Customs & Stuff

Ester

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Definitely not making this for kumi buffs.


Learned https://animebase.me/threads/dont-mind-me.780063/

(Kōun no Makaon) – Blessing of Machaon
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates, similar to techniques like Dance of the Clematis Flower. Through an infusion of chakra, within the same timeframe, the user imbues within a Shikotsumyaku technique the ability to regenerate from damage which is not strong enough to destroy it. This regeneration takes the form of the calcium on the bones rapidly replenishing itself, spreading to restore the damaged portion very quickly. Thus, techniques that do not possess the inherent level of damage high enough to completely neutralize or overpower it will fail to weaken it, allowing it to be passively restored to its maximum strength. This technique can be used four times per battle, and cannot be used for two turns thereafter. This technique can be applied to a maximum of S-Rank Shikotsumyaku techniques.

Makes infused techniques regenerate to full strength when hit with damage that doesn't destroy it.

(Achān Zōen) – Achaean Reinforcement
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion is considered the sibling to the Blessing of Machaon and bases itself off Dance of the Clematis Flower. The user infuses a proceeding Shikotsumyaku technique, within the same timeframe, with additional chakra initiating a process of enhanced bone regeneration. This excessive regeneration manifests as a production of additional calcium matter on the bones, thus reinforcing their strength. The strengthening takes place while the technique is being created, thus this technique does not offer any inherent regenerative properties after it has been completed. Techniques affected by Achaen Reinforcement gain an additional rank in strength, up to S-Rank. This technique can be used five times per battle; once used, the user is unable to apply Achaean Reinforcement for two turns.

Increases rank of techniques by one

(Tessaria Mirumidon) – Thessalian Myrmidons
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Applying the principle of the Bone Dragon Technique, the user is able to produce basic familiars in the form of generic and indiscernible soldiers made of bone. The soldiers act independently of the user’s concentration, adhering to their will through a passive siphoning of chakra. The soldiers are created within short-range of the user and are of equivalent height and stature of the user. The Myrmidons formed all possess generic and indistinguishable characteristics, but are afforded a small level of customization. These customizations are not unlike those found in Bone Wings and Bone Tentacles, allowing alterations like wings that allow flight and tendrils. Myrmidons are able to, through their connection to the user, use Shikotsumyaku techniques up to its created rank. Myrmidons move at the user’s base speed, and cannot be raised above this. Creating multiple Myrmidons can be done through this technique, following splitting rules. These creations remain on the field for up to three turns. This technique can be used four times per battle, with a two turn cooldown in between. In the turn this technique expires, the user is unable to use S-Rank or higher Shikotsumyaku.

Creates familiars that can use DBP techniques.

(Kodo Majutsu) - Sorcery of the Worm
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, within the same timeframe, allows the user to apply a similar principle to that of Dance of the Young Ferns; through this, the user is able to merge future bone techniques through structures, objects, and constructs of bone that are on the battlefield outside of the user’s body. This allows the user to produce techniques that would normally require them to be produced from their body, like Bone Tendrils or Ten Finger Drilling Bullets, from these constructs. This infusion requires a substantial infusion of chakra, thus making it impractical to be used frequently. This technique can be activated three times per battle, and lasts for the usage of a single technique per use.

Note: Techniques must emerge a minimum of 5 meters from the opponent.

Allows a remote form of using DBP from created DBP techniques.

(Kodo Kyōtei) – Worm God Pact
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: The Worm God Pact is a technique which combines the principles of Dance of the Young Ferns and the user’s own ability to actively manipulate their skeletal structure at will. This technique is used on structures and familiars created from Shikotsumyaku; through a process not unlike that in Dance of the Young Ferns, the user merges with the bone matter of the structure or familiar in question. This effectively combines the two entities, granting the user the abilities of the structure or familiar in question. Given the user’s skill and mastery over Shikotsumyaku, the bone matter integrated by the user and combined with their own does not change the size or shape of the user. Instead, it is compressed and reshaped with the user’s chakra in order to seamlessly integrate it into their form. Those consumed and integrated by the user shed their per turn chakra cost, however this also effectively ends the technique. The abilities the user obtains through this process last as long as the familiar/structure in question does or four turns, whichever is longer. The Worm God Pact can be used three times per battle.

Allows you to merge with DBP techniques and gain the unique abilities they had.

