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<p>[QUOTE="Drackos, post: 22089678, member: 215229"]</p><p><span style="font-family: 'Book Antiqua'"><strong>Custom Summoning Contracts</strong></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Animal:</strong> <a href="https://narutobase.net/forums/showthread.php?t=711213&page=56&p=21299292&viewfull=1#post21299292">Scarabs (Scarabaeidae)</a></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Scroll Owner: </strong>Drackos</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Users who have signed contract: </strong> Akasha, Xylon, Panthalassa</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Boss if existing:</strong> N/A</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Summoning Animals tied to contract:</strong> N/A </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description and Background:</strong> Scarabs are a family of insects within the group commonly called ‘Beetles’, of the order Coleoptera. Scarabs are stout-bodied beetles, many with bright metallic colours. Scarabs range dramatically in size with averages measuring between 1.5mm to 160mm and special breeds as small as 0.5mm all the way to 50m. Like Toads, Scarab go through a life cycle, Larvae of scarabs are called grubs. Unlike toads and certain other summons, scarabs rarely display a sense of individualism. This trait is valuable for a shinobi as this makes scarabs ‘programmable’ to execute certain functions which may involve use of grubs, regaining numbers by rapid reproduction or even suicidal missions. </span></p><p><span style="font-family: 'Book Antiqua'">Scarabs possess the ability to use chakra, its natures and shape manipulation. The complexity of chakra system and scarabs ability to use ninjutsu varies dramatically between kinds though, though what they like individually, they compensate for it collectively. Swarms of scarab possess an outstanding ability of matching their chakra signature with each other as well as the user. This allows them to share it and flow it through others, as well as divide the labour to perform complex ninjutsu collectively. For example, a single small beetle may not be capable of performing Fire release: Dragon flame song technique as it requires large quantities of chakra, nature transformation and shape manipulation. However in a group, they would pool in their resources and divide among themselves the responsibilities effectively performing the technique and in certain cases outperforming a shinobi (due to division of labour). Similarly, certain species of scarab possess a ‘hive mind’. </span></p><p><span style="font-family: 'Book Antiqua'">Aside from ninjutsu potential. Scarabs have had religious and historic importance in certain cultures across the ninja world. Appearing as emblems and artifacts across cultures, and in certain cases it is speculated that Scarabs were used to seal tombs and safeguard the remains of Ancient Kings.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Approved Scarab Summonings[spoiler].[/spoiler]Approved Summoning Techniques[spoiler]<a href="https://narutobase.net/forums/showthread.php?t=711213&page=65&p=21414541&viewfull=1#post21414541">(Mure Chinō) – Swarm Intelligence</a> </span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Long </span></p><p><span style="font-family: 'Book Antiqua'">Chakra: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A </span></p><p><span style="font-family: 'Book Antiqua'">Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .5x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 2x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field. This technique's duration is bound by the Scarabs' presence on the battlefield.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="https://narutobase.net/forums/showthread.php?t=711213&page=65&p=21414541&viewfull=1#post21414541">(Kurayami Eien) – Darkness Eternal</a> </span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary </span></p><p><span style="font-family: 'Book Antiqua'">Rank: C</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Long </span></p><p><span style="font-family: 'Book Antiqua'">Chakra: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Darkness Eternal is a technique to be used on Hive Mind type Scarabs; it is one of the simplest programming techniques used on Hive Minds and can be applied instantly to Scarabs bound to the user. This technique is programmed to enable Scarabs to divide the burden and chakra cost of Ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-rank techniques are lessened by 5 chakra, C-rank to A-rank techniques are lessened by ten chakra, and S-rank and above techniques are lessened by 15 chakra. While the chakra expenditure of the user is lessened the techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. It constitutes a beneficial relationship and allows the Scarabs to assist the user in the molding of chakra. This technique’s duration is bound to the Scarabs of which it is applied, and in addition to it not stacking, it can only be applied to one Scarab summoning at a time.