoid, and 1 basic being an Unique and another auto invalid and the first Unique being near unapprovable, it creates a contract that’s a near DNR.
 
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(Saru no geijutsu - AdamantinTagguchīmu ) - Monkey Art - Adamantine Tag Team
Type:
Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: A technique developed specifically for swapping between weapons quickly by an apsiring bukijutsu user, the user will channel their chakra into their hand or hands and swap a current adamantine monkey weapon with another. The user channels their chakra at a specific signature in order to summon the specific monkey required already in its monkey form, the basis for this is that the user must already be holding a current monkey weapon in order to do so. When calling the desired monkey in its weapon form, the current monkey weapon being held will immediately disappear and the new monkey weapon will immediately replace it, the transition happening fast enough that it seems like a regular transformation jutsu.

Monkeys summoned in this way will require a move in order to turn back into their monkey form. Whilst in its monkey form the regular rules for the monkey summoned will take place and its 4 turns on the field will begin. Whilst in its weapon form the rules for the weapon form will naturally take place.

Restrictions - This technique cannot be used to Summon Monkeys whose duration has already expired.

Approved with edits by Imperfect.
 
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Bolded changes, completely rewrote Sky Dominion so no bolded added

Summoning Animal: Thunderbird
Scroll Owner: Mirai
Others who have signed the contract: BoiNez, PyroNB, Shady Doctor
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht, Mizuno
Description and Background: Thunderbirds are a mythical species of powerful yet majestic predator avians. They once ruled the Lightning Mountains centuries ago; though with humans constantly at war with the birds – they where driven to other parts of the world. This in itself caused the Thunderbirds to become scattered across the world, not having any true place to call home as each of them simply integrated themselves into new residences. Over time however, the species’ numbers started to dwindle; down to the point that they are at near extinction within the world as we know. As far as records go, there’s only so thousands left but among them – they are ruled by five superiors. The superiors, dubbed the “Thunderbird Gods” are the five most powerful of the Thunderbirds alive, worshipped by others and producing many offspring. They each roam the world and have their own sanctuary they command; often times many who pass through these landmarks are caught in the middle of a violent thunderstorm produced by these creatures. 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 while having one to three pairs of wings, capable of easily generating lift to fly. They are notorious however for causing violent thunderstorms in areas where they fly, due to being animals born of lightning and thunder.

Abilities:

Incarnation of Baal (Basic Ability #1)
: From the time of their birth, Thunderbird's bodies and feathers are all naturally infused with natural lightning. Through years of conditioning themselves, performing what they call "The Rite of Thunder" each Thunderbird has gained a unique form of resistance. This allows Thunderbirds to mitigate lightning based techniques by -20 per interaction should contact be made. Thunderbirds are also resistant to the lightning status effects of these techniques as well such i.e electrical paralysis. This reduces the effectiveness of these by half the amount of turns it remains in effect. Should no duration be mentioned or only lasting a single turn, they remain unaffected.

Eyes of the Storm (Basic Ability #2):
Thunderbirds despite their mythical status are well known Birds of Prey. Reigning as Apex Predators wherever they roam; these birds are naturally designed hunters and killers. To aid in their primal hunting; they all have keen awareness of sources of chakra. Their eyes are capable of seeing sensing chakra; easily capable of identifying species of animals to even human/chakra made beings. This allow them to remember individuals they encountered or even deduct elemental chakra natures due to how acute this still is.

Lords of the Sky (Basic Ability #3): It should be noted that all Thunderbirds are all incredibly fast and agile warriors of the skies. Outside of specific summons, all Thunderbirds are capable of moving at 18 speed. This allows them to easily dodge techniques (via the free form dodge mechanic) with relative ease.