(Hassei) – Outbreak
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: A technique derived from the Dance of the Young Ferns which, like its parent, is focused on battlefield manipulation and control. By performing three seals the user focuses their chakra into a source that they are in contact with, typically the earth, and cause that source to be actively converted into Bone matter. This is not a conversion in the typical sense, rather Bone matter will be sent from the user’s body through the battlefield rapidly to emerge and replace the existing structure of the effected area. This technique prevents the use of an opponent’s techniques from the manipulated Bone assuming it respects strengths and weaknesses, failing to overpower Outbreak. An opponent’s techniques can only be converted should it be weaker than Outbreak. In its first usage, Outbreak can influence the entire battlefield. In its second application, the technique can influence a localized and controlled region, much like Swamp of the Underworld. This technique can only be used twice per battle, preventing the use of S-Rank and higher Shikotsumyaku within the same turn. This technique can only be used once every two turns.

A DBP version of Swamp.

(Hōki) – Insurrection
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: This technique allows the user to focus their chakra in any bone matter, weapons, or structures on the battlefield, after performing two handseals, to unleash a violent burst of Bone shrapnel from every point on the object; the shrapnel is released in all directions appearing akin to a detonation. The shrapnel ruptures outwards to a maximum of short-range from the object’s position, shredding anything within its deadly radius. With more careful control of the detonation, the user is able to control the shrapnel’s directionality and allow the burst to be directed away from their own, or others, bodies. The damage of this technique is determined by the Bone matter being detonated, adopting the detonated Bone’s damage or Insurrection’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

Detonation of DBP techniques into shrapnel.

(Hōki Sentō) – Insurrection Prime
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: Based on its lesser variant Insurrection, Insurrection Prime is an advanced application that follows the identical principle of the user infusing their chakra into bone matter, weapons, or structures on the battlefield. This chakra, rather than detonating the matter, is used to repurpose it. After performing two seals, any pre-existing Bone can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. For example, a shard of Bone can be reshaped into a sword and launched at the enemy. A large slab of Bone can have a sword shaped and pulled from it. The damage of this technique is determined by the Bone matter being manipulated, adopting the applied Bone matter’s damage or Insurrection Prime’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

Reshaping of DBP techniques on the field.

(Kōsu Hakkensha Yūzai) – Pathfinder’s Guile
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: Pathfinder’s Guile is a technique based on the Bone Arrow. This technique employs thin threads of bone that are attached to an arrowhead at the end which are shot from anywhere on the user’s body. The arrowheads on these bone threads are particularly shard and will dig into solid surfaces with remarkable ease, respecting S/W or those devoid of chakra. The bone threads serve two distinct applications; the first is to allow the user to perform mid-air acrobatics to avoid other techniques, within reason of scale, and to pull themselves to other objects. The second is to be used offensively as the threads afford the user considerable penetrative power through their arrowheads. This technique can be used four times per battle.

Basically DBP spider man webs that can also be shot offensively.

(Majo Kōgō Gishiki) – Witch-Queen’s Ritual
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: A technique that utilizes a Shikotsumyaku user’s ability to manipulate the density of their bones at will, similar to that in the Dance of the Camellia. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumyaku technique it used with. The Witch-Queen’s Ritual increases the density of the technique’s bone structure many times over, hardening them to a level that exceeds that of even Steel Release. Because of this shift in density, the applied Bone technique will appear blackened and allow the user to produce black bones, compared to their traditional white. This transition causes the manipulated Bone technique to gain an inherent strength against Steel Release, while becoming weak against Fire Release. Likewise, the increase in density increases the damage potency of the technique by +1 rank, or 20 damage for techniques above S-Rank. The Witch-Queen’s Ritual can be used thrice per battle, with a two-turn cooldown between usages.

Another rank increasing technique with some alterations to S/W

(Isuraeru Ōkoku) – Kingdom of Israel
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A technique derived from Outbreak, focused on battlefield manipulation. Unlike Outbreak, which employs a type of emergence of Bone matter simply to cover the battlefield, the Kingdom of Israel creates a much more complex series of structures on the battlefield that are intended to mimic the capital city of Solomon’s kingdom, Jerusalem. After performing three handseals,The technique essentially overtakes the battlefield with a number of bone structures; the outer limits of the battlefield become encased a large ten-meter-tall bone wall forming a barrier around the city. Within the walls a massive array of buildings, varying in size and type, burst from the earth. In essence the technique recreates a perfect model of the Kingdom of Israel, imposed upon the battlefield. The Kingdom of Israel is imbued naturally with a characteristic akin to that in the Blessing of Machaon, making it capable of regenerating from damage that does not immediately destroy it and passively draws upon ten of the user’s chakra per turn in order to sustain it, although allowing the user to independently operate. This technique can be used twice per battle, once every four turns. The user is unable to use Shikotsumyaku techniques above A-Rank in the same turn.

