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<p>[QUOTE="Alyx, post: 22053178, member: 86283"]</p><p style="text-align: center"><strong><span style="font-family: 'Book Antiqua'"><img src="https://media3.giphy.com/media/dZcMs4BOvrlKe7mTZ3/giphy.gif" data-url="https://media3.giphy.com/media/dZcMs4BOvrlKe7mTZ3/giphy.gif" class="bbImage " style="" alt="" title="" /></span></strong></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Animal:</strong> Cthulhu</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Scroll Owner:</strong> Mirai</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Users who have signed contract: </strong>N/A</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Boss if existing:</strong> Cthulhu, The Great Old One</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Summoning Animals tied to contract:</strong> Leviathan, Spawn of Cthulhu</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description and Background:</strong> Cthulhu, a name feared by many since the earliest records of human kind. A high class divine entity that has said to come from beyond the stars, is a powerful alien being. His arrival to earth was near the dawn of the age of mankind, after the countless wars held against Tiamat, but his existence was considered an anomaly as his origins where not of earthly creation, even by the old gods of the world. In truth he came from another dimension of existence far away from the current one known. Where he terrorized the humans of the east, driving those who came near him mad. It wasn't until centuries later he was finally sealed at the bottom of the ocean in his own ruins known as R'leyh. It was from there, the Great Old One started to plot his return, as those humans who sealed him continued to perish, the seal to his ruins continued to weaken. As time passes, Cthulhu gave birth to his children, the Spawn of Cthulhu and his true and only successor named Leviathan. They roam the world, terrorizing humanity and seeking the final key to their father's awakening, the Vessel of the Outer Gods (Contract Holder).</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Cthulhu is described as a giant creature, being humanoid with an octopus like head, draconic wings but his anatomy is too complex for humans to understand. Leviathan and his siblings (Spawns) look near identical to their father, though the physical differences are noticeable. Likewise, the spawns and Leviathan all share the same abilities as their father, though weaker compared to his level though Leviathan is still stronger than his siblings in comparison. Their abilities are as followed:</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Anatomy of Shapeshifters (Basic Ability 1#) -</strong> This is the most common ability across all the creatures. Their bodies are extremely malleable, capable of reshaping for various purposes such as creating weapons for offensive or defensive purposes, wings for flight (something Spawn naturally lack as opposed to their father and elder brother Leviathan) etc. This can also allow them to blend into modern society, capable of taking on the appearance of other humans and animals, so much so they can even imitate vocals of others. This ability will be submitted as it's own technique.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Eyes of the Gods (Basic Ability #2):</strong> Despite its name, this ability refers to Cthulu and his children’s ability to sense the Chakra, or souls of other beings. Be it human, animal or other, if they possess either Chakra or a soul, they are within his scope. This is potent enough that even it is impossible to hide one’s Chakra or spiritual presence from them regardless of method or skill. This allow him to remember individuals he’s encountered or even deduct elemental chakra natures. This extends up to 1 adjacent landmark in ninja world.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Telepathic Communication (Basic Ability 3#) - </strong>The final basic ability of the creatures are their ability to communicate with each other telepathically. This done among the creatures themselves, with the Vessel of the Outer God, allies or even enemies, prying into their minds to speak. This is strictly used for communication purposes, in which they can respond back to the creatures as well. This doesn't require a move slot in order to utilize, simply being cosmetic.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Ink Manipulation and Generation (Unique Ability #1) - </strong>Cthulhu and his offspring are capable of creating ink naturally from their bodies, in which they manipulate it via Ink Ninjutsu. They do not require ink brushes, simply using shape manipulation with their chakra. They are all treat as Apex Handseal Specialists, needing no hand seals in order to perform the techniques.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Madness Induction (Unique Ability 2#)</strong> - An inherent ability is the creatures ability to induce madness into those nearby. This is done by an ability similar to Killing Intent, where the creatures causes those who experience this to see images of their death, which can invoke nausea, panic and unwillingness to approach the summon. This is an inherent ability they trigger mentally when desired, being a passive ability, which also causes those affected by to lose one rank in power to their techniques when within short range of the summon (counting as debuff), which this effect persists up to three turns, even if having left short range. However after being exposed, the target is unable to be affected until an additional two turns had passed after the madness ends, but can only be targeted once more for the battle. The effects also trigger on other summons/animals where animals who are one rank lower or lacking a rank per say (such as Inuzuka Ninken, Aburame Bugs etc) automatically become rendered unconscious when within short range, lasting for as long as they remain within this range. Summons instead flee from battle, leaving their masters aid. Vessel of the Outer God are immune to these effects as well as other creatures of the contract are immune to each other’s affects. The ranking of each madness induction will be mentioned in each summon. They also do not need to focus this ability; those are capable of performing techniques but can also willingly not induce said madness onto others. </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Contract Animals</strong></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">(Kuchiyose No Jutsu: Kuto~urufu, Kyū shihai-sha) Summoning Technique: Cthulhu, the Great Old One</span></p><p><span style="font-family: 'Book Antiqua'">Type: Summon</span></p><p><span style="font-family: 'Book Antiqua'">Rank: F</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 50</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A (- 10 Per Summon)</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Cthulhu, the Great Old One in the battle. However, simply doing this isn’t without a cost, as the cosmic creature takes an extra compensation of his summoner’s life energy (-10 HP) which cannot be negated even with Yang Specialist or any other sort of damage reduction skills. Once summoned, this monstrosity nigh immediately towers over the battlefield, rivaling Manda in size alone, with a humanoid body. His head shaped akin to an octopus with many tentacles protruding from his face with beaming red eyes and draconic like wings enabling him to fly. Personality wise, Cthulhu is a very emotionally detached being, showing little to no care for humanity, outside of his Vessel. He is patient and highly observant - waiting for the day his seal is finally broken so he can unleash havoc on humanity once more. He loves his children but at times can be seen as rather militant with them, referring to them as his soldiers rather than his off spring. His desire to rule over this dimension is vast, wanting to expand his reach outside his original dimension to this one. Cthulhu’s sheer presence is known to cause many to be driven completely mad, something that’s almost true (via Madness Induction). He is capable of moving at speeds equivalent to a Sage Rank Shinobi, with his Madness Induction affecting Sage Level and below Shinobi or S-Rank and below summons, with his Madness Induction being Forbidden Ranked in nature. Outside of his inherent powers, this divine monster has his own unique skills, namely “World Shaper” and “Call of Cthulhu”, which are achieved through Natural Energy.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">World Shaper (D – S): The unique skill Cthulhu possess, allowing the monster to shape the very world he walks on, namely controlling the environment to his leisure. This can be seen as an advanced version of Sage Arts: Inorganic Reincarnation but without Sage Mode as a requirement, as he naturally controls it and also on a larger scale, extending his control to liquids and even the very air around him. This allows him to mold them into various shapes and forms, namely constructs with solids, blasts and powerful twisters with winds etc. The creation of these things is limitless and only limited by Cthulhu’s own imagination. The amount of Chakra he fuels into these creations determines how strong they are. These cannot be spawned within 5 meters of the enemy however and are treated as neutral to Elemental Ninjutsu. All Ranked applications that are projectile in nature have a Range of Short - Long, while those that actively manipulate the environment are Short - Mid . A-Rank can only be used thrice per battle with a cool down of one turn between each use, while S-Rank can only be used twice per battle, having a cool down of three turns instead while making him incapable of using this skill up to A rank and above for two turns. Finally, any use of World Shaper must come from Cthulhu himself, and not some extension of his being, such as those created by "Anatomy of Shapeshifters".</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Call of Cthulhu (S): The second unique skill to Cthulhu himself, where the monstrosity is calls upon his control of Natural Energy around him. In doing so, the natural energy takes the form of a cloak of sorts, masking himself or his Vessel. This cloak serves as a protective armor or sorts, flickering like a miasma in nature but in true is capable of defending. This cloak corners the entire body, but it doesn't obscure the target's ability to breath, see or any other essential. It has a damage reduction upon interacting with techniques, causing them to lose - 20 DMG on interaction. This technique will continue to persist even after interactions, only disappearing after naturally timing out or ending prematurely as it only acts as damage reduction; meaning techniques will continue and strike the one shrouded in the cloak for full damage if the technique isn't fully stopped. This ability can only be used twice per battle, lasting three turns and having a cool down of three turns. While active however Cthulhu cannot utilize his "World Shaper" ability either.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Cthulhu can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Kuchiyose No Jutsu: Rivaiasan, Doriimu Wiibaa ) Summoning Technique: Leviathan, the Dream Weaver</span></p><p><span style="font-family: 'Book Antiqua'">Type: Summon</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Leviathan, the Dream Weaver in the battle. Once summoned, this monstrosity nigh immediately towers over the battlefield, being roughly 30 meters tall. While he looks identical to his father and lesser siblings, the egotistical off spring wanted to give himself a new "look". Thus when he appears in battle, utilizing Anatomy of Shapeshifter passively - he becomes a sort of hybrid of his base form but resembling that of a demonic whale/dragon hybrid. Personality wise, Leviathan is a far more egotistical than that of his father and siblings. He seems himself above all of humanity, often times questioning his loyalty even towards the Vessel of the Outer Gods. He only serves the latter out of respect of his father's desires and dreams. Despite all this, he shares the same base abilities as his siblings and father, but like them has his own unique powers while moving at the speed of an Jounin Ranked Shinobi. His Madness Induction is considered S-Rank, affecting Jounin Ranked and Below Shinobi or A-Rank and Below Summons/Animals. As his title might suggest, Leviathan is a master of dream weaving, aka Genjutsu. He is capable of utilizing any basic Genjutsu the Vessel of Outer Gods is capable of up to S Rank and without the need of handseals, only needing to create body gestures. While this is considered rather basic in itself, his use of Genjutsu isn't without a twist. Illusions where the target perceives some sort of sentient being or animal, i.e Illusion Technique: Crushing Snake Constriction where it creates an illusionary snake, Leviathan can manipulate the illusion, causing an illusionary form of himself instead to appear in a snake like form.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Leviathan can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Kuchiyose No Jutsu: Tamago no Kuto~urufu ) Summoning Technique: Spawn of Cthulhu</span></p><p><span style="font-family: 'Book Antiqua'">Type: Summon</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth a Spawn. These monstrosities are the basic summons of the contract, all appearing the same so to speak. While in base form, they resemble their father, they lack his wings which is used for flight (though can be grown via Anatomy of Shapeshifters). However in the end, they are his foot soldiers - showing little diversity outside of their shared abilities. Their Madness Induction is considered A-Rank, affecting Chunnin Ranked and Below Shinobi or B-Rank and Below Summons/Animals. Personality wise, all the Spawns can sometimes be deemed rather mindless. It's rather rare for any of them to exhibit any sort of personality outside being completely devoted to the desires of their father and the Vessel of the Outer Gods, but they are capable of thinking for themselves in terms of combat or other problem solving skills/everyday task. Some of them are capable of utilizing one of the basic five elemental natures (to be stated when summoned) but this can only be used up to A-Rank without the need of hand seals They move at speed equal to that of a Chunnin Ranked Shinobi while capable of tracking them by x2 their base speed (gained from Eyes of the God) while being roughly ten meters tall, though can easily shrink down via Anatomy of Shapeshifers.