Sky Dominion (Unique): All Thunderbirds naturally is capable of using a unique electrical energy that is produced from their feathers. This electrical energy is unique, in the sense that while it appears to be lightning - its in fact a unique form of power that resembles it. This energy doesn't utilize chakra, being akin to Lightning Release: Kirin - using chakra to instead guide it and manipulate it's form. However in order to do this, the Thunderbird will passively leak this energy into the skies, causing an electrical storm to form over the terrain. They then utilize a specialized technique (to be submitted) in order to control the energy. These clouds passively form at the beginning of each turn, though only carries enough discharge to be used once per turn. Contract signers are capable of harnessing this energy as well, though this requires the Naturalist Summoning Specialist. The electrical energy is then summoned through their contract tattoo - which then with chakra is able to guide it/control it. They still follow the same stipulations, only capable of using it once per turn. This energy is golden in coloration, moving at speeds reflecting the Lightning Release base speeds (according to its rank), which due to the lack of chakra inherently within it - it cannot be absorbed or sealed nor replicated.

Declined by Imperfect.


This is closer to approval than last time, but a couple things. As you are no doubt already aware by now, 18 speed isn't going to fly, pun 1000% intended. This is an Ability that says every summon moves at this speed at the bare minimum, so you'll understand when I say that 18 speed, which is equivalent to a Limit Broken Agility Attribute at 10 AP, is a no. My previous check says Jonin is the highest I'd allow, and that hasn't changed with the Attribute System. Average Jonin AP spread with 5 in every Attribute would result in 10 speed, so that's the most I'll personally allow. You can still make individual Summons faster than this, but not to the degree that you're outspeeding all but the most specialized biographies in their base stats.
Secondly, as I've noted in previous checks including the previous notes regarding your Sensory ability as it was previously, it's one ability per ability. Technically speaking Incarnation of Baal is a two in one. Last time the blanket immunity was a clear issue and wouldn't be approved in the current meta, so that's why I wasn't that focussed on those last three sentences. But you've got two different types of mitigation there, one for damage the other for effects, and sorry but you'll have to pick one. I'm guessing damage over status, but I'm not making the decision for you just in case you surprise me.
Finally, the way Sky Dominion is set up might not actually work, because it's written rather confusingly. The electrical energy is produced from your Summons feathers specifically. Okay, cool, and next you say that having Naturalist allows a Summoner to harness it as well. Naturalist wouldn't let you grow the feathers which is what makes the electrical energy, but this isn't as confusing as what comes next. Your very next sentence jarringly changes from the Summoner harnessing the lightning to summoning it via their Summoning Tattoo, and controlling it from there? That's you basically just summoning the energy from a Summon, not producing it yourself. Glizzy tried to do stuff with his summoning tattoo with his leeches in a previous submission, and I told him no then. For the sake of consistency, I have to say the same here. Overall this Unique could simply do with a little streamlining. Your Summons can generate this electrical energy, you do not need to detail how. Having Naturalist allows you to also generate this electrical energy. Give the energy a name, it doesn't need to be anything complex, just something to make it easy to name in techniques and state when in combat. After contract approval, submit the manipulation of this energy and the details surrounding it such as the storm you create as a Contract Ninjutsu. Simple, clean, efficient, no room for confusion, error, etc. If it wasn't for this last issue, I would have most likely edited and approved, but this last one will take a little more work than switching a number, or deleting a part to make an ability approvable.
Summoning Animal: Thunderbird
Scroll Owner: Mirai
Others who have signed the contract: BoiNez, PyroNB, Shady Doctor
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht, Mizuno
Description and Background: Thunderbirds are a mythical species of powerful yet majestic predator avians. They once ruled the Lightning Mountains centuries ago; though with humans constantly at war with the birds – they where driven to other parts of the world. This in itself caused the Thunderbirds to become scattered across the world, not having any true place to call home as each of them simply integrated themselves into new residences. Over time however, the species’ numbers started to dwindle; down to the point that they are at near extinction within the world as we know. As far as records go, there’s only so thousands left but among them – they are ruled by five superiors. The superiors, dubbed the “Thunderbird Gods” are the five most powerful of the Thunderbirds alive, worshipped by others and producing many offspring. They each roam the world and have their own sanctuary they command; often times many who pass through these landmarks are caught in the middle of a violent thunderstorm produced by these creatures. 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 while having one to three pairs of wings, capable of easily generating lift to fly. They are notorious however for causing violent thunderstorms in areas where they fly, due to being animals born of lightning and thunder.