Allows the creation of a city that regenerates from damage that doesn't destroy it.

(Jiin no Bōtoku) – Desecration of the Temple
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: A variation of the Ten Finger Drilling Bullets technique which allow the user to fire up to ten bullet-shaped bones from anywhere on their body. Like with the weaker version of this technique, the bullets spin through the air and drill through targets once contact is made. However, unique to this technique is that each of the bullets is composed of highly compressed Bone threads. The purpose of these threads, compressed so tightly that the bullet is essentially solid, is to act similar to that of a hollow point bullet. This causes the bullet, upon impact, to expand its threads rapidly up to short-range from the bullet’s position. The threads are incredibly sharp such that it will pierce anything they come in contact with, respecting strengths and weaknesses. Targets directly hit will suffer considerable internal damage from the bullet’s threads expanding within. The user is also able to prematurely expand the threads that compose each bullet through their chakra, which allow them to circumvent the need to directly impact a target. This technique can be used four times per battle, once every other turn.

Fires of DBP projectiles that expand upon contact and deal internal/crit damage.

(Savathûn Sagi) – Savathûn’s Deception
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of the Dance of the Young Ferns, specifically the user’s ability to merge structures of Bone together. This technique serves no inherent offensive purpose; normally when the user, or their techniques, merge with Bone they will emerge immediately thereafter. This technique instead allows the user to create and merge infused Shikotsumyaku techniques within other sources of Bone, including the user’s body, for storage purposes, to be used later in the battle. Techniques stored within other sources of Shikotsumyaku can be released from them, at the user’s will, without costing an additional move slot, although taking a place in the timeframe. This technique can be used five times per battle.

Allows for DBP techniques to merge and be stored in one another.

(Majutsu Ō Kōi) – Mage King’s Favor
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is considered the sibling to the Sorcery of the Worm and allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of Dance of the Young Ferns. This causes the user’s Shikotsumayku techniques, at their discretion, to become able to passively merge through the user’s own Shikotsumyaku techniques at will making it easier to move through physical obstacles. Like with Dance of the Ferns, techniques which merge with another of the user’s Shikotsumyaku techniques can reappear from any source of the user’s Bones. This technique can be activated three times, lasting three turns per usage. Once this technique deactivates, it is unusable for two turns.

Another DBP merger technique that afford movement within the structures.

(Jōrei-bu Isuraeru) – Armory of Israel
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long (created within short-range)
Chakra: 20 – 40 (-10 per turn)
Damage: 40 – 80
Description: A technique which combines a Shikotsumyaku user’s ability to manipulate their skeletal structure with the user’s imagination, allowing one to produce a large variety of weapons from one’s body. The user is able to freely create any number of swords, shields, kunai, spears, etc from their body to be used in combat, with strength varying depending on the needs of the user. The weapons can carry with them unique characteristics as well, which vary them from their generic counterparts. For example, a spear can be double-edged when created, rather than with a single tip. The user is able to use these weapons for a variety of purposes including Kenjutsu. Unique to this technique is that weapons created from the user’s body are bound to the user by a thin thread of Bone, similar to that found in the Bone Arrow technique. This allows the weapons to be freely launched and then retracted to the user’s body without holding them directly. Likewise, the threads can be used to manipulate the weapons from the user’s body, moving them through the air bound by the thin thread. The thread can always be cut from the user’s body at their discretion. A-Rank applications of this technique can be used five times per battle, while S-Rank can be used three times. Both higher ranks require a single turn cooldown between usages.

Created DBP weapons that are connected through a thread to the user, allowing for launching/retracting type of attacks.