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Only one Spawn can be summoned at a time or be present. They can be Summoned thrice per battle. They remain in battle until they are defeated or dismissed by the Vessel of the Outer Gods.[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Contract Arts</strong></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler](Kaibou-gaku no Sheipushifutā) Anatomy of Shapeshifters</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offense, Supplementary, Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: D - S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 10 - 40 (-5 to Sustain)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 20 - 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: This technique acts as the outline of Cthulhu and his children's ability to shape their natural body. An intrinsic ability, these summons are capable of manipulating their anatomy to a minor to large degree, ranging from shifting their limbs into powerful physically blunt or sharpen constructs, down to completely mimicking the appearance of humans and animals alike, with them being anything the user desires (within reason, such as not being able to make waves or anything that "detaches" from the summon). These changes can be made for offensive, defensive and supplementary purposes, depending on the needs of the summoner or summons themselves. They can use it to increase or decrease in size though they can only grow x1.5 their original height while also creating limbs they originally didn't have such as wings to fly or tentacles to grab and constrict others. These limbs can grow and reach up to mid-range of Spawn of Cthulhu, while Leviathan and Cthulhu himself can reach up to long rang, with the amount of damage ranging based on the rank applied. D - B Rank can be used at unlimited amounts of times, A rank capable of being used thrice per summon in battle and S rank twice per battle with each having a cool down of two turns before being capable of using it again. These constructs are considered neutral to elemental ninjutsu and multiple can be made in a single use, though the damage splits based on rank applied. Signers of the contract with the ability to access "Sage Mode (Imperfect or Perfect) " can also utilize this on themselves as well due to their similar anatomy, though can only go up to mid-range. While clashing with opposing techniques, these constructs do not cause any damage to the summons themselves, simply being extensions of themselves. However if they are overpowered by opposing techniques, the extensions simply detach and become useless.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Riehian) R'lyehian</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Range: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: R'lyehian is not a traditional technique in the sense of common ninjutsu. Rather, R'lyehian is a very unique language that only those who are recognized as the Vessel of the Outer Gods or Cthulhu himself or any of his offspring are capable of understanding. While the alien god is capable of understanding the human language, having been in this dimension for multiple centuries – Cthulhu’s native tongue is one of unknown earthly origin. In terms of R'lyehian’s purpose, it usually serves no purpose other than to allow the user the Vessel of the Outer Gods and the other aliens of the contract the ability to communicate in battle without directly revealing information. This allows them to effortlessly talk with each other to formulae battle tactics, simple communication while traveling etc. Those who hears this language are incapable of deciphering the words that are spoken, though the user is or summons are capable of teaching others or explaining what they said if desired. The user also makes it a common practice to think with this language quite often, which in turn causes those who are capable of reading minds to be unable to gain information through vocals or visual as words within the users’ memories are all automatically rewritten to prevent information from being released. While they might experience a memory, those within said memories (should there be speech) will also be altered by the user to only being capable of hearing R'lyehian language. In the end, this technique is merely cosmetic as it doesn’t require any sort of activation nor does it cost a move slot. It however must be mentioned within the user’s bio or at the start of battle in order to be in effect. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Kanpekinanin Kuchurian Sennin Modo ) Perfect Cthulhuian Sage Mode</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: N/A ( -10 turn to sustain )</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: Active + 30 damage to all Ninjutsu and Taijutsu up to S rank.</span></p><p><span style="font-family: 'Book Antiqua'">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 molded 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 move/fly at 3x his speed and sense chakra (on the level similar to Eyes of the Gods) and his/her perception and reflexes are enhanced. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. In addition to this, the user is able capable of utilizing Madness Induction, allowing them to affect targets of Jonin Rank and lower, and entities such as Summons, Ninken, Aburame Insects, etc up to S-Rank. Lastly, the user gains access to Cthulhu like anatomy, gaining darkened skin and a malleable body with draconic wings capable of flight (ability to use Anatomy of Shapeshifters, Telepathic Communication and other Contract Arts) and other physical feats granted by Sage mode.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve. </span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]<img src="https://cdn.discordapp.com/attachments/638588531693977612/898816756708151356/f3029047929456b5c6ef88e3bfbe09bc.png" data-url="https://cdn.discordapp.com/attachments/638588531693977612/898816756708151356/f3029047929456b5c6ef88e3bfbe09bc.png" class="bbImage " style="width: 284px" alt="" title="" />[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[HR][/HR]</span></p><p><span style="font-family: 'Georgia'">Summoning Animal: Church Grim (Spectral Hound Church Guardian)</span></p><p><span style="font-family: 'Georgia'">Scroll Owner: Red-Robin</span></p><p><span style="font-family: 'Georgia'">Other Users who have signed contract: N/A</span></p><p><span style="font-family: 'Georgia'">Summoning Boss if existing: N/A</span></p><p><span style="font-family: 'Georgia'">Other Summoning Animals tied to contract: N/A</span></p><p><span style="font-family: 'Georgia'">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. 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.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Church Grim also 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 different Jutsu from both basic elements, leaving strategic formations between it and it's Summoner brimming with possibilities if used wisely.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">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. Note that given the direct spiritual link that the Grim has with its Summoner, they are limited to speeds up to user's rank +2.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">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 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.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">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 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 halved, and the damage of their techniques to be reduced by 1 Rank, or -20, which count as an active debuff.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Summons</span></p><p><span style="font-family: 'Georgia'">[spoiler]</span></p><p><span style="font-family: 'Georgia'">(Kuchiyose no jutsu: Supekutoruhaundo Kyōkai no Gādian Rutsu) Summoning Technique: Spectral Hound Church Guardian Ruth</span></p><p><span style="font-family: 'Georgia'">Type: Supplementary/Summon</span></p><p><span style="font-family: 'Georgia'">Rank: A</span></p><p><span style="font-family: 'Georgia'">Range: Short</span></p><p><span style="font-family: 'Georgia'">Chakra Cost: 30</span></p><p><span style="font-family: 'Georgia'">Damage: N/A</span></p><p><span style="font-family: 'Georgia'">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 A-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 A-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, Ruth is capable of performing up to two S-rank Earth techniques per encounter. Finally, like all Church Grim, Ruth is capable of performing the natural ability of biting (A-rank damage) twice per encounter, while tackling and clawing (C-rank damage) can be performed a combined total of four times per encounter, at the cost of one of the user's 3 Jutsu slots per turn each. [/spoiler]</span></p><p><span style="font-family: 'Georgia'">Contract Arts</span></p><p><span style="font-family: 'Georgia'">[spoiler]</span></p><p><span style="font-family: 'Georgia'"><strong>(Gādian Ikatsui Gigei: Henkan ni Jin'ei) - ✢ Church Grim Arts: Return to Shadows ✢</strong></span></p><p><span style="font-family: 'Georgia'"><strong>Type</strong>: Supplementary</span></p><p><span style="font-family: 'Georgia'"><strong>Rank</strong>: B-rank</span></p><p><span style="font-family: 'Georgia'"><strong>Range</strong>: Short</span></p><p><span style="font-family: 'Georgia'"><strong>Chakra</strong>: 20 (-5 per turn)</span></p><p><span style="font-family: 'Georgia'"><strong>Damage</strong>: N/A</span></p><p><span style="font-family: 'Georgia'"><strong>Description</strong>: Henkan ni Jin'ei is a defining technique that indicates the true spiritual origins of the Church Grim, as well the spiritual bond that they share with their summoner. Through the application of the necessary Chakra, a Church Grim is capable of manipulating the very makeup of their form that, upon rushing to the side of their summoner and lunging into their shadow, they are capable of changing themselves into a phantasmal state of being that, like a wisp of blackness, submerge themselves into the earth that is directly outlined by the shadow of their summoner, allowing for them to move relative to the summoner's shadow as the effective boundary without need for additional effort on their part. While in this state, the Grim is capable of communicating telepathically with the summoner as per usual by way of their spiritual bond with them, but are incapable of interacting with the material world or use techniques until they disperse this technique or it times out. Because of the natural of this technique relying on the outline of the summoner's shadow, it is possible for the Grim to be forced out of this state of submergence by removing the shadow entirely in any logical sense, such as the summoner leaving the ground and being airborne more than 10 meters high, submerging themselves into the ground or other solid substance, or by removing all source of light that would produce a shadow.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><strong>Notes</strong>:</span></p><p><span style="font-family: 'Georgia'">-This technique once used lasts for a maximum of 3 turns.</span></p><p><span style="font-family: 'Georgia'">-Outside of combat, this technique can last indefinitely, and costs no Chakra.</span></p><p><span style="font-family: 'Georgia'">-If the shadow of the summoner is removed entirely inadvertently, the Grim will be forced out of the shadow and return, being incapable of using any Chakra-based techniques the same turn.</span></p><p><span style="font-family: 'Georgia'">-Can be used in the shadow of both the original summoner and any of their clones. [/spoiler]</span></p><p style="text-align: center"></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Seahorse Summoning Contract</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Animal: </strong>Seahorse ♞</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Scroll Owner:</strong> McRazor</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Users who have signed contract:</strong> Dragy, Cobalt, Yashiro, Zaphkiel, Mirai</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Boss if existing:</strong> Kingdra</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Summoning Animals tied to contract: </strong>Glaucus, Chaos, Aeolus, Hephaestus, Xewioso</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description and Background:</strong></span></p><p><span style="font-family: 'Book Antiqua'">Seahorses live in almost every sea and ocean around the world and there are currently 54 recognized species. They are one of the most majestic creatures found on earth, with seahorse mythology being found worldwide. Seahorses are renowned for their unique morphological features. The seahorse is a blend of a host of diverse creatures. The seahorse is said to have a head of a horse, a snout of an aardvark, eyes of a chameleon, pouch of a kangaroo and the tail of a monkey.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Seahorses are truly unique, and not just because of their unusual equine shape. Because of their body shape, seahorses are rather inept swimmers. In fact, Seahorses prefer to rest in one area, sometimes holding with their tails on to the same coral or seaweed for days. They beat their fins very quickly, up to 50 times a second, but they do not swim quickly. They are, however, very maneuverable and able to move up, down, forward or backward at great speed but only short distances. Although they are bony fish, they do not have scales but rather thin skin stretched over a series of bony plates, which are arranged in rings throughout their body. Each species has a distinct number of rings which gives them an unique protective armor. Its body can be compressed to half its normal size without lasting damage. The body’s resilience comes from its structure: approximately 36 square segments, each made of four bony plates. The plates connect to the spinal column’s vertebrae with collagen and can glide past one another, keeping the spine safe. This allows them to survive physical and pressure damage up to a single B rank, two C rank or four D rank techniques, before dispersing to their homelands.