Abilities:

Incarnation of Baal (Basic Ability #1)
: From the time of their birth, Thunderbird's bodies and feathers are all naturally infused with natural lightning. Through years of conditioning themselves, performing what they call "The Rite of Thunder" each Thunderbird has gained a unique form of resistance. This allows Thunderbirds to mitigate lightning based techniques by -20 per interaction should contact be made.

Eyes of the Storm (Basic Ability #2): Thunderbirds despite their mythical status are well known Birds of Prey. Reigning as Apex Predators wherever they roam; these birds are naturally designed hunters and killers. To aid in their primal hunting; they all have keen awareness of sources of chakra. Their eyes are capable of seeing sensing chakra; easily capable of identifying species of animals to even human/chakra made beings. This allow them to remember individuals they encountered or even deduct elemental chakra natures due to how acute this still is.

Lords of the Sky (Basic Ability #3): It should be noted that all Thunderbirds are all incredibly fast and agile warriors of the skies. Outside of specific summons, all Thunderbirds are capable of moving at 10 speed. This allows them to easily dodge techniques (via the free form dodge mechanic) with relative ease.

Electro (Unique): All Thunderbirds naturally is capable of using a unique electrical energy called Electro . This electrical energy is unique, in the sense that while it appears to be lightning - its in fact a unique form of power that resembles it. It is chakraless, similar to that of Kirin but is controlled and guided using chakra in the same fashion. This energy is golden in coloration, moving at speeds reflecting the Lightning Release base speeds (according to its rank), which due to the lack of chakra inherently within it - it cannot be absorbed or sealed nor replicated. Thunderbird summoners with the Naturalist Summoning Specialist are also capable of producing this unique power as well. The technique in under to utilize this unique power is to be submitted as its own technique.

Approved by Imperfect.
 
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jagged

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Mythical Contract
Summoning Animal: (Jaiantorīchi) Giant Leech

Scroll Owner:
Jagged
Other Users who have signed contract: Hail King Madara(solf)
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background


The giant leech is a terrifying beast to be hold, a huge red leech body with white stripes running across it's frame and a size riveling that of gababunta. In the stories the leach was known for its ability to tunnel underground and manipulate water to catch men or push them into the surrounding river before eating them. As a leech the Giant Leech retains the ability of its lessers, allowing it to drain chakra techniques(both solid and chakra based) through a similar fashion.


Basic ability #1

Technique Draining/Eating:
The leech takes specific steps as ninja summonings in order to incorporate it's chakra absorption into battling. This variant doesn't deal with directly absorbing chakra, but destroying and absorbing a technique all in one go. The Giant Leech lace its anterior suckers with aggressive chakra. Along with that, it also laces its stomachs with the same aggressive chakra. This allows it to eat away at techniques of all kinds, whether it is energy or solid in nature. During this process they absorb the chakra out of the technique, taking in its original chakra cost while the anterior suckers destroy the "form".

With either variant, the leech can store chakra from draining it, and can only give it to their summoner through physical contact via their anterior suckers. If the leech is to disperse before the chakra is given away, the leeched chakra is simply taken away along with it. Giant leeches may drain chakra up to the rank of the leech summoned(i.e B rank giant leech may drain B rank and below chakra techniques).

Basic Ability #2

As the leech can move underground it uses the skin on its body to sense vibrations both in the air and in the ground like a 360 Sonar, this sensory ability extends to 1 landmark.

Basic Ability #3

Propogation:
Through the use of a technique the giant leech may rapidly expell miniature clones of itself, the amount of which will be decided in the techniques made.

Unique ability

Overload:
While maintaining contact with the user (either through it's main bio or it's clones) the Giant leech will increase a jutsu of the users by overloading it with it's stolen chakra for instance, if the leech has absorbed a B rank chakra it can push this stolen chakra towards the users jutsu Increasing it by the Rank of chakra the opponent has stolen.



Myth:

Declined by Imperfect.