(Majutsu Shi Shukutō) – Sorcerer’s Benediction
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: A technique derived from the Blessing of Machaon that utilizes a supplementary infusion of chakra that capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates. Unlike the Blessing of Machaon, which allows for proactive regeneration of Bone matter, this technique remains dormant until the applied technique is destroyed. Once the technique in question is neutralized by an opponent’s technique the infusion will activate itself, triggering a rapid regeneration of Bone matter throughout the technique it was infused into. This does not serve the purpose of regenerating the applied technique to perfect condition; this technique is simply employed when the user wishes to retain the Bone material left over from a destroyed technique. For example, if a wall of Bone is destroyed by a Lightning Release technique then, rather being completely destroyed and incinerated, the wall will undergo rapid regeneration and leave behind broken debris rather than incinerated ashes. This allows the user to, through other techniques, make use of the Bone rubble which contains trace amounts of the user’s chakra. Sorcerer’s Benediction is usable three times per battle, once in every two turns.

Allows destroyed DBP techniques to basically be used as source for future DBP techniques through regenerating the bones into a rubble type of form.

(Teikoku no Suishin Ryoku) – Impetus of the Empire
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: This technique allows the user to launch a simple spear of Bone from anywhere on their body, typically their hands. The spear is three meters long once fully emerged and is composed of hardened black bone. The spear is launched at remarkable speeds at any chosen target, with a highly sharpened spearhead capable of penetrating physical obstacles. Unique to the Impetus is that it is naturally imbued with the ability to pass through structures of Bone formed from the user’s chakra on the battlefield, an ability similar to the Dance of the Young Ferns. This is done through a simple merging of the Impetus through the Bone obstacle in question, and appearing elsewhere on the structure that the user desires. Impetus of the Empire can be used four times per battle, and cannot be used in consecutive turns.

Launches a DBP spear that can go through other DBP structures without hindrance.

(Sensō no Kami Seifuku) – God of War’s Conquest
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: One of the sibling techniques to the Witch-Queen’s Ritual, applying a similar principle to advanced Shikotsumyaku manipulation and control that alter its inherent structure. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumayku technique it is used with. God of War’s Conquest, or Conquest for short, essentially alters any Shikotsumyaku technique it is applied to be produced as a set of finely compressed grey and black threads of bone, rather than a perfectly solid structure. The resulting technique appears as it would normally aside from appearing a mixture of grey and black, but in reality, it is composed of these highly compressed bone threads. The infusion results in a technique that sheds its weakness to Lightning Release due to the bone threads becoming able to redirect electrical currents through them more evenly, but loses its strength to Water Release because it loses its inherent structural integrity. Likewise, the technique gains an increase in damage potency, causing an increase of +1 rank or 20 damage for techniques above S-Rank. God of War’s Conquest can be used thrice per battle, with a two-turn cooldown between usages.

An infusion/boost that makes DBP techniques more thread-like in composition resulting in a shift in S/W.

(Mi Kyoka Jōrei) – Unhallowed Ordinance
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: This technique is the sibling technique to the Armory of Israel, allowing the user to produce bones from anywhere on the user’s body in the shape of a variety of weapons like swords, shields, kunai, etc. Unlike the sibling technique, Unhallowed Ordinance and the weapons it produces utilize a large number of thin black bone threads giving the weapons an appearance of blackened solid bone. These weapons, through a passive siphoning of the user’s chakra, are imbued with a limited sentience akin to that in the Bone Dragon technique that allow the user to operate independently of their creations. The weapons, like in Armory of Israel, are connected to the user via a similar Bone thread allowing for manipulation of the weapon. With their composition of black Bone threads, the weapons are able to passively reshape themselves at will. This allows a weapon created in the shape of an axe to reshape itself into a sword, or a shield, essentially anything within the user’s imagination. Unhallowed Ordinance can be used three times per battle with a two-turn cooldown between usages. Within the same turn the user is unable to use Shikotsumyaku techniques above A-Rank.

Creates sentient DBP weapons which are connected to the user and can reshape themselves.

(Kodo Kyōtei Dōka) – Worm God Assimilation
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is the sibling of Worm God Pact. Like its sibling, Assimilation combines the principles of the Dance of the Young Ferns, Shikotsumyaku’s ability to merge itself with other Bone matter, with the concept of sentient familiars. Unlike its sibling which merges the user with their own familiars or structures, this technique creates a union between two familiars. This technique can be used by Shikotsumyaku familiars that the user creates, or by the user themselves, in order to initiate the merger, requiring a single seal to activate. One familiar will be merged into another, causing the initiating familiar to adopt the abilities of the merging one. Outside of obtaining the abilities of the merged familiar no boosts in strength will occur, remaining at the equivalent strength unless another external technique is used. Assimilated familiars will bind their duration to the familiar in which they are merged to. Worm God Assimilation can be used four times per battle.