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Since the Seahorses are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Seahorses are experts at camouflage which enables them to change color to match their habitat, helping them fend of predators. While feeding they produce a distinctive click each time a food item is ingested. The same clicks are heard with social interactions. This gives them the ability to communicate with their summoner, once he learns their clicking language which is achieved after finishing the training and adopting to the animal. Unusual among fish, seahorses have a flexible, well-defined neck and eyes that can move independently of each other which provides great awareness.</span></p><p><span style="font-family: 'Book Antiqua'">They mostly range from a few centimeters to a meter in size, while the boss summon is up to five meters and capable of protecting its summoner within its belly. Unlike any other animal species on the planet, Seahorses are the only males that become pregnant thus their belly pouch in which they carry the eggs during breeding season. The belly pouch has an oviduct which the user can use to enter or exit the pouch when in danger. Seahorses have a very unique chakra circulatory system which allows them to produce and manipulate water and wind techniques using their elongated snouts. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use the clicking noise as a medium for genjutsu. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Contract Summons</span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'"><strong> Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it has a completely unique abilitiy. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful and it is the center of its chakra system. Using its snout, Kingdra is able to mold and shape manipulate its chakra in order to aid the user in battle. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head. A great leader is said to be able to boost the morale of its army, thus why Kingdra is the boss summon. With its look and battle prowess it has proven itself to be a worthy leader of the Seahorse contract and an amazing companion to the Seahorse contractors. Upon summoning Kingdra, both the user and the opponent can sense its ominous presence. To the user, Kingdra's presence is a great morale boost as well as an ability boost. Kingdra has the unique ability to boost the users usage of the water element, but unlike any other generic boost. When in play, Kingdra helps the user by molding its own chakra and adding it to the users attacks. Effectively, this halves the users chakra usage and allows him for more precise and compact techniques. Following the damage and chakra scaling, the user would use only half of the required chakra while retaining the same damage value. Simplified, it is two users molding their chakra together in order to create a combo of the same technique. Regarding limitations, Kingdra has a chakra pool of 500 and it spans over a course of 3 turns while Kingdra is in action. Kingdra doesn't have the ability to use normal water techniques on its own, with the only exception being the technique that the user himself is performing at that very moment. However, all the regular Seahorse Arts are free to use for every summon within the contract and the same goes for Kingdra. Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have signed the Seahorse contract and have its tattoo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can use the boosting ability 1 time per turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Boosting ability doesn't increase damage in any way</span></p><p><span style="font-family: 'Book Antiqua'">Note: Boosting ability counts as one of the users 3 techniques per turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can stay on the field for 3 turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be summoned once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have signed the Seahorse contract and have its tattoo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Glaucus can stay on the field for 4 turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be summoned once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it could awake fear within the opponent although nothing alike killing intent. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A-rank and it can only be used twice per battle, with a 1 turn cooldown. Once sucked in, the water can later on be used for further techniques by the seahorse or user as a regular water source, however, the seahorse itself doesn't have the ability to immediately expel the water and would have to use a designated technique for that. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have signed the Seahorse contract and have its tattoo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Water suction can only be used twice per battle with a 1 turn cooldown</span></p><p><span style="font-family: 'Book Antiqua'">Note: Chaos can stay on the field for 4 turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be summoned once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong> Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create bubbles and air pockets within its own water source. After creating the bubble/s, Aeolus has two choices. It can either rapidly expel a massive amount of smaller bubbles that hinder the opponents vision and help the user prepare a covert attack or expel a big bubble that can be used to trap the opponent within it and contain his techniques. When used in rapid succession the bubbles don't pose a physical threat to the opponent purely by themselves but mainly serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength is divided (ranked for defensive scaling purposes). The other way of using the bubble is trapping the opponent, but it is a slower technique because it needs to travel to the opponent first. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have signed the Seahorse contract and have its tattoo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Bubbles can only be used twice per battle with a 2 turn cooldown</span></p><p><span style="font-family: 'Book Antiqua'">Note: Aeolus can stay on the field for 4 turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be summoned once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have signed the Seahorse contract and have its tattoo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown</span></p><p><span style="font-family: 'Book Antiqua'">Note: Evaporation can only be used once per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Using any of its abilities counts as a move turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Hephaestus can stay on the field for 4 turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be summoned once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Kuchiyose no Jutsu: Xewioso | Seahorse Summoning Technique: Xewioso</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: Forbidden Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short to Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 50</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 90 (-10 to the user)</span></p><p><span style="font-family: 'Book Antiqua'">Description: Despite what stories might say about him, Xewioso is not your usual seahorse. He was exiled from the community and banned from the gulf, sentenced to live a lonely life in the deepest depths of the oceans. For starters, his body has slight differences from your regular seahorse, which made the others distance themselves from Xewioso. He's got a green and yellowish body, longer than usual and he's got some unusual horns atop his head that developed for an unknown reason. His skin is covered in a large amount of uneven sharp bumps that look like scales, but aren't actually. He also has many sharp protrusions on his body and a longer mane than usual. Due to these, Xewioso could never fit in with the other seahorses and by being an outcast, he developed this chaotic and psychotic persona. He came to the point of insanity, with sharp red eyes capable of piercing through your soul with their stare. At some point in his life, Xewioso was in such a bad state that killing other seahorses and devouring their offspring became a fun game. Obviously, the others were disgusted by his monstrous behavior and they had to do something to punish him and to prevent further deaths. They locked him up, in the darkest and deepest part of the ocean where he can be found to this very day. In confinement and darkness, Xewioso has developed some unique abilities. At first they started as desperate attempts to break out and seek revenge, but although futile, through time these abilities became distinct and unique to him. When Xewioso was locked up, he would start spinning and shaking his body uncontrollably, convulsing his muscles unpredictably, trying to break out from confinement. This, in turn, caused friction to build up in between the water and the uneven sharp scales that covered his body, causing him to slow down and get tired quickly. After numerous attempts to escape, he found out that if he uses his chakra to create a very thin layer around himself, he can spin, shake and convulse for much longer periods. One such attempt resulted in electricity being created from the friction that took place. It allowed him to shine light on his cell for the first time and to try to find an escape. He kept going, he had to leave. With continuous usage of this newfound ability, Xewioso learned and adapted and thus became able to create electricity around his body by free will, almost instantly and he used his horns to harvest that electricity and in order to serve him as light bulbs. Although he was able to explore his cell thoroughly, he failed to find a way to escape. From that point, the only freedom he gets is when he's summoned into the battle. That's when he pushes his abilities to the maximum and when his hunger and lunatic desire to kill, come out. When in battle, Xewioso can use his body to create electricity and in order to electrocute his water source, which he can then further use to attack the opponent. The electrocution of water is strong enough to be considered as an S rank lightning technique that happens passively and instantly as he is summoned, due to his nature. He can use the electrocuted water to shoot out a barrage of sharp electrocuted S rank water senbon that are connected to Xewioso with thin lightning threads through which he can further channel the harvested electricity. If the electrocuted water senbon connect, then all Xewioso has to do is to send the S rank electricity through the threads in a murderous attempt. Such a combination is powerful enough to battle earth techniques with same strength. Once the water senbon wedge themselves into the earth, the electricity that Xewioso sends through, shatters the earth completely. Shooting the water senbon and the lightning surge are two different moves but due to the fact that the electrocution happens instantly as soon as he's summoned, the lightning surge and water senbon can be performed in the same time frame, although taking up 2 of the users moves. The problem that persists is being able to call forth Xewioso from such depths and because of his violence as soon as he enters the battle. Summoning Xewioso requires an extraordinary amount of focus in order to be able to control his actions and this, in turn, puts a strain on the users body and damages him. This is why it is generally forbidden to summon Xewioso and it is considered only as a last resort option. If the user gets caught within the electrocuted water source, he would suffer from electrocution and same goes for the opponent.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have signed the Seahorse contract and have its tattoo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can't summon other Seahorses in the same or next turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can't use Seahorse Arts in the same turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: User can't use S rank or above, Lightning or Water techniques in the same turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Senbon and lightning surge can only be used twice with a turn cooldown in between</span></p><p><span style="font-family: 'Book Antiqua'">Note: Senbon and lightning surge count as 2 moves</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can stay on the field for 3 turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be summoned once[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">Contract Arts</span></p><p>[spoiler]</p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Self</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 15 (-5 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Camouflage is a general trait of the seahorses. Being a stationary and passive creature, without any predatory skills, it developed camouflage as its own defense in order to survive on the sea bottoms. Camouflage works by changing the color of the seahorse to fit the natural nabitat. To a regular observer it would seem as if the seahorse vanished from sight and back into its homeland, leaving a bare water source behind it. It lasts for 2 turns or until deactivated. Dojutsu can see and locate the seahorse because it possesses a chakra circulatory system like humans.