Okay, first of all apologies for how long this took. This is better than last time, but with that new Unique we have a new issue. Regardless of the field, skill, ability, source, etc, Chakra infusions are capped at +10, and a Unique Ability on a Contract cannot override that no matter what. Even when it comes to fields like Yin-Yang, if they add +50 to the cost of a technique, the technique only receives a +10, and the rest is cost to cover the effects those techniques give. This can't work as you've got it currently. You can use it to replenish your own Chakra reserves, but as noted last time, that'll need to be limited in some capacity.
Next, no matter how many clones are made, a Summon will have a max amount of Chakra it can both absorb and hold. You can't have an S-Rank Summon make a clone that also has 40 Chakra absorption, and each can hold infinite Chakra. At best the absorption would be split between them.


Mythical Contract
Summoning Animal: (Jaiantorīchi) Giant Leech

Scroll Owner:
Jagged
Other Users who have signed contract: Hail King Madara(solf)
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background


The giant leech is a terrifying beast to be hold, a huge red leech body with white stripes running across it's frame and a size riveling that of gababunta. In the stories the leach was known for its ability to tunnel underground and manipulate water to catch men or push them into the surrounding river before eating them. As a leech the Giant Leech retains the ability of its lessers, allowing it to drain chakra techniques(both solid and chakra based) through a similar fashion.


Basic ability #1

Technique Draining/Eating:
The leech takes specific steps as ninja summonings in order to incorporate it's chakra absorption into battling. This variant doesn't deal with directly absorbing chakra, but destroying and absorbing a technique all in one go. The Giant Leech lace its anterior suckers with aggressive chakra. Along with that, it also laces its stomachs with the same aggressive chakra. This allows it to eat away at techniques of all kinds, whether it is energy or solid in nature. During this process they absorb the chakra out of the technique, taking in its original chakra cost while the anterior suckers destroy the "form".

With either variant, the leech can store chakra from draining it, and can only give it to their summoner through physical contact via their anterior suckers. If the leech is to disperse before the chakra is given away, the leeched chakra is simply taken away along with it. Giant leeches may drain chakra up to the rank of the leech summoned(i.e B rank giant leech may drain B rank and below chakra techniques).

Basic Ability #2

As the leech can move underground it uses the skin on its body to sense vibrations both in the air and in the ground like a 360 Sonar, this sensory ability extends to 1 landmark.

Basic Ability #3

Propogation: Through the use of a technique the giant leech may rapidly expell miniature clones of itself, the amount of which will be decided in the techniques made.

Unique ability

Vacuum: Giant leeches are known for dragging in their prey, sucking them towards itself for an easier hunt, by using it's anterior suckers the leeches pull in anything within a 20 meter radius by "inhaling" a huge amount of air around it towards itself. This pulling ability is considered S rank and deals no damage to those it pulls in.

Note: This can only be done once per turn and costs a move slot to do so.

Note: Vacuum ability lasts two turns and can only be used 2 times with a 3 turn cool down between each use.


Declined by Imperfect.

New Unique isn't described very well, and as is can't work. It's a blanket S-Rank pull, but there's no limit on the Rank of the Summon that can use it. You can't have a B-Rank Summon using S-Ranks for example. This is a simple fix, just scale the suction on the Rank of the Summons, B-Ranks pull stuff in within Short Range, A-Rank within Mid Range and S-Rank 15m for Long Range up to 20m The reason why I haven't just edited this post and approved it is because, frankly, this is a Contract Ninjutsu. This is something you can just make once the Contract is approved, so I'd be wasting the potential of a Unique ability approving it as is. I declined your last submission because it was in conflict with Chakra boosting rules, but this time I'm going to try and give you more direct help.

I would recommend reading the third paragraph on this post, but as an example you can do something similar to the Mimicry found on the Tengu or Nightmare Fox Contracts. This will require you to remove one of your Basic Abilities to just have the two, and limit this new "Mimicry" Unique in some way, but in return you could have your leeches steal Chakra and emulate their Elements or techniques in the same way those Summoning Animals can, because that's the scope allowed of a Unique Ability in the RP. Give those Contracts a read, and try and come up with your own spin on the concept, because everything you've done so far, honestly, would be a bit of a waste of a Unique.​
 
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(Kuchiyose no Jutsu: Jett) - Summoning Technique: Jett
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jett is a Monkey of Lithe Build coming up to 5'1", she has a base speed of 16. She is a Monkey proficient in Wind Release & Bukijutsu and can use both of them up to S-Rank, proficient in utilizing many Kunai at once she can even hold three of them in her tail at one time. She can passively infuse her Bukijutsu with Wind Release giving them a speed boost of four speed levels. She can also infuse herself with Wind Release at the cost of a turn, this is temporary and increases her base speed of 16 by x3, though this only lasts for 3 turns and once it's finished she can no longer perform Wind Release Jutsu for two turns, that includes her passive infusion. The Wind Infusion can only be used two times, with a two turn cooldown.