Merges DBP familiars together with the 'host' gaining the traits of the other one.

(Shikotsumyaku: Kazzu No Kiri) - Shikotsumyaku: Blade Of Kars
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user creates a blade of bone on their forearm where the blade is pointing in the direction of their elbow. At first glance that's all it looks like, but in reality it's similar to a chainsaw. What it is, the user uses their chakra like a chain, and uses it to carry tiny bone spikes on the blade, and make it spin like a chainsaw.
Note: Only taught by -Best-

A DBP chainsaw
 
Last edited:

Ester

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Cone Snail/ Cone Snail Arts
(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all Being one of the two grand masters of the family. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two people on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally and The same speed as the users while the strength of the harpoon equals S rank. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste inside the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. Virgo has ties to every single summon inside the cone snail family, thus branching off her powers upon birth. Once per battle she is able to draw fourth power from any of the cone snails not currently summoned. This will allow her to use the unique ability of said cone snail (Example, If she takes power from Aquarius, she would be able to sense bodies of water and use water up to S rank for the remainder of her time on the field). Once activated, it cant be deactivated.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon or activating her special ability
Note: The cone snail that power is being drawn from cant be on the battle field
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

(Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will only allow the opponent to use two jutsus in their next two moves, and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to 50 meters away allowing her to be alert with water be it from a distance or even below.[/COLOR] Also due to her mastery of water, she is not only able to use the water element up to and including S-Ranks.

Note: Last for 4 turns
Note: Striking with the harpoon or using water jutsus count as one move per turn
Note: The poison stays in the opponent body for 2 turns
Note: No other summons on the field at the same time
Note: Can only be summoned once per battle

(Ensui Katatsumuri Kuchiyose: Iteza) Cone Snail Summoning: Sagittarius
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: Sagittarius is the archer and assasin of the cone snail family. Due to their fighting mechanism this is very important and easily places him at the top with other with special abilities due to his quickness alongside his extreme great accuracy,and eye sight. Sagittaruis is 2 feet long and 2 feet tall (The shell is included in the size), Being able to ride or attach himself to the user for mobility. His regular body is a faded black color though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a midnight black color with small white patterns all around it with the sagittaruis symbol (♐) on the side of his shell. His voice is very low but stern. He doesnt talk much unless he is talked to. The shell takes the shape of a cone and even though he is one of the smaller ones, his shell is very tough for his size giving her immunity to A rank and below elemental techniques and up to A rank Taijutsu (this does not include eig taijutsu) when he withdraws into her shell, this being his defense (This is excluding all techniques that came from below as he is vulnerable to all attacks from below due to the shell not covering the bottom half). Just like every cone snail he has a harpoon for a tongue his being the twice the size of a senbon. Allowing him to launch his harpoon (Tongue) towards an opponent with great speed twice as fast as Aquarius. Whats unique about this cone snail, is unlike all the other cone snails. His harpoon (tongue) contains no poison, but his harpoon shoots the fastest and is the strongest for its size being S rank in strength. Sagittarius is known for quick assassinations due to its incredible archer skills. He is able to track things faster then a normal shinobi (That of a tai master) , and can see twice as far as a regular shinobi. This is due to his harpoon (tongue) being able to reach long range unlike most cone snails as all of them except for one (excluding himself) reach up to mid range. His harpoon can pierce the flesh with extreme ease and like all of the cone snails. He can either hook his prey/opponent and retract his harpoon causing the opponent to retract alongside it, or not hook his opponent and retract it either way. Sagittarius tongue is extremely flexible, which wont allow his tongue to be severed unless its by strong piercing techniques (most wind, and lightning techniques (A rank and below). Kunais, Shurikens, swords, etc dont work)

Note: Can only be summoned once and can stay on the field for 4 turns
Note: The harpoon strike counts as a turn
Note: This cone snail does not contain any poison in its harpoon thus its only lethal if struck in a place such as the heart or brain.

(Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/a
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, increasing its speed by +3 of the users speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail

(Ensui Katatsumuri Kuchiyose: Futagoza) Cone Snail Summoning: Gemini
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Gemini is the most interesting summon out of the bunch due to their personalities. Gemini are twin fraternal siamese twins. One female and one male, being the prodigy of the slug snail family being one of the two boss summons next to Virgo. Their size is roughly a little bit bigger than a basketball and the shell is included in the sizing, thus they typically stay on the shoulder of the summoner. Despite being twins, their regular body colors are different. The male is white and the female is black, though you can never see their full body as its attached to the shell, you can tell by their eyes, as they stick out from the shell along with their mouth. Their shell is very unique also, as the color splits in half. It is black on the male side and white on the woman side with the gemini symbol (♊) on the very center of their shell. Both of them speak separate but their thoughts are linked together and communicate different. The female is very vocal and thorough, as the male doesn't like to talk much, but rather fight (though he will talk if he wants to). The shell takes the shape of a cone and is very sturdy, giving them immunity to B-rank and below elemental techniques and up to A-rank Taijutsu (excluding EIG techniques) when they withdraw into their shell, this being their defense (this is excluding all techniques that come from below, as they are vulnerable to all attacks from below due to their shell not covering the bottom half). Just like every other cone snail, they have a harpoon for a tongue—theirs being twice the size of a kunai. Furthermore, they are able to launch their harpoon (tongue) towards an opponent with great speed (only up to mid range and travels as fast as a thrown kunai), and with great power (being S-rank in strength and counts as a move). The poison residing in this cone snail is of medium scale potency. Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (harpoon) and spread inside the opponent's body with extreme haste towards the opponents body system causing the opponents body to become fatigued from the poison. The poison will spread each turn causing the opponent to become more sick and sick to where their senses are thrown off due to the poison shutting down their system and if not dealt with being lethal (after 4 full turns); depending on where the harpoon is shot, it can be immediately lethal as well (piercing through the head, or heart). Gemini can then withdraw the harpoon bringing the opponent with it or release the harpoon from the opponent's body, retracting the harpoon it itself. The cone snail's preferred tactics are withdrawing into the cone shell for defense and extending the harpoon for offense. Gemini being the most unique and considered prodigies, they learned to work in unison with not only each other, but also their summoner. They are skilled in the art of chakra sensing and chakra suppressing. The female is able to suppress her chakra and anybody else's if they are in physical contact with her. The male is able to sense chakra to a very powerful degree, and can extend this ability to the summoner so long as they're in physical contact.

Note: Can only be summoned once per battle, and stays on the battle for 4 turns
Note: No other cone snail be on the battlefield the same time as them
Note: Sensory takes up 1 move slot (does not effect time frame)
Note: Suppressing takes up 1 move slot (does not effect time frame), and whilst suppressing chakra, the recipients of the technique cannot use any other ninja skills

(Ensui Katatsumuri: Sasori-za) - Cone Snail Summoning: Scorpio
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Scorpio is by far the most hideous and vile Cone Snail to have ever existed, often considered as the black sheep of the Cone Snail family. He stands at roughly 2 feet high, and 3 feet long long (The shell is included in the size), just small enough to ride on the user. His regular body is gray though you can never see the full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His shell is a pitch black color with deep red streaks all down his shell with the scorpio symbol (♏) on the side of his shell. He has a rather disturbing voice, said to be similar to that of a dying person. Most notably, he is known for often disregarding the commands of his summoner and speaking (English) in a foul manner very similar to manda. His shell takes the shape of a cone and is very sturdy, giving him immunity to B rank techniques and below. The Shell is capable of defending against an A Rank technique once but breaks right after. The shell does not however protect Scorpio from attacks that come from below, as his shell does not cover his bottom half. However, to make up for it, he carries the unique ability to completely enclose himself with his shell whenever he withdraws back into it. Just like every cone snail he has a harpoon, his being roughly twice the size of a kunai. This trait allows him to launch his harpoon towards an opponent, with the harpoon itself being A Rank in strength. However, what truly makes Scorpio the most dangerous is that his harpoon carries a toxin that is more dangerous than that of any other existing Come Snail. Even the slightest graze or cut can prove to be deadly as the toxin breaks down the targets body on cellular level, killing off all of the victims cells in the direct vicinity of the wound. While there are no notable signs in the first turn, the wounded region turns black by the second turn, indictating the spread of the toxin. By the third turn, the entire limb or region is affected after which the target will fall unconscious due to severe pain. Failure to acquire treatment even after this will result in the targets death. However, depending on where the harpoon was shot, the attack can effectively kill off the target much earlier (such as piercing through the head or heart) while also scorpio can release the toxin via imapling the opponent and releasing the toxin in their body, thus causing the opponent to faint in 2 turns instead of 3. Scorpio can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Besides his general Cone Snail abilities, Scorpio unlike most excluding Sagittarius takes pride in fighting with their harpoon and the only cone snail with access to sound chakra. Besides being able to use Sound Ninjutsu involving destructive sound waves. Once per battle, Scorpio can impale the ground sending their chakra beneath the opponent. He will then cause the chakra to resonate at very high frequencies causing a large sound explosion that gives off a very loud screech upon explosion that spans mid range in all directions. Causing anybody within short range of the explosion to become distorted, throwing off their balance not being able to use jutsus that require focus (S rank and above) for 2 turns.