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must sign the Seahorse Summoning Contract</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Self</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The chakra enhanced armor consists of chakra being channeled into the scales that are encasing the body of the seahorse. Since the armor is one of the most unique defense mechanisms created by mother nature the seahorse has the ability to enhance it with chakra. What the chakra does is creating a new layer around the scales and adding extra durability to both the scales and the adhesive that is connecting them. This allows the scales to glide smother past each other and with greater care and precision, making sure that the seahorse can survive stronger techniques. The chakra enhanced armor allows the seahorse to survive an A rank technique before dispersing back to the depths of the ocean. It lasts for 3 turns or until deactivated or broken by an outside source.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must sign the Seahorse Summoning Contract</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using its chakra and the clicking noise as a trigger, a seahorse can place the opponent within an illusion where it starts giving birth. Seahorse giving birth is very specific and unique from most other animals. Seahorses are the only males that give birth and when they do, they undergo a rapid color change before releasing the newborn from the pouch in a burst-like manner. In the illusion, the opponent would see the seahorse's pouch momentarily grow and the seahorse rapidly change its color (to a brighter shade). Finally, with the first contraction the seahorse would release a burst of very small seahorses at the opponent with the intention to block his vision and to distract him. The usual amount of seahorses being born is around 1000 but can even go as high as 2500, depending on the species. The size of the newborn seahorses within the illusion also depends on the seahorse giving birth. For example, the boss summon would obviously give birth to larger seahorses than usual, because his size is unusual as well. Since the amount of seahorses being born is extremely high and inappropriate it can be well explained. Like almost all other fish species, seahorses do not nurture their young after birth. Infants are susceptible to predators or ocean currents which wash them away from feeding grounds or into temperatures too extreme for their delicate bodies. Less than 0.5% of infants survive to adulthood, explaining why litters are so large. In reality, the illusion is a simple distraction used in order to give the user an advantage against the opponent.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must sign the Seahorse Summoning Contract</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Shīhōsu Mōdo | <strong>Seahorse</strong> Mode</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-20 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The Seahorse Mode is a representation of the Seahorse Arts ultimate ability. To execute the technique the user is required to gather chakra and release it in the form of mist by exhaling it. The mist is infused with the users chakra and using shape manipulation the user shapes it into the form of Kingdra, the boss seahorse summon. While shrouded by the mist the users vision is not impaired because the mist isn't dense enough. Same way, the opponent is able to see the user properly. The misty shroud has many advantages but it is also a disadvantage for the user. When using the Seahorse Mode, the user gets vulnerable to lightning techniques due to the conductivity of the mist. Regarding the advantages, it allows a degree of protection from enemy techniques (A-Rank Fire techniques, B-Rank physical attacks), but the main ability of the Seahorse Mode is that it allows the user to perform water techniques without a water source by using the misty shroud as a medium (water source). Each usage of this ability, however, decreases the duration of the Seahorse Mode by 2 turns. This ability can only be used twice and there needs to be a one turn cooldown before using it again. This ability doesn't count towards the users techniques per turn but the water technique used via this ability does. Although the user can form water techniques from the shroud he still has to perform all the necessary handseals in order to properly mold and shape the chakra for the designated water technique. The secondary ability of the shroud appears to be a bit more freeform by allowing the user to shape the misty shroud into a long tail that can grab opponents within short range and pull or push them away. In order for the mist to be able to grab something it needs more solidity which is achieved by simultaneously making the misty shroud much denser by shape manipulating it. This ability has an A-Rank power and a mid range reach. While using Seahorse Mode the user becomes an embodiment of the seahorse due to the misty shroud and he can perform the Seahorse Arts techniques which, regularly, count as one of the users techniques per turn.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Must sign the Seahorse Summoning Contract</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be activated once</span></p><p><span style="font-family: 'Book Antiqua'">Note: Mode lasts for 6 turns</span>[/spoiler]</p><p>[hr][/hr]</p><p style="text-align: center"><img src="http://i.imgur.com/tEJwKSE.png" data-url="http://i.imgur.com/tEJwKSE.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 18px">Griffin CSC</span></span></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><strong>Summoning Animal</strong>: Griffin's.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Scroll Owner</strong>: Nathan.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Other Users who have signed contract</strong>: Yume, <a href="http://narutobase.net/forums/member.php?u=175514">BlackCrow</a>, <a href="http://narutobase.net/forums/member.php?u=181978">Iᴍᴘᴇяғᴇᴄᴛ</a>, <a href="http://narutobase.net/forums/member.php?u=66795">Lucifer</a>, <a href="http://narutobase.net/forums/member.php?u=125463">Flásh</a>, Mirai</span></p><p><span style="font-family: 'Times New Roman'"><strong>Summoning Boss if existing</strong>: Hono.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Other Summoning Animals tied to contract</strong>: Belphegor, Amaymon, Lilith, Akame, Toothless</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><em><u>Approval</u></em>: <a href="http://narutobase.net/forums/showthread.php?t=73952&p=3171326#post3171326">1</a>. (Was approved in one of the older CJ threads it seems)</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[HR][/HR]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#1: (Kuchiyose: Hono Gurifin Kōtei) Summoning: Hono, The Griffin Emperor</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<a href="http://narutobase.net/forums/showthread.php?t=157594&page=21&p=6326012&highlight=Griffin%27s#post6326012"><strong>Kuchiyose: Hono Gurifin kōtei) Summoning: Hono, The Griffin Emporer.</strong></a></span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S </span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Supplementary</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A (60 w/ A-Ranked fire stream's)</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scorching anything in his path. </span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Can only be summoned once per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Must have signed Griffin Contract.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Fire Stream count's as a move.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Fire Stream's are A ranked, and reach up to mid range.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Lasts 4 turn's before dispersing.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#2: (Kuchiyose No Jutsu: Berufegōru) Summoning Technique: Belphegor</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<a href="http://narutobase.net/forums/showthread.php?t=157594&page=21&p=6335382&highlight=Belphegor#post6335382"><strong>(Kuchiyose No Jutsu: Berufegōru) - Summoning Technique: Belphegor</strong></a></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Bell can only be summoned once per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Belphegor can stay on the field for 5 turns per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Can only be taught by the holder of the gryphon contract.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#3: (Kuchiyose No Jutsu: Amaimon) Summoning Technique: Amaymon</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<a href="http://narutobase.net/forums/showthread.php?t=157594&page=25&p=6431202&highlight=Lilith#post6431202"><strong>(Kuchiyose No Jutsu: Amaimon) - Summoning Technique: Amaymon</strong></a></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short-Long</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Amaymon can only be summoned once per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Amaymon can stay on the field for 5 turns per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Can only be taught by the holder of the gryphon contract.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#4: (Kuchiyose No Jutsu: Ririsu) Summoning Technique: Lilith</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<a href="http://narutobase.net/forums/showthread.php?t=157594&page=25&p=6431202&highlight=Lilith#post6431202"><strong>(Kuchiyose No Jutsu: Ririsu) - Summoning Technique: Lilith</strong></a></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short-Long</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Lilith can only be summoned once per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Lilith can stay on the field for 5 turns per battle.</span></p><p><span style="font-family: 'Times New Roman'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Note: Can only be taught by the holder of the gryphon contract.][/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#5: (Kuchiyose No Jutsu: Akame) Summoning Technique: Akame</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<a href="http://narutobase.net/forums/showthread.php?t=157594&page=22&p=6348475&highlight=Griffin%27s#post6348475"><strong>(Kuchiyose No Jutsu: Akame) - Summoning Technique: Akame</strong></a></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> B</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 20</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team.</span></p><p><span style="font-family: 'Times New Roman'">*Can only be taught by Mugen Ryukyu </span></p><p><span style="font-family: 'Times New Roman'">* Fireball counts as 1/3 moves a turn </span></p><p><span style="font-family: 'Times New Roman'">* Fireball is short-mid range</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[spoiler]<img src="http://i.imgur.com/QHQ6yx6.jpg" data-url="http://i.imgur.com/QHQ6yx6.jpg" class="bbImage " style="" alt="" title="" />[/spoiler][/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#6: (Gurifin Kuchiyose no Jutsu: Hanuke) Griffin Summoning Technique: Toothless</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<strong><a href="http://narutobase.net/forums/showthread.php?t=157594&page=239&p=18222520&viewfull=1#post18222520">(Gurifin Kuchiyose no Jutsu: Hanuke) – Griffin Summoning Technique: Toothless</a></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short </span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement.</span></p><p><span style="font-family: 'Times New Roman'">Notes:</span></p><p><span style="font-family: 'Times New Roman'">- Can only be summoned once.</span></p><p><span style="font-family: 'Times New Roman'">- Will remain on the field for a maximum of four turns. </span></p><p><span style="font-family: 'Times New Roman'">- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice. </span></p><p><span style="font-family: 'Times New Roman'">- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities. </span></p><p><span style="font-family: 'Times New Roman'">- The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva.</span></p><p><span style="font-family: 'Times New Roman'">- Each one of Toothless abilities count as a move. </span></p><p><span style="font-family: 'Times New Roman'">- Must have signed the Griffin contract[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#7: (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<strong><a href="http://narutobase.net/forums/showthread.php?t=157594&page=292&p=20175413&viewfull=1#post20175413">(Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten</a></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S-Rank</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short </span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A </span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Idaten:</strong> The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Benzaiten</strong>: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Can only be summoned once.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Each Griffin can remain on the field for a maximum of four turns.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Cannot summon any other Griffin for the next two turns.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Must have signed the Griffin contract.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#8: (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<strong>(Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda</strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of Taijutsu and Genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a Taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental Chakra, Garuda flaps his wings to release a pulse of Chakra(mid-range). Anyone caught within the radius, gets caught in the Genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his Chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 Chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Notes:</strong></span></p><p><span style="font-family: 'Times New Roman'">- Can only be summoned once.</span></p><p><span style="font-family: 'Times New Roman'">- Garuda can carry two people on its back.</span></p><p><span style="font-family: 'Times New Roman'">- Garuda can only use the Genjutsu mentioned above.