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="https://narutobase.net/forums/showthread.php?t=740547&p=21488897#post21488897">(Chiten) – Heaven and Earth</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary </span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Long </span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Heaven and Earth is a programming technique to be used on Scarab summons which is passively applied to a Scarab bound to the user. This technique heightens the bond between user and Scarab by enabling the Scarab to collect information and memories by matching and flowing its chakra signature with the user. In essence this allows the Scarab to become able to utilize a single basic elemental nature that the user knows. Heaven and Earth can be applied to a single Scarab summon; this means that, while it is a singular summon, it can also be applied to Swarm based Scarab summons. Scarabs which are empowered by Heaven and Earth become able to use techniques of the chosen element up to and including the rank of the summoned Scarab, sans hand seals. There are restrictions to this programming technique, however. This cannot be used on Scarabs which inherently possess an elemental nature; this means that a Scarab with access to the Fire element cannot gain access to the Water element. It can only be used on Scarabs which possess no inherent elemental affinity. Heaven and Earth can be used to switch applied elements. For example, a Scarab gaining a Water element can be reprogramed to exchange it for a Fire element; this cannot be done within the same turn Heaven and Earth was originally applied in.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="https://narutobase.net/forums/showthread.php?t=740547&p=21829053#post21829053">(Fuitchi Chōwa) – Discordant Harmony</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive, Supplementary </span></p><p><span style="font-family: 'Book Antiqua'">Rank: B / S </span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Long </span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20 / 40 (-10 per turn) </span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to B-Rank and below illusionary techniques and mental penetrative abilities while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). This defensive state, while active with the Hive Mind Scarabs present, siphons 10 chakra from the user per turn. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Discordant Harmony also possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge (S-rank) which allows them to free their user from spiritual and illusionary based techniques. The surges can only be used three times per event, but can only be used once per battle. When the user expends all surges, they are still able to utilize the passive mental defenses that Discordant Harmony provides.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="https://narutobase.net/forums/showthread.php?t=740547&p=21835101#post21835101">(Taiyōnokōken) – Gift of the Sun</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary </span></p><p><span style="font-family: 'Book Antiqua'">Rank: A </span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Long </span></p><p><span style="font-family: 'Book Antiqua'">Chakra: N/A (+10 chakra cost)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Based on the Chakra Transfer Technique and the utilization of a Scarab’s ability to match and flow its chakra through the user, the Gift of the Sun allows scarabs summoned to the field to flow and surge chakra through their connection with the user. This allows it to release a modest amount of unmolded chakra into him or her. The infusion enhances the strength of the user's next technique. Occurring within the same timeframe as the technique applied to, Gift of the Sun boosts the technique by an additional rank in strength, or 10 damage above S-Rank, at the cost of 10 additional chakra. Gift of the Sun is usable four times per battle, and cannot be used in consecutive turns. [/spoiler][hr][/hr]<strong>Summoning Animal:</strong> <a href="https://narutobase.net/forums/showthread.php?t=715807&p=21508313&viewfull=1#post21508313">Wyvern (Hiryu)</a></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Scroll Owner:</strong> Xylon</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Users who have signed contract:</strong> None </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Summoning Boss if existing: </strong>None</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Other Summoning Animals tied to contract:</strong> None </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description and Background: </strong>Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil.</span></p><p><span style="font-family: 'Book Antiqua'">Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant. </span></p><p><span style="font-family: 'Book Antiqua'">As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it. </span></p><p><span style="font-family: 'Book Antiqua'">Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen.</span></p><p><span style="font-family: 'Book Antiqua'">Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Wyvern Summonings[spoiler]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B </span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Summoning</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short </span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/a </span></p><p><span style="font-family: 'Book Antiqua'">Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows: </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have. </span></p><p><span style="font-family: 'Book Antiqua'">-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.</span></p><p><span style="font-family: 'Book Antiqua'">-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/spoiler]</span></p><p>[/QUOTE]</p>