Note: Last for 4 turns
Note: Striking with the harpoon counts as a
Note: Each and every ranked ability counts as a move.
Note: Using the special ability Sound jutsu reduces Scorpios duration by one turn.
Note: Can only be summoned once per battle


(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is one of the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B-rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Sage-rank). The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Being the only other cone snail with access to an elemental affinity. Thus she is able to harden her shell increasing her damage immunity by one rank (but decreasing the damage immunity by one rank to Lightning). The special thing about Libra is her ability to use the added weight and light weight jutsu. The cone snail, as she lays on the user, will insert her earth chakra into them. Increasing the user's weight will halve their speed, but boost their Taijutsu damage by one rank. On the other hand, decreasing the users weight will double the user's speed, but decrease their taijutsu by one rank. Using the weight decrease can be used to dodge attacks while also the cone snail is able to freely use this ability as well as bring the users weight back to normal.

Note: Can stay on the field for up to 4 turns.
Note: Libra can only fuel chakra into the user once per turn.
Note: The earth techniques count as one of the user's 3 turn.




-(Ensui Katatsumuri: Kawa mikiri) Cone Snail Art: Shell Of Solitude
Type: Supplementary | Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/a (60 if crushed)
Description: This is a common technique for the cone snail art family, or any snail family. Derived from the toad stomach techniques exclusive to toads but with alot of unique twist. The user will reverse summon him and his opponent inside the shell of a large cone snail. The shell is 5 Meters wide, 20 meters high (this is due to the shell unique cone shape) and 10 meters both and forth of both the user and the opponent. The shell of the cone snail is infused with large amounts of chakra, making it very hard and sturdy, but not impossible to break. The unique thing about this technique is that, once the user reverse summons both him and his opponent, it is pitch black, and they are summoned on the body of the cone snail. Once this happen, similar to toad crushing stomach, the user will cause the body of the snail to absorb the body of his opponent down into the main body. As the opponent is being absorbed, the snails body will contract, crushing the opponents body the deeper it gets dragged down into its body. If the opponent gets fully absorbed, his whole body would not only be crushed but will also suffocate.

Note: Can use a max of 3 turns
Note: The shell due to its hard nature, it will take A rank to break the shell. Once broken both the user and opponent are returned to the field.
Note: Must wait 3 turns before this technique can be used again
Note: Can only be used by those who have the cone snail contract

(Ensui Katatsumuri: Shita Koudoutai) Cone Snail Art: Tongue Of Zodiacs
Type: Offensive | Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is one of the common techniques of the cone snail family, with shell of solitude being the defensive cone snail art, this would be the offensive one. The user first draws some blood from a finger, then either makes a single handseal or slams the bloodied hand on the ground. The resulting phenomenon calls forth the tongues (Harpoons) of the cone snail family from their body or the ground. If it is used from their own bodies (via a handseal), they cause the harpoon to launch from anywhere from their torso, the palm of their hands, their legs, mouth (just nowhere that wouldnt make sense like the eyeballs, or the neck, etc) towards the opponent, or can be used for supplementary purposes. Or the user can slam their hands on the ground summoning fourth harpoons from a summoning seal below the target impaling them. The unique thing about this technique is they are coated with toxins that even if it grazes the opponent, the effects kick in. This would be one of the mild toxins of the cone snail family of course. The toxin once enters the stream would cause the opponents body to be really fatigue, restricting them from using jutsus that require focus (mental jutsus, S rank and above) Though it is not lethal. The harpoons must be summoned outside of a three-meter radius around the opponent.

Note: Can only be used thrice per battle
Note: The harpoons are roughly the size of a kunai and strong enough to neutralize earth of equal rank
Note: Has a two-turn cooldown.
Note: The user can create up to 4 harpoons at one time, splitting the rank of the jutsu.
 
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