</span></p><p><span style="font-family: 'Times New Roman'">- The Genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken.</span></p><p><span style="font-family: 'Times New Roman'">- The Genjutsu cannot be layered with.</span></p><p><span style="font-family: 'Times New Roman'">- Garuda lasts on the battle for 4 turns.</span></p><p><span style="font-family: 'Times New Roman'">- Must have signed the Griffin contract.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#9: (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<strong>(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void</strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Summoning</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> S-Rank</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 40 (-30 Chakra to activate his ability)</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Can only be summoned once, and can remain on the field for a maximum of four turns.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Cannot summon any other Griffin for the next two turns.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Must have signed the Griffin contract.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<img src="http://i.imgur.com/pQ9x1HM.png" data-url="http://i.imgur.com/pQ9x1HM.png" class="bbImage " style="" alt="" title="" />[/SPOILER][/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[HR][/HR]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#1: (Gurifon Gijutsu: Alfheim no Hane Ame) Griffin Art: Feathered Rain of Alfheim</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<a href="http://narutobase.net/forums/showthread.php?t=157594&page=283&p=19772270&viewfull=1#post19772270"><strong>(Gurifon Gijutsu: Alfheim no Hane Ame) - Griffin Art: Feathered Rain of Alfheim</strong></a></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Offensive/ Supplementary</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> B-Rank</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short - Long (Short AoE)</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 20</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> 40</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Can only be used a total of six times per-match/event..</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Must have signed the Griffin CSC.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#2: (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<strong><a href="http://narutobase.net/forums/showthread.php?t=157594&page=284&p=19954287&viewfull=1#post19954287">(Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen</a></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Supplementary</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> A-Rank</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 30</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> The skin reverts to homeland after 4 turns.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Can only be used once per battle/twice per event.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Must have signed the Griffin contract.[/SPOILER]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">#3 (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[SPOILER]<strong>(Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry</strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Type:</strong> Supplementary, Offensive</span></p><p><span style="font-family: 'Times New Roman'"><strong>Rank:</strong> A-rank</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Short - Mid</span></p><p><span style="font-family: 'Times New Roman'"><strong>Chakra:</strong> 30</span></p><p><span style="font-family: 'Times New Roman'"><strong>Damage:</strong> 60</span></p><p><span style="font-family: 'Times New Roman'"><strong>Description:</strong> While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralysing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralysed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a Chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this Genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up Chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Must be a signer of the Griffin contract.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Can only be used twice per-match.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Cool down of one turn before re-use.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Benzaiten & Idaten must both be present to use this technique.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Lasts for two turns.</span></p><p><span style="font-family: 'Times New Roman'"><strong>Note:</strong> Cannot be layered with another Genjutsu.[/SPOILER]</span></p><p>[/QUOTE]</p>
[QUOTE="Alyx, post: 22053178, member: 86283"] [CENTER][B][FONT=Book Antiqua][IMG]https://media3.giphy.com/media/dZcMs4BOvrlKe7mTZ3/giphy.gif[/IMG][/FONT][/B][/CENTER] [FONT=Book Antiqua][B]Summoning Animal:[/B] Cthulhu [B]Scroll Owner:[/B] Mirai [B]Other Users who have signed contract: [/B]N/A [B]Summoning Boss if existing:[/B] Cthulhu, The Great Old One [B]Other Summoning Animals tied to contract:[/B] Leviathan, Spawn of Cthulhu [B]Description and Background:[/B] Cthulhu, a name feared by many since the earliest records of human kind. A high class divine entity that has said to come from beyond the stars, is a powerful alien being. His arrival to earth was near the dawn of the age of mankind, after the countless wars held against Tiamat, but his existence was considered an anomaly as his origins where not of earthly creation, even by the old gods of the world. In truth he came from another dimension of existence far away from the current one known. Where he terrorized the humans of the east, driving those who came near him mad. It wasn't until centuries later he was finally sealed at the bottom of the ocean in his own ruins known as R'leyh. It was from there, the Great Old One started to plot his return, as those humans who sealed him continued to perish, the seal to his ruins continued to weaken. As time passes, Cthulhu gave birth to his children, the Spawn of Cthulhu and his true and only successor named Leviathan. They roam the world, terrorizing humanity and seeking the final key to their father's awakening, the Vessel of the Outer Gods (Contract Holder). Cthulhu is described as a giant creature, being humanoid with an octopus like head, draconic wings but his anatomy is too complex for humans to understand. Leviathan and his siblings (Spawns) look near identical to their father, though the physical differences are noticeable. Likewise, the spawns and Leviathan all share the same abilities as their father, though weaker compared to his level though Leviathan is still stronger than his siblings in comparison. Their abilities are as followed: [B]Anatomy of Shapeshifters (Basic Ability 1#) -[/B] This is the most common ability across all the creatures. Their bodies are extremely malleable, capable of reshaping for various purposes such as creating weapons for offensive or defensive purposes, wings for flight (something Spawn naturally lack as opposed to their father and elder brother Leviathan) etc. This can also allow them to blend into modern society, capable of taking on the appearance of other humans and animals, so much so they can even imitate vocals of others. This ability will be submitted as it's own technique. [B]Eyes of the Gods (Basic Ability #2):[/B] Despite its name, this ability refers to Cthulu and his children’s ability to sense the Chakra, or souls of other beings. Be it human, animal or other, if they possess either Chakra or a soul, they are within his scope. This is potent enough that even it is impossible to hide one’s Chakra or spiritual presence from them regardless of method or skill. This allow him to remember individuals he’s encountered or even deduct elemental chakra natures. This extends up to 1 adjacent landmark in ninja world. [B]Telepathic Communication (Basic Ability 3#) - [/B]The final basic ability of the creatures are their ability to communicate with each other telepathically. This done among the creatures themselves, with the Vessel of the Outer God, allies or even enemies, prying into their minds to speak. This is strictly used for communication purposes, in which they can respond back to the creatures as well. This doesn't require a move slot in order to utilize, simply being cosmetic. [B]Ink Manipulation and Generation (Unique Ability #1) - [/B]Cthulhu and his offspring are capable of creating ink naturally from their bodies, in which they manipulate it via Ink Ninjutsu. They do not require ink brushes, simply using shape manipulation with their chakra. They are all treat as Apex Handseal Specialists, needing no hand seals in order to perform the techniques. [B]Madness Induction (Unique Ability 2#)[/B] - An inherent ability is the creatures ability to induce madness into those nearby. This is done by an ability similar to Killing Intent, where the creatures causes those who experience this to see images of their death, which can invoke nausea, panic and unwillingness to approach the summon. This is an inherent ability they trigger mentally when desired, being a passive ability, which also causes those affected by to lose one rank in power to their techniques when within short range of the summon (counting as debuff), which this effect persists up to three turns, even if having left short range. However after being exposed, the target is unable to be affected until an additional two turns had passed after the madness ends, but can only be targeted once more for the battle. The effects also trigger on other summons/animals where animals who are one rank lower or lacking a rank per say (such as Inuzuka Ninken, Aburame Bugs etc) automatically become rendered unconscious when within short range, lasting for as long as they remain within this range. Summons instead flee from battle, leaving their masters aid. Vessel of the Outer God are immune to these effects as well as other creatures of the contract are immune to each other’s affects. The ranking of each madness induction will be mentioned in each summon. They also do not need to focus this ability; those are capable of performing techniques but can also willingly not induce said madness onto others. [B]Contract Animals[/B] [spoiler] (Kuchiyose No Jutsu: Kuto~urufu, Kyū shihai-sha) Summoning Technique: Cthulhu, the Great Old One Type: Summon Rank: F Range: Short Chakra Cost: 50 Damage Points: N/A (- 10 Per Summon) Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Cthulhu, the Great Old One in the battle. However, simply doing this isn’t without a cost, as the cosmic creature takes an extra compensation of his summoner’s life energy (-10 HP) which cannot be negated even with Yang Specialist or any other sort of damage reduction skills. Once summoned, this monstrosity nigh immediately towers over the battlefield, rivaling Manda in size alone, with a humanoid body. His head shaped akin to an octopus with many tentacles protruding from his face with beaming red eyes and draconic like wings enabling him to fly. Personality wise, Cthulhu is a very emotionally detached being, showing little to no care for humanity, outside of his Vessel. He is patient and highly observant - waiting for the day his seal is finally broken so he can unleash havoc on humanity once more. He loves his children but at times can be seen as rather militant with them, referring to them as his soldiers rather than his off spring. His desire to rule over this dimension is vast, wanting to expand his reach outside his original dimension to this one. Cthulhu’s sheer presence is known to cause many to be driven completely mad, something that’s almost true (via Madness Induction). He is capable of moving at speeds equivalent to a Sage Rank Shinobi, with his Madness Induction affecting Sage Level and below Shinobi or S-Rank and below summons, with his Madness Induction being Forbidden Ranked in nature. Outside of his inherent powers, this divine monster has his own unique skills, namely “World Shaper” and “Call of Cthulhu”, which are achieved through Natural Energy. World Shaper (D – S): The unique skill Cthulhu possess, allowing the monster to shape the very world he walks on, namely controlling the environment to his leisure. This can be seen as an advanced version of Sage Arts: Inorganic Reincarnation but without Sage Mode as a requirement, as he naturally controls it and also on a larger scale, extending his control to liquids and even the very air around him. This allows him to mold them into various shapes and forms, namely constructs with solids, blasts and powerful twisters with winds etc. The creation of these things is limitless and only limited by Cthulhu’s own imagination. The amount of Chakra he fuels into these creations determines how strong they are. These cannot be spawned within 5 meters of the enemy however and are treated as neutral to Elemental Ninjutsu. All Ranked applications that are projectile in nature have a Range of Short - Long, while those that actively manipulate the environment are Short - Mid . A-Rank can only be used thrice per battle with a cool down of one turn between each use, while S-Rank can only be used twice per battle, having a cool down of three turns instead while making him incapable of using this skill up to A rank and above for two turns. Finally, any use of World Shaper must come from Cthulhu himself, and not some extension of his being, such as those created by "Anatomy of Shapeshifters". Call of Cthulhu (S): The second unique skill to Cthulhu himself, where the monstrosity is calls upon his control of Natural Energy around him. In doing so, the natural energy takes the form of a cloak of sorts, masking himself or his Vessel. This cloak serves as a protective armor or sorts, flickering like a miasma in nature but in true is capable of defending. This cloak corners the entire body, but it doesn't obscure the target's ability to breath, see or any other essential. It has a damage reduction upon interacting with techniques, causing them to lose - 20 DMG on interaction. This technique will continue to persist even after interactions, only disappearing after