Transformation: Adamantine Giant Folding Fan | At the Cost of 30 Chakra, Jett will Transform into a Giant Folding Fan. This Folding Fan allows the user to perform Wind Release Jutsu through it, including Wind & Tai/Bukijutsu where a Fan to be used (Not Uchiha Related Techniques). This Fan has a special Wind aura about it like the wind is carrying many daggers along with it's attacks; any jutsu performed through the fan gains +20 wind damage and this includes melee techniques, the Fan when striking someone physically seems to make a barrage of tiny cuts on impact area. Because of the Indestructible Nature and Size of the Folding Fan it can be opened up and used as a Shield, using one of the user's moves per turn they can perform an S-Rank Wind Defense by hiding behind their Fan, it sort of spits the oncoming attack around it if it is large scale, leaving the User safe behind it in a little air pocket. The Defense can split up to 100 damage techniques in neutral reactions, but can only be used two times with a cooldown of three turns.

Jett remains on the field for up to four turns after summoned. However, transforming her into the Adamantine Form - much like Enma, allows her to remain indefinitely until willed to disperse. If she has utilized all four of her turns as a Monkey then she can no longer transform back into one and must remain as a Giant Folding Fan. She can be summoned straight to the field in her weapon form for 30 chakra, however if they want her to become her Monkey form again then they will have to spend the 40 chakra for the initial summoning as usual.

Note: Jett can be summoned once.
Note: Must have signed the Monkey Summoning Contract

Declined by Imperfect.

There's a lot you're going for here, I'm frankly quite surprised. So, first, 16 base speed is a no. Most I'm willing to allow is 11-12. Next, that base speed with a x3 multiplier? Wind Infusion? Less of an issue when the base is lowered, but there's a bigger issue and that's the fact that aside from two turns of no Wind (during which time you can always just have them turn into a fan that you can use with with as a loophole so there isn't actually any downside), there's no real drawback here. Speed multipliers above x2 need a drawback. Also give it an ability name to make referring to it easier in fights. Wind Infusion is very generic and could be referring to your little passive. Speaking of which, no Customs are allowed to increase Jutsu speed as far as I'm aware, no exceptions, even for fields as underused as Bukijutsu.

Next, Enma's technique can say he can survive a supernova if it wants, but having the word "Indestructible" with a whole capitalized letter there isn't allowed. This is an S-Rank Summon with S-Rank "health". If damage exceeds this threshold, the summon disperses. 100 damage defense on a neutral scale is equivalent to a Complete Body Susano'o in regards to defensive capabilities, which is a full T4 test bio ability, so it definitely shouldn't have an S-Rank Summon be a direct competitor. S-Rank Summon, 80 defense, if it tries to block higher than that, poof.

Another weird thing here in that last paragraph is the line regarding all four turns as a Monkey. I know the timer gets frozen when they transform has been the standard, but if all four turns are up, that Summon is gone. And since the Summon's timer is placed in stasis, I'm going to assume the restrictions are as well? Otherwise you can start one turn with the Wind Infusion x3 speed multiplier, do some Taijutsu stuff for the three turns, transform into a fan for 2 turns, transform back and still have 1 turn left as a monkey left which can then use the second Wind Infusion for that last turn. If that's the intention, it can't be allowed because it makes the restrictions meaningless, and thus not restrictions at all.​
 
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Awards
Legendary Contract Purchase: Here.