[QUOTE="Drackos, post: 22089678, member: 215229"] [FONT=BOOK ANTIQUA][B]Custom Summoning Contracts[/B] [B]Summoning Animal:[/B] [url=https://narutobase.net/forums/showthread.php?t=711213&page=56&p=21299292&viewfull=1#post21299292]Scarabs (Scarabaeidae)[/url] [B]Scroll Owner: [/B]Drackos [B]Other Users who have signed contract: [/B] Akasha, Xylon, Panthalassa [B]Summoning Boss if existing:[/B] N/A [B]Other Summoning Animals tied to contract:[/B] N/A [B]Description and Background:[/B] Scarabs are a family of insects within the group commonly called ‘Beetles’, of the order Coleoptera. Scarabs are stout-bodied beetles, many with bright metallic colours. Scarabs range dramatically in size with averages measuring between 1.5mm to 160mm and special breeds as small as 0.5mm all the way to 50m. Like Toads, Scarab go through a life cycle, Larvae of scarabs are called grubs. Unlike toads and certain other summons, scarabs rarely display a sense of individualism. This trait is valuable for a shinobi as this makes scarabs ‘programmable’ to execute certain functions which may involve use of grubs, regaining numbers by rapid reproduction or even suicidal missions. Scarabs possess the ability to use chakra, its natures and shape manipulation. The complexity of chakra system and scarabs ability to use ninjutsu varies dramatically between kinds though, though what they like individually, they compensate for it collectively. Swarms of scarab possess an outstanding ability of matching their chakra signature with each other as well as the user. This allows them to share it and flow it through others, as well as divide the labour to perform complex ninjutsu collectively. For example, a single small beetle may not be capable of performing Fire release: Dragon flame song technique as it requires large quantities of chakra, nature transformation and shape manipulation. However in a group, they would pool in their resources and divide among themselves the responsibilities effectively performing the technique and in certain cases outperforming a shinobi (due to division of labour). Similarly, certain species of scarab possess a ‘hive mind’. Aside from ninjutsu potential. Scarabs have had religious and historic importance in certain cultures across the ninja world. Appearing as emblems and artifacts across cultures, and in certain cases it is speculated that Scarabs were used to seal tombs and safeguard the remains of Ancient Kings. Approved Scarab Summonings[spoiler].[/spoiler]Approved Summoning Techniques[spoiler][url=https://narutobase.net/forums/showthread.php?t=711213&page=65&p=21414541&viewfull=1#post21414541](Mure Chinō) – Swarm Intelligence[/url] Type: Supplementary Rank: B Range: Short – Long Chakra: N/A Damage: N/A Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .5x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 2x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field. This technique's duration is bound by the Scarabs' presence on the battlefield. [url=https://narutobase.net/forums/showthread.php?t=711213&page=65&p=21414541&viewfull=1#post21414541](Kurayami Eien) – Darkness Eternal[/url] Type: Supplementary Rank: C Range: Short – Long Chakra: N/A Damage: N/A Description: Darkness Eternal is a technique to be used on Hive Mind type Scarabs; it is one of the simplest programming techniques used on Hive Minds and can be applied instantly to Scarabs bound to the user. This technique is programmed to enable Scarabs to divide the burden and chakra cost of Ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-rank techniques are lessened by 5 chakra, C-rank to A-rank techniques are lessened by ten chakra, and S-rank and above techniques are lessened by 15 chakra. While the chakra expenditure of the user is lessened the techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. It constitutes a beneficial relationship and allows the Scarabs to assist the user in the molding of chakra. This technique’s duration is bound to the Scarabs of which it is applied, and in addition to it not stacking, it can only be applied to one Scarab summoning at a time. [url=https://narutobase.net/forums/showthread.php?t=740547&p=21488897#post21488897](Chiten) – Heaven and Earth[/url] Type: Supplementary Rank: B Range: Short – Long Chakra: 20 Damage: N/A Description: Heaven and Earth is a programming technique to be used on Scarab summons which is passively applied to a Scarab bound to the user. This technique heightens the bond between user and Scarab by enabling the Scarab to collect information and memories by matching and flowing its chakra signature with the user. In essence this allows the Scarab to become able to utilize a single basic elemental nature that the user knows. Heaven and Earth can be applied to a single Scarab summon; this means that, while it is a singular summon, it can also be applied to Swarm based Scarab summons. Scarabs which are empowered by Heaven and Earth become able to use techniques of the chosen element up to and including the rank of the summoned Scarab, sans hand seals. There are restrictions to this programming technique, however. This cannot be used on Scarabs which inherently possess an elemental nature; this means that a Scarab with access to the Fire element cannot gain access to the Water element. It can only be used on Scarabs which possess no inherent elemental affinity. Heaven and Earth can be