naturally timing out or ending prematurely as it only acts as damage reduction; meaning techniques will continue and strike the one shrouded in the cloak for full damage if the technique isn't fully stopped. This ability can only be used twice per battle, lasting three turns and having a cool down of three turns. While active however Cthulhu cannot utilize his "World Shaper" ability either. Note: Cthulhu can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated. (Kuchiyose No Jutsu: Rivaiasan, Doriimu Wiibaa ) Summoning Technique: Leviathan, the Dream Weaver Type: Summon Rank: S Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Leviathan, the Dream Weaver in the battle. Once summoned, this monstrosity nigh immediately towers over the battlefield, being roughly 30 meters tall. While he looks identical to his father and lesser siblings, the egotistical off spring wanted to give himself a new "look". Thus when he appears in battle, utilizing Anatomy of Shapeshifter passively - he becomes a sort of hybrid of his base form but resembling that of a demonic whale/dragon hybrid. Personality wise, Leviathan is a far more egotistical than that of his father and siblings. He seems himself above all of humanity, often times questioning his loyalty even towards the Vessel of the Outer Gods. He only serves the latter out of respect of his father's desires and dreams. Despite all this, he shares the same base abilities as his siblings and father, but like them has his own unique powers while moving at the speed of an Jounin Ranked Shinobi. His Madness Induction is considered S-Rank, affecting Jounin Ranked and Below Shinobi or A-Rank and Below Summons/Animals. As his title might suggest, Leviathan is a master of dream weaving, aka Genjutsu. He is capable of utilizing any basic Genjutsu the Vessel of Outer Gods is capable of up to S Rank and without the need of handseals, only needing to create body gestures. While this is considered rather basic in itself, his use of Genjutsu isn't without a twist. Illusions where the target perceives some sort of sentient being or animal, i.e Illusion Technique: Crushing Snake Constriction where it creates an illusionary snake, Leviathan can manipulate the illusion, causing an illusionary form of himself instead to appear in a snake like form. Note: Leviathan can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated. (Kuchiyose No Jutsu: Tamago no Kuto~urufu ) Summoning Technique: Spawn of Cthulhu Type: Summon Rank: A Range: Short Chakra Cost: 30 Damage Points: N/A Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth a Spawn. These monstrosities are the basic summons of the contract, all appearing the same so to speak. While in base form, they resemble their father, they lack his wings which is used for flight (though can be grown via Anatomy of Shapeshifters). However in the end, they are his foot soldiers - showing little diversity outside of their shared abilities. Their Madness Induction is considered A-Rank, affecting Chunnin Ranked and Below Shinobi or B-Rank and Below Summons/Animals. Personality wise, all the Spawns can sometimes be deemed rather mindless. It's rather rare for any of them to exhibit any sort of personality outside being completely devoted to the desires of their father and the Vessel of the Outer Gods, but they are capable of thinking for themselves in terms of combat or other problem solving skills/everyday task. Some of them are capable of utilizing one of the basic five elemental natures (to be stated when summoned) but this can only be used up to A-Rank without the need of hand seals They move at speed equal to that of a Chunnin Ranked Shinobi while capable of tracking them by x2 their base speed (gained from Eyes of the God) while being roughly ten meters tall, though can easily shrink down via Anatomy of Shapeshifers. Note: Only one Spawn can be summoned at a time or be present. They can be Summoned thrice per battle. They remain in battle until they are defeated or dismissed by the Vessel of the Outer Gods.[/spoiler] [B]Contract Arts[/B] [spoiler](Kaibou-gaku no Sheipushifutā) Anatomy of Shapeshifters Type: Offense, Supplementary, Defensive Rank: D - S Range: Short - Long Chakra: 10 - 40 (-5 to Sustain) Damage: 20 - 80 Description: This technique acts as the outline of Cthulhu and his children's ability to shape their natural body. An intrinsic ability, these summons are capable of manipulating their anatomy to a minor to large degree, ranging from shifting their limbs into powerful physically blunt or sharpen constructs, down to completely mimicking the appearance of humans and animals alike, with them being anything the user desires (within reason, such as not being able to make waves or anything that "detaches" from the summon). These changes can be made for offensive, defensive and supplementary purposes, depending on the needs of the summoner or summons themselves. They can use it to increase or decrease in size though they can only grow x1.5 their original height while also creating limbs they originally didn't have such as wings to fly or tentacles to grab and constrict others. These limbs can grow and reach up to mid-range of Spawn of Cthulhu, while Leviathan and Cthulhu himself can reach up to long rang, with the amount of damage ranging based on the rank applied. D - B Rank can be used at unlimited amounts of times, A rank capable of being used thrice per summon in battle and S rank twice per battle with each having a cool down of two turns before being capable of using it again. These constructs are considered neutral to elemental ninjutsu and multiple can be made in a single use, though the damage splits based on rank applied. Signers of the contract with the ability to access "Sage Mode (Imperfect or Perfect) " can also utilize this on themselves as well due to their similar anatomy, though can only go up to mid-range. While clashing with opposing techniques, these constructs do not cause any damage to the summons themselves, simply being extensions of themselves. However if they are overpowered by opposing techniques, the extensions simply detach and become useless. [B](Riehian) R'lyehian[/B] Type: Supplementary Rank: N/A Range: N/A Chakra Cost: N/A Damage Points: N/A Description: R'lyehian is not a traditional technique in the sense of common ninjutsu. Rather, R'lyehian is a very unique language that only those who are recognized as the Vessel of the Outer Gods or Cthulhu himself or any of his offspring are capable of understanding. While the alien god is capable of understanding the human language, having been in this dimension for multiple centuries – Cthulhu’s native tongue is one of unknown earthly origin. In terms of R'lyehian’s purpose, it usually serves no purpose other than to allow the user the Vessel of the Outer Gods and the other aliens of the contract the ability to communicate in battle without directly revealing information. This allows them to effortlessly talk with each other to formulae battle tactics, simple communication while traveling etc. Those who hears this language are incapable of deciphering the words that are spoken, though the user is or summons are capable of teaching others or explaining what they said if desired. The user also makes it a common practice to think with this language quite often, which in turn causes those who are capable of reading minds to be unable to gain information through vocals or visual as words within the users’ memories are all automatically rewritten to prevent information from being released. While they might experience a memory, those within said memories (should there be speech) will also be altered by the user to only being capable of hearing R'lyehian language. In the end, this technique is merely cosmetic as it doesn’t require any sort of activation nor does it cost a move slot. It however must be mentioned within the user’s bio or at the start of battle in order to be in effect. ( Kanpekinanin Kuchurian Sennin Modo ) Perfect Cthulhuian Sage Mode Type: Supplementary 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 molded 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 move/fly at 3x his speed and sense chakra (on the level similar to Eyes of the Gods) and his/her perception and reflexes are enhanced. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. In addition to this, the user is able capable of utilizing Madness Induction, allowing them to affect targets of Jonin Rank and lower, and entities such as Summons, Ninken, Aburame Insects, etc up to S-Rank. Lastly, the user gains access to Cthulhu like anatomy, gaining darkened skin and a malleable body with draconic wings capable of flight (ability to use Anatomy of Shapeshifters, Telepathic Communication and other Contract Arts) and other physical feats granted by Sage mode. Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra. Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve. [spoiler][IMG width="284px"]https://cdn.discordapp.com/attachments/638588531693977612/898816756708151356/f3029047929456b5c6ef88e3bfbe09bc.png[/IMG][/spoiler] [/spoiler] [HR][/HR][/FONT] [FONT=Georgia]Summoning Animal: Church Grim (Spectral Hound Church Guardian) Scroll Owner: Red-Robin 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 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. 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. Church Grim also 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 different Jutsu from both basic elements, leaving strategic formations between it and it's Summoner brimming with possibilities if used wisely. 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. Note that given the direct spiritual link that the Grim has with its Summoner, they are limited to speeds up to user's rank +2. 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 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. 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 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 halved, and the damage of their techniques to be reduced by 1 Rank, or -20, which count as an active debuff. Summons [spoiler] (Kuchiyose no jutsu: Supekutoruhaundo Kyōkai no Gādian Rutsu) Summoning Technique: Spectral Hound Church Guardian Ruth Type: Supplementary/Summon Rank: A Range: Short Chakra Cost: 30 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 A-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 A-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, Ruth is capable of performing up to two S-rank Earth techniques per encounter. Finally, like all Church Grim, Ruth is capable of performing the natural ability of biting (A-rank damage) twice per encounter, while tackling and clawing (C-rank damage) can be performed a combined total of four times per encounter, at the cost of one of the user's 3 Jutsu slots per turn each. [/spoiler] Contract Arts [spoiler] [B](Gādian Ikatsui Gigei: Henkan ni Jin'ei) - ✢ Church Grim Arts: Return to Shadows ✢ Type[/B]: Supplementary [B]Rank[/B]: B-rank [B]Range[/B]: Short [B]Chakra[/B]: 20 (-5 per turn) [B]Damage[/B]: N/A [B]Description[/B]: Henkan ni Jin'ei is a defining technique that indicates the true spiritual origins of the Church Grim, as well the spiritual bond that they share with their summoner. Through the application of the necessary Chakra, a Church Grim is capable of manipulating the very makeup of their form that, upon rushing to the side of their summoner and lunging into their shadow, they are capable of changing themselves into a phantasmal state of being that, like a wisp of blackness, submerge themselves into the earth that is directly outlined by the shadow of their summoner, allowing for them to move relative to the summoner's shadow as the effective boundary without need for additional effort on their part. While in this state, the Grim is capable of communicating telepathically with the summoner as per usual by way of their spiritual bond with them, but are incapable of interacting with the material world or use techniques until they disperse this technique or it times out. Because of the natural of this technique relying on the outline of the summoner's shadow, it is possible for the Grim to be forced out of this state of submergence by removing the shadow entirely in any logical sense, such as the summoner leaving the ground and being airborne more than 10 meters high, submerging themselves into the ground or other solid substance, or by removing all source of light that would produce a shadow. [B]Notes[/B]: -This technique once used lasts for a maximum of 3 turns. -Outside of combat, this technique can last indefinitely, and costs no Chakra. -If the shadow of the summoner is removed entirely inadvertently, the Grim will be forced out of the shadow and return, being incapable of using any Chakra-based techniques the same turn. -Can be used in the shadow of both the original summoner and any of their clones. [/spoiler][/FONT] [CENTER][/CENTER] [FONT=Book Antiqua][hr][/hr] [B]Seahorse Summoning Contract Summoning Animal: [/B]Seahorse ♞ [B]Scroll Owner:[/B] McRazor [B]Other Users who have signed contract:[/B] Dragy, Cobalt, Yashiro, Zaphkiel, Mirai [B]Summoning Boss if existing:[/B] Kingdra [B]Other Summoning Animals tied to contract: [/B]Glaucus, Chaos, Aeolus, Hephaestus, Xewioso [B]Description and Background:[/B] Seahorses live in almost every sea and ocean around the world and there are currently 54 recognized species. They are one of the most majestic creatures found on earth, with seahorse mythology being found worldwide. Seahorses are renowned for their unique morphological features. The seahorse is a blend of a host of diverse creatures. The seahorse is said to have a head of a horse, a snout of an aardvark, eyes of a chameleon, pouch of a kangaroo and the tail of a monkey. Seahorses are truly unique, and not just because of their unusual equine shape. Because of their body shape, seahorses are rather inept swimmers. In fact, Seahorses prefer to rest in one area, sometimes holding with their tails on to the same coral or seaweed for days. They beat their fins very quickly, up to 50 times a second, but they do not swim quickly. They are, however, very maneuverable and able to move up, down, forward or backward at great speed but only short distances. Although they are bony fish, they do not have scales but rather thin skin stretched over a series of bony plates, which are arranged in rings throughout their body. Each species has a distinct number of rings which gives them an unique protective armor. Its body can be compressed to half its normal size without lasting damage. The body’s resilience comes from its structure: approximately 36 square segments, each made of four bony plates. The plates connect to the spinal column’s vertebrae with collagen and can glide past one another, keeping the spine safe. This allows them to survive physical and pressure damage up to a single B rank, two C rank or four D rank techniques, before dispersing to their homelands. Since the Seahorses are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Seahorses are experts at camouflage which enables them to change color to match their habitat, helping them fend of predators. While feeding they produce a distinctive click each time a food item is ingested. The same clicks are heard with social interactions. This gives them the ability to communicate with their summoner, once he learns their clicking language which is achieved after finishing the training and adopting to the animal. Unusual among fish, seahorses have a flexible, well-defined neck and eyes that can move independently of each other which provides great awareness. They mostly range from a few centimeters to a meter in size, while the boss summon is up to five meters and capable of protecting its summoner within its belly. Unlike any other animal species on the planet, Seahorses are the only males that become pregnant thus their belly pouch in which they carry the eggs during breeding season. The belly pouch has an oviduct which the user can use to enter or exit the pouch when in danger. Seahorses have a very unique chakra circulatory system which allows them to produce and manipulate water and wind techniques using their elongated snouts. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use the clicking noise as a medium for genjutsu. Contract Summons [spoiler] [B] Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra[/B] Type: Supplementary Rank: S-Rank Range: Short-Mid Chakra: 40 Damage: 80 Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it has a completely unique abilitiy. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful and it is the center of its chakra system. Using its snout, Kingdra is able to mold and shape manipulate its chakra in order to aid the user in battle. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head. A great leader is said to be able to boost the morale of its army, thus why Kingdra is the boss summon. With its look and battle prowess it has proven itself to be a worthy leader of the Seahorse contract and an amazing companion to the Seahorse contractors. Upon summoning Kingdra, both the user and the opponent can sense its ominous presence. To the user, Kingdra's presence is a great morale boost as well as an ability boost. Kingdra has the unique ability to boost the users usage of the water element, but unlike any other generic boost. When in play, Kingdra helps the user by molding its own chakra and adding it to the users attacks. Effectively, this halves the users chakra usage and allows him for more precise and compact techniques. Following the damage and chakra scaling, the user would use only half of the required chakra while retaining the same damage value. Simplified, it is two users molding their chakra together in order to create a combo of the same technique. Regarding limitations, Kingdra has a chakra pool of 500 and it spans over a course of 3 turns while Kingdra is in action. Kingdra doesn't have the ability to use normal water techniques on its own, with the only exception being the technique that the user himself is performing at that very moment. However, all the regular Seahorse Arts are free to use for every summon within the contract and the same goes for Kingdra. Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has. Note: Must have signed the Seahorse contract and have its tattoo Note: Can use the boosting ability 1 time per turn Note: Boosting ability doesn't increase damage in any way Note: Boosting ability counts as one of the users 3 techniques per turn Note: Can stay on the field for 3 turns Note: Can only be summoned once [B]Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus[/B] Type: Defensive/Supplementary Rank: S-Rank Range: Short-Mid Chakra: 40 Damage: N/A Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior. Note: Must have signed the Seahorse contract and have its tattoo Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage. Note: Glaucus can stay on the field for 4 turns Note: Can only be summoned once [B]Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos[/B] Type: Offensive/Supplementary Rank: S-Rank Range: Short-Mid Chakra: 40 Damage: N/A Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it could awake fear within the opponent although nothing alike killing intent. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A-rank and it can only be used twice per battle, with a 1 turn cooldown. Once sucked in, the water can later on be used for further techniques by the seahorse or user as a regular water source, however, the seahorse itself doesn't have the ability to immediately expel the water and would have to use a designated technique for that. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength. Note: Must have signed the Seahorse contract and have its tattoo Note: Water suction can only be used twice per battle with a 1 turn cooldown Note: Chaos can stay on the field for 4 turns Note: Can only be summoned once [B] Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus[/B] Type: Supplementary Rank: S-Rank Range: Short-Mid Chakra: 40 Damage: N/A Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create bubbles and air pockets within its own water source. After creating the bubble/s, Aeolus has two choices. It can either rapidly expel a massive amount of smaller bubbles that hinder the opponents vision and help the user prepare a covert attack or expel a big bubble that can be used to trap the opponent within it and contain his techniques. When used in rapid succession the bubbles don't pose a physical threat to the opponent purely by themselves but mainly serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength is divided (ranked for defensive scaling purposes). The other way of using the bubble is trapping the opponent, but it is a slower technique because it needs to travel to the opponent first. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source. Note: Must have signed the Seahorse contract and have its tattoo Note: Bubbles can only be used twice per battle with a 2 turn cooldown Note: Aeolus can stay on the field for 4 turns Note: Can only be summoned once [B]Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus[/B] Type: Offensive Rank: S-Rank Range: Short-Mid Chakra: 40 Damage: 80 Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference. Note: Must have signed the Seahorse contract and have its tattoo Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown Note: Evaporation can only be used once per battle Note: Using any of its abilities counts as a move turn Note: Hephaestus can stay on the field for 4 turns Note: Can only be summoned once [B]Shīhōsu Kuchiyose no Jutsu: Xewioso | Seahorse Summoning Technique: Xewioso[/B] Type: Offensive Rank: Forbidden Rank Range: Short to Mid Chakra: 50 Damage: 90 (-10 to the user) Description: Despite what stories might say about him, Xewioso is not your usual seahorse. He was exiled from the community and banned from the gulf, sentenced to live a lonely life in the deepest depths of the oceans. For starters, his body has slight differences from your regular seahorse, which made the others distance themselves from Xewioso. He's got a green and yellowish body, longer than usual and he's got some unusual horns atop his head that developed for an unknown reason. His skin is covered in a large amount of uneven sharp bumps that look like scales, but aren't actually. He also has many sharp protrusions on his body and a longer mane than usual. Due to these, Xewioso could never fit in with the other seahorses and by being an outcast, he developed this chaotic and psychotic persona. He came to the point of insanity, with sharp red eyes capable of piercing through your soul with their stare. At some point in his life, Xewioso was in such a bad state that killing other seahorses and devouring their offspring became a fun game. Obviously, the others were disgusted by his monstrous behavior and they had to do something to punish him and to prevent further deaths. They locked him up, in the darkest and deepest part of the ocean where he can be found to this very day. In confinement and darkness, Xewioso has developed some unique abilities. At first they started as desperate attempts to break out and seek revenge, but although futile, through time these abilities became distinct and unique to him. When Xewioso was locked up, he would start spinning and shaking his body uncontrollably, convulsing his muscles unpredictably, trying to break out from confinement. This, in turn, caused friction to build up in between the water and the uneven sharp scales that covered his body, causing him to slow down and get tired quickly. After numerous attempts to escape, he found out that if he uses his chakra to create a very thin layer around himself, he can spin, shake and convulse for much longer periods. One such attempt resulted in electricity being created from the friction that took place. It allowed him to shine light on his cell for the first time and to try to find an escape. He kept going, he had to leave. With continuous usage of this newfound ability, Xewioso learned and adapted and thus became able to create electricity around his body by free will, almost instantly and he used his horns to harvest that electricity and in order to serve him as light bulbs. Although he was able to explore his cell thoroughly, he failed to find a way to escape. From that point, the only freedom he gets is when he's summoned into the battle. That's when he pushes his abilities to the maximum and when his hunger and lunatic desire to kill, come out. When in battle, Xewioso can use his body to create electricity and in order to electrocute his water source, which he can then further use to attack the opponent. The electrocution of water is strong enough to be considered as an S rank lightning technique that happens passively and instantly as he is summoned, due to his nature. He can use the electrocuted water to shoot out a barrage of sharp electrocuted S rank water senbon that are connected to Xewioso with thin lightning threads through which he can further channel the harvested electricity. If the electrocuted water senbon connect, then all Xewioso has to do is to send the S rank electricity through the threads in a murderous attempt. Such a combination is powerful enough to battle earth techniques with same strength. Once the water senbon wedge themselves into the earth, the electricity that Xewioso sends through, shatters the earth completely. Shooting the water senbon and the lightning surge are two different moves but due to the fact that the electrocution happens instantly as soon as he's summoned, the lightning surge and water senbon can be performed in the same time frame, although taking up 2 of the users moves. The problem that persists is being able to call forth Xewioso from such depths and because of his violence as soon as he enters the battle. Summoning Xewioso requires an extraordinary amount of focus in order to be able to control his actions and this, in turn, puts a strain on the users body and damages him. This is why it is generally forbidden to summon Xewioso and it is considered only as a last resort option. If the user gets caught within the electrocuted water source, he would suffer from electrocution and same goes for the opponent. Note: Must have signed the Seahorse contract and have its tattoo Note: Can't summon other Seahorses in the same or next turn Note: Can't use Seahorse Arts in the same turn Note: User can't use S rank or above, Lightning or Water techniques in the same turn Note: Senbon and lightning surge can only be used twice with a turn cooldown in between Note: Senbon and lightning surge count as 2 moves Note: Can stay on the field for 3 turns Note: Can only be summoned once[/spoiler] Contract Arts[/FONT] [spoiler] [FONT=Book Antiqua][B]Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage[/B] Type: Supplementary Rank: C-Rank Range: Self Chakra: 15 (-5 per turn) Damage: N/A Description: Camouflage is a general trait of the seahorses. Being a stationary and passive creature, without any predatory skills, it developed camouflage as its own defense in order to survive on the sea bottoms. Camouflage works by changing the color of the seahorse to fit the natural nabitat. To a regular observer it would seem as if the seahorse vanished from sight and back into its homeland, leaving a bare water source behind it. It lasts for 2 turns or until deactivated. Dojutsu can see and locate the seahorse because it possesses a chakra circulatory system like humans. Note: Must sign the Seahorse Summoning Contract Note: Can only be used once [B]Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor[/B] Type: Supplementary Rank: A-Rank Range: Self Chakra: 30 Damage: N/A Description: The chakra enhanced armor consists of chakra being channeled into the scales that are encasing the body of the seahorse. Since the armor is one of the most unique defense mechanisms created by mother nature the seahorse has the ability to enhance it with chakra. What the chakra does is creating a new layer around the scales and adding extra durability to both the scales and the adhesive that is connecting them. This allows the scales to glide smother past each other and with greater care and precision, making sure that the seahorse can survive stronger techniques. The chakra enhanced armor allows the