Summoning Animal: Ahamkara - Wish Dragons

Scroll Owner: Imperfect
Other Users who have signed contract: N/A

Summoning Boss: Endymion, of the First Brood
Other Summoning Animals tied to contract: Azem, the Wandering Sun & Elpis, the Last Hope

Description and Background: Ahamkara are ancient colossal, draconic beasts of immense power. Ahamkara vary greatly in size, an effect caused both by natural growth and their shapeshifting ability. They are capable of taking on any form they wish, however underneath it all they possess dragon-like or serpentine forms, hence the name "Wish Dragons". They are known to alter their forms in response to the expectations of their viewers; for example, when engaging with someone who perceives them as a monster, they react by assuming a more monstrous form, while those who have no preconceptions may be able to see them as they truly are, and those swept up in the mysticism of their wish-granting capabilities will see benevolent, awe-inspiring majestic dragons with radiant plumage. All, and yet paradoxically neither of these are objectively true when they are concerned, as they are driven by the slightest whims, whether their own or those of others. They possess a mystical energy that defies reality which they use to enact and enforce Faustian bargains, promising to fulfill one's desires in exchange for intangible concepts to subsist themselves. This is typically achieved through a verbal contract consisting of the phrase: "O/Oh (subject) mine". An Ahamkara may grant one strength they were never meant to achieve, but that strength could in turn lead to a demise that was never meant for them, and from that change the Ahamkara can feed. In other instances they act as "empathavores" subsisting off of one's emotions, whether positive or negative, with stronger emotions being more flavorful.

Given their propensity for lies and deception, their unique power, and most of all their reputation as formidable beasts, they were hunted to the brink of extinction centuries ago during the " ", a dark period wherein the draconic beasts were relentlessly hunted by dozens, if not hundreds of renowned beast slayers, all of whom wished to slay these great beasts of eld. Whether for personal gain, the thrill and challenge of the hunt itself or revenge, it didn't matter. In the end the Ahamkara's own power, Dynamis, was the catalyst for their downfall, granting these hunters what they wished for with all their hearts; the Ahamkara's death. This manifested in unstable and unpredictable ways, making the hunt dangerous for both hunter and prey alike. This lead to the near extinction of the species, with the few survivors retreating to the furthest corners of the world, where they hid and slumbered. Since then they have naturally entered the realm of myth, with few accounts of their existence surviving the test of time, and none containing the truth. Many took the bones of Ahamkara slain and fashioned them into trophies, adorning their weapons and armor, wearing them proudly as a symbol of renown that they had managed to slay one of these terrifying beasts. Strangely, after an unknown period of time wearing or wielding these trophies, people began experiencing auditory hallucinations, as if the bones themselves were speaking to them... O' bearer mine.

Basic - Morphê: Despite being monolithic beasts in their natural state, Ahamkara have the power to shapeshift, allowing them to alter various aspects of their bodies at will. If an Ahamkara is so inclined, they could change themselves into a butterfly. Despite how convincing this is, they are an Ahamkara in all but form, and taking the appearance of a given thing does not automatically give an Ahamkara the biology or capabilities of that thing. Additionally Morphê has one fatal flaw; reflective surfaces and materials allow anyone to see an Ahamkara's true form, regardless of whatever form they have decided to take. This extends to more advanced senses, such as Sensory abilities, Dōjutsu, etc, allowing logical methods to appropriately perceive Ahamkara. The full extent and capabilities of Shapeshifting will be clarified per each individual Summoning Animal on the contract.​
Basic - Empatheia: In tandem with their unique power, Ahamkara developed an extrasensory perception; Empathy, the ability to perceive emotions, and more specifically desires, which they leverage against their prey when establishing contracts. This equates to a passive sensory ability which extends up to 1 adjacent Landmark in all directions and grants them a x3 tracking modifier, and in the case of signers specifically links both parties, allowing emotions to be perceived in a two-way connection.​

Unique - Dynamis: Meaning a state of that which is not yet fully realized, Dynamis is a unique, Chakraless energy that the Ahamkara utilize. As they predate the distribution of Chakra to the world, they don't have access to the now common internal energy. Instead what they possess is a raw form of energy which reacts strongly to emotions in the form of desire, referred to as "wishes". Through wishes Ahamkara enter contracts, binding themselves to individuals, lending them their power, or utilizing Dynamis to fulfill their desires. This is due to Dynamis' raw potential, as through wishes it can assume countless shapes, states and forms. For example if one wished for a torrent of flame to burn their enemies to a crisp, an Ahamkara's Dynamis could assume the physical form of a flame, while if another wished for riches, the Ahamkara's Dynamis could be converted into a mountain of treasure. Despite this, Dynamis is still Dynamis, and cannot completely emulate anything without limit, however being void of Chakra, it has one benefit; Dynamis in any state has no strengths or weaknesses. Flame created from Dynamis doesn't hold a strength over Wind Release, nor does Water Release hold one over it. Dynamis will be further explained, explored and performed through Contract Jutsu.

Basic - Entelecheia: Meaning the complete realization of one's innate potential, Ahamkara are entelechies of Dynamis. Being a type of energy only they can utilize with complete freedom, they are naturally capable of using Dynamis at a higher level than others, such as signers with with Naturalist specialty. As a result, any usage of Dynamis by an Ahamkara is automatically and passively increased by 1 Rank in effectiveness or +20 damage when and where applicable. Because of it's unique nature, only this boost can be applied to Dynamis, meaning no external boosts, especially those involving Chakra, can be applied. Finally due to this restriction, an Ahamkara may apply this boost a second time to a given use of Dynamis when applicable, but doing so prevents this boost from being usable for the remainder of the current turn, as well as the next turn.​

Unique - Epithymía: Also known as "Yeouiju" in the East meaning "Wish-Fulfilling Treasure", they are the source of an Ahamkara's power; their bones. Even after death an Ahamkara's power lingers, and if the Dragon's desire to live is strong enough, they carry on within their Epithymía. These bones were fashioned into arms and armor after the "Great Hunt", a macabre celebration of mankind's power. As they are still contracted animals, merely in another state of existence, signers of the Contract can summon these relics in combat, each containing both a semblance of the Ahamkara that they once were, as well as a fraction of their power; Dynamis. Epithymía will be further explained, explored and performed through Contract Ninjutsu.

Declined, my concern as I pointed out to you before is still the wide variety in which you can use these Wishes. Dynamis has incredible versatility due to the fact it can exist as any of the 5 base elemental forms + more if you chose to Wish for an offensive technique. It can be used to wish for a lot of things, both cosmetic and practical, because the sheer versatility of an ability only limited by your choice of words. I’m not a fan of how broad this ability can be and would certainly prefer it be more specific than essentially “anything I can wish for”. I made the Foxfire of Nightmare Foxes exist as a single state of matter, my Tengubi exists as just Fire. I think you being able to mimic all 5 elements and summon almost anything else is just too much lol. That’s teh only real issue I have with this, the Unique is so broad, it makes limiting it as a specific technique a bit more of an issue.

Legendary Contract Purchase: Here.

Changes: Made Dynamis a static, unchanging thing. Now a Spiritual/ Psychological damage dealing energy that can be used for offensive, defensive and supplemental purposes, as it responds to various emotions.

Summoning Animal: Ahamkara - Wish Dragons

Scroll Owner: Imperfect
Other Users who have signed contract: N/A

Summoning Boss: Endymion, of the First Brood
Other Summoning Animals tied to contract: Vortigern, the Finality & Elpis, the Last Hope

Description and Background: Ahamkara are ancient dragons of immense power. Ahamkara vary greatly in appearance, an effect caused both by natural growth and their ability to shapeshift. They are capable of taking on any form they wish, however underneath it all they possess dragon or draconic forms, hence the name "Wish Dragons". They are known to alter their forms in response to the expectations of their viewers; for example, when engaging with someone who perceives them as a monster, they react by assuming a more monstrous form, while those who have no preconceptions may be able to see them as they truly are, and those swept up in the mysticism of their wish-granting capabilities will see benevolent, awe-inspiring majestic dragons with radiant plumage. All, and yet paradoxically neither of these are objectively true when they are concerned, as they are driven by the slightest whims, whether their own or those of others. They possess a mystical energy that defies reality which they use to enact and enforce Faustian bargains, promising to fulfill one's desires in exchange for intangible concepts to subsist themselves. This is typically achieved through a verbal contract consisting of the phrase: "O/Oh (subject) mine". An Ahamkara may grant one strength they were never meant to achieve, but that strength could in turn lead to a demise that was never meant for them, and from that change to reality the Ahamkara feed. In other instances they act as "empathavores" subsisting off of one's emotions, whether positive or negative, with stronger emotions being more flavorful.