seahorse to survive an A rank technique before dispersing back to the depths of the ocean. It lasts for 3 turns or until deactivated or broken by an outside source. Note: Must sign the Seahorse Summoning Contract Note: Can only be used once [B]Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth[/B] Type: Supplementary Rank: B-Rank Range: Short-Mid Chakra: 20 Description: Using its chakra and the clicking noise as a trigger, a seahorse can place the opponent within an illusion where it starts giving birth. Seahorse giving birth is very specific and unique from most other animals. Seahorses are the only males that give birth and when they do, they undergo a rapid color change before releasing the newborn from the pouch in a burst-like manner. In the illusion, the opponent would see the seahorse's pouch momentarily grow and the seahorse rapidly change its color (to a brighter shade). Finally, with the first contraction the seahorse would release a burst of very small seahorses at the opponent with the intention to block his vision and to distract him. The usual amount of seahorses being born is around 1000 but can even go as high as 2500, depending on the species. The size of the newborn seahorses within the illusion also depends on the seahorse giving birth. For example, the boss summon would obviously give birth to larger seahorses than usual, because his size is unusual as well. Since the amount of seahorses being born is extremely high and inappropriate it can be well explained. Like almost all other fish species, seahorses do not nurture their young after birth. Infants are susceptible to predators or ocean currents which wash them away from feeding grounds or into temperatures too extreme for their delicate bodies. Less than 0.5% of infants survive to adulthood, explaining why litters are so large. In reality, the illusion is a simple distraction used in order to give the user an advantage against the opponent. Note: Must sign the Seahorse Summoning Contract Note: Can only be used twice [B]Shīhōsu Mōdo | [B]Seahorse[/B] Mode[/B] Type: Supplementary Rank: S-Rank Range: Short Chakra: 40 (-20 per turn) Damage: N/A Description: The Seahorse Mode is a representation of the Seahorse Arts ultimate ability. To execute the technique the user is required to gather chakra and release it in the form of mist by exhaling it. The mist is infused with the users chakra and using shape manipulation the user shapes it into the form of Kingdra, the boss seahorse summon. While shrouded by the mist the users vision is not impaired because the mist isn't dense enough. Same way, the opponent is able to see the user properly. The misty shroud has many advantages but it is also a disadvantage for the user. When using the Seahorse Mode, the user gets vulnerable to lightning techniques due to the conductivity of the mist. Regarding the advantages, it allows a degree of protection from enemy techniques (A-Rank Fire techniques, B-Rank physical attacks), but the main ability of the Seahorse Mode is that it allows the user to perform water techniques without a water source by using the misty shroud as a medium (water source). Each usage of this ability, however, decreases the duration of the Seahorse Mode by 2 turns. This ability can only be used twice and there needs to be a one turn cooldown before using it again. This ability doesn't count towards the users techniques per turn but the water technique used via this ability does. Although the user can form water techniques from the shroud he still has to perform all the necessary handseals in order to properly mold and shape the chakra for the designated water technique. The secondary ability of the shroud appears to be a bit more freeform by allowing the user to shape the misty shroud into a long tail that can grab opponents within short range and pull or push them away. In order for the mist to be able to grab something it needs more solidity which is achieved by simultaneously making the misty shroud much denser by shape manipulating it. This ability has an A-Rank power and a mid range reach. While using Seahorse Mode the user becomes an embodiment of the seahorse due to the misty shroud and he can perform the Seahorse Arts techniques which, regularly, count as one of the users techniques per turn. Note: Must sign the Seahorse Summoning Contract Note: Can only be activated once Note: Mode lasts for 6 turns[/FONT][/spoiler] [hr][/hr] [CENTER][IMG]http://i.imgur.com/tEJwKSE.png[/IMG] [FONT=Times New Roman][SIZE=18px]Griffin CSC[/SIZE][/FONT][/CENTER] [FONT=Times New Roman][B]Summoning Animal[/B]: Griffin's. [B]Scroll Owner[/B]: Nathan. [B]Other Users who have signed contract[/B]: Yume, [URL='http://narutobase.net/forums/member.php?u=175514']BlackCrow[/URL], [URL='http://narutobase.net/forums/member.php?u=181978']Iᴍᴘᴇяғᴇᴄᴛ[/URL], [URL='http://narutobase.net/forums/member.php?u=66795']Lucifer[/URL], [URL='http://narutobase.net/forums/member.php?u=125463']Flásh[/URL], Mirai [B]Summoning Boss if existing[/B]: Hono. [B]Other Summoning Animals tied to contract[/B]: Belphegor, Amaymon, Lilith, Akame, Toothless [I][U]Approval[/U][/I]: [URL='http://narutobase.net/forums/showthread.php?t=73952&p=3171326#post3171326']1[/URL]. (Was approved in one of the older CJ threads it seems) [HR][/HR] #1: (Kuchiyose: Hono Gurifin Kōtei) Summoning: Hono, The Griffin Emperor [SPOILER][URL='http://narutobase.net/forums/showthread.php?t=157594&page=21&p=6326012&highlight=Griffin%27s#post6326012'][B]Kuchiyose: Hono Gurifin kōtei) Summoning: Hono, The Griffin Emporer.[/B][/URL] [B]Rank:[/B] S [B]Type:[/B] Supplementary [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] N/A (60 w/ A-Ranked fire stream's) [B]Description:[/B] Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scorching anything in his path. ♦ Can only be summoned once per battle. ♦ Must have signed Griffin Contract. ♦ Fire Stream count's as a move. ♦ Fire Stream's are A ranked, and reach up to mid range. ♦ Lasts 4 turn's before dispersing.[/SPOILER] #2: (Kuchiyose No Jutsu: Berufegōru) Summoning Technique: Belphegor [SPOILER][URL='http://narutobase.net/forums/showthread.php?t=157594&page=21&p=6335382&highlight=Belphegor#post6335382'][B](Kuchiyose No Jutsu: Berufegōru) - Summoning Technique: Belphegor[/B][/URL] [B]Type:[/B] Summoning [B]Rank:[/B] S [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] N/A [B]Description:[/B] The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor. ♦ Note: Bell can only be summoned once per battle. ♦ Note: Belphegor can stay on the field for 5 turns per battle. ♦ Note: Can only be taught by the holder of the gryphon contract.[/SPOILER] #3: (Kuchiyose No Jutsu: Amaimon) Summoning Technique: Amaymon [SPOILER][URL='http://narutobase.net/forums/showthread.php?t=157594&page=25&p=6431202&highlight=Lilith#post6431202'][B](Kuchiyose No Jutsu: Amaimon) - Summoning Technique: Amaymon[/B][/URL] [B]Type:[/B] Summoning [B]Rank:[/B] S [B]Range:[/B] Short-Long [B]Chakra:[/B] 40 [B]Damage:[/B] N/A [B]Description:[/B] The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon. ♦ Note: Amaymon can only be summoned once per battle. ♦ Note: Amaymon can stay on the field for 5 turns per battle. ♦ Note: Can only be taught by the holder of the gryphon contract.[/SPOILER] #4: (Kuchiyose No Jutsu: Ririsu) Summoning Technique: Lilith [SPOILER][URL='http://narutobase.net/forums/showthread.php?t=157594&page=25&p=6431202&highlight=Lilith#post6431202'][B](Kuchiyose No Jutsu: Ririsu) - Summoning Technique: Lilith[/B][/URL] [B]Type:[/B] Summoning [B]Rank:[/B] S [B]Range:[/B] Short-Long [B]Chakra:[/B] 40 [B]Damage:[/B] N/A [B]Description:[/B] The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora. ♦ Note: Lilith can only be summoned once per battle. ♦ Note: Lilith can stay on the field for 5 turns per battle. ♦ Note: Can only be taught by the holder of the gryphon contract.][/SPOILER] #5: (Kuchiyose No Jutsu: Akame) Summoning Technique: Akame [SPOILER][URL='http://narutobase.net/forums/showthread.php?t=157594&page=22&p=6348475&highlight=Griffin%27s#post6348475'][B](Kuchiyose No Jutsu: Akame) - Summoning Technique: Akame[/B][/URL] [B]Type:[/B] Summoning [B]Rank:[/B] B [B]Range:[/B] Short [B]Chakra:[/B] 20 [B]Damage:[/B] N/A [B]Description:[/B] The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team. *Can only be taught by Mugen Ryukyu * Fireball counts as 1/3 moves a turn * Fireball is short-mid range [spoiler][IMG]http://i.imgur.com/QHQ6yx6.jpg[/IMG][/spoiler][/SPOILER] #6: (Gurifin Kuchiyose no Jutsu: Hanuke) Griffin Summoning Technique: Toothless [SPOILER][B][URL='http://narutobase.net/forums/showthread.php?t=157594&page=239&p=18222520&viewfull=1#post18222520'](Gurifin Kuchiyose no Jutsu: Hanuke) – Griffin Summoning Technique: Toothless[/URL] Type:[/B] Summoning [B]Rank:[/B] S [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] N/A [B]Description:[/B] Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement. Notes: - Can only be summoned once. - Will remain on the field for a maximum of four turns. - Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice. - The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities. - The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva. - Each one of Toothless abilities count as a move. - Must have signed the Griffin contract[/SPOILER] #7: (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten [SPOILER][B][URL='http://narutobase.net/forums/showthread.php?t=157594&page=292&p=20175413&viewfull=1#post20175413'](Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten[/URL] Type:[/B] Summoning [B]Rank:[/B] S-Rank [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] N/A [B]Description:[/B] The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community. [B]Idaten:[/B] The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn. [B]Benzaiten[/B]: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn. [B]Note:[/B] Can only be summoned once. [B]Note:[/B] Each Griffin can remain on the field for a maximum of four turns. [B]Note:[/B] Cannot summon any other Griffin for the next two turns. [B]Note:[/B] Must have signed the Griffin contract.[/SPOILER] #8: (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda [SPOILER][B](Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda Type:[/B] Summoning [B]Rank:[/B] S [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] N/A [B]Description:[/B] Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of Taijutsu and Genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a Taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental Chakra, Garuda flaps his wings to release a pulse of Chakra(mid-range). Anyone caught within the radius, gets caught in the Genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his Chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 Chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move. [B]Notes:[/B] - Can only be summoned once. - Garuda can carry two people on its back. - Garuda can only use the Genjutsu mentioned above. - The Genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken. - The Genjutsu cannot be layered with. - Garuda lasts on the battle for 4 turns. - Must have signed the Griffin contract.[/SPOILER] #9: (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void [SPOILER][B](Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void Type:[/B] Summoning [B]Rank:[/B] S-Rank [B]Range:[/B] Short [B]Chakra:[/B] 40 (-30 Chakra to activate his ability) [B]Damage:[/B] N/A [B]Description:[/B] The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor". Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously. [B]Note:[/B] Can only be summoned once, and can remain on the field for a maximum of four turns. [B]Note:[/B] Cannot summon any other Griffin for the next two turns. [B]Note:[/B] Must have signed the Griffin contract. [SPOILER][IMG]http://i.imgur.com/pQ9x1HM.png[/IMG][/SPOILER][/SPOILER] [HR][/HR] #1: (Gurifon Gijutsu: Alfheim no Hane Ame) Griffin Art: Feathered Rain of Alfheim [SPOILER][URL='http://narutobase.net/forums/showthread.php?t=157594&page=283&p=19772270&viewfull=1#post19772270'][B](Gurifon Gijutsu: Alfheim no Hane Ame) - Griffin Art: Feathered Rain of Alfheim[/B][/URL] [B]Type:[/B] Offensive/ Supplementary [B]Rank:[/B] B-Rank [B]Range:[/B] Short - Long (Short AoE) [B]Chakra:[/B] 20 [B]Damage:[/B] 40 [B]Description:[/B] Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank. [B]Note:[/B] Can only be used a total of six times per-match/event.. [B]Note:[/B] Must have signed the Griffin CSC.[/SPOILER] #2: (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen [SPOILER][B][URL='http://narutobase.net/forums/showthread.php?t=157594&page=284&p=19954287&viewfull=1#post19954287'](Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen[/URL] Type:[/B] Supplementary [B]Rank:[/B] A-Rank [B]Range:[/B] Short [B]Chakra:[/B] 30 [B]Damage:[/B] N/A [B]Description:[/B] One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage). [B]Note:[/B] The skin reverts to homeland after 4 turns. [B]Note:[/B] Can only be used once per battle/twice per event. [B]Note:[/B] Must have signed the Griffin contract.[/SPOILER] #3 (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry [SPOILER][B](Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry Type:[/B] Supplementary, Offensive [B]Rank:[/B] A-rank [B]Range:[/B] Short - Mid [B]Chakra:[/B] 30 [B]Damage:[/B] 60 [B]Description:[/B] While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralysing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralysed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion. This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a Chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this Genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up Chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion. [B]Note:[/B] Must be a signer of the Griffin contract. [B]Note:[/B] Can only be used twice per-match. [B]Note:[/B] Cool down of one turn before re-use. [B]Note:[/B] Benzaiten & Idaten must both be present to use this technique. [B]Note:[/B] Lasts for two turns. [B]Note:[/B] Cannot be layered with another Genjutsu.[/SPOILER][/FONT] [/QUOTE]
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