Given their propensity for lies and deception, their unique power, and most of all their reputation as formidable beasts, they were hunted to the brink of extinction centuries ago during the " ", a dark period wherein the draconic beasts were relentlessly hunted by dozens, if not hundreds of renowned beast slayers, all of whom wished to slay these great beasts of eld. Whether for personal gain, the thrill and challenge of the hunt itself or revenge, it didn't matter. In the end the Ahamkara's own power, Dynamis, was the catalyst for their downfall granting these hunters what they wished for with all their hearts; the Ahamkara's death. This manifested in unstable and unpredictable ways, making the hunt dangerous for both hunter and prey alike. This lead to the near extinction of the species, with the few survivors retreating to the furthest corners of the world, where they hid and slumbered. Since then they have naturally entered the realm of myth, with few accounts of their existence surviving the test of time, and none containing the truth. Many took the bones of Ahamkara slain and fashioned them into trophies, adorning their weapons and armor, wearing them proudly as a symbol of renown that they had managed to slay one of these terrifying beasts. Strangely, after an unknown period of time wearing or wielding these trophies, people began experiencing auditory hallucinations, as if the bones themselves were speaking to them... O' bearer mine.

Unique - Dynamis: Meaning a state of that which is not yet fully realized, Dynamis is a unique Chakraless energy that the Ahamkara utilize. As they predate the distribution of Chakra to the world, they don't have access to the common internal energy. Instead what they possess is a raw form of energy which reacts strongly to emotions, especially those of anger, fear and most importantly desire, resulting in varying Offensive, Defensive and Supplementary applications corresponding to a given emotion. When used offensively Dynamis inflicts Psychological, Mental damage as it is an energy that responds to and thus assaults emotions. Physically it takes the form of a prismatic colored flame-like energy which can be released in a number of ways, though most commonly as an offensive breath attack. Dynamis in any state has no strengths or weaknesses. Dynamis will be further detailed, explored and performed through Contract Jutsu.

Unique - Epithymía: Literally translated as "Wish" or "Wish-fulfilling Treasure" Epithymía are the source of an Ahamkara's power; their bones. Even after death an Ahamkara's power lingers, and if the dragon's desire to live is strong enough, they live on within their Epithymía itself. These bones were fashioned into arms and armor after the "Great Hunt", a macabre celebration of mankind's power. As they are still contracted animals, merely in another state of existence, signers of the Contract can summon these relics in combat, each containing both a semblance of the Ahamkara that they once were, as well as a fraction of their power; Dynamis. Epithymía will be further detailed, explored and performed through Contract Ninjutsu.

Basic - Morphê: Despite being monolithic beasts in their natural state, Ahamkara have the power to shapeshift, allowing them to alter various aspects of their bodies at will. If an Ahamkara is so inclined, they could change themselves into a butterfly. Despite how convincing this is, they are an Ahamkara in all but form, and taking the appearance of a given thing does not automatically give an Ahamkara the biology or capabilities of that thing. Additionally Morphê has one fatal flaw; reflective surfaces and materials allow anyone to see an Ahamkara's true form, regardless of whatever form they have decided to take. This extends to more advanced senses, such as Sensory abilities, Dōjutsu, etc, allowing logical methods to appropriately perceive Ahamkara. The full extent and capabilities of Shapeshifting will be clarified per each individual Summoning Animal on the contract.​
Basic - Empatheia: In tandem with Dynamis, Ahamkara developed an extrasensory perception; Empathy, the ability to perceive emotions, and more specifically desires, which they leverage against their prey when establishing contracts. This equates to a passive sensory ability which extends up to 1 adjacent Landmark in all directions and grants them a x3 tracking modifier, and in the case of signers specifically links both parties, allowing emotions to be perceived in a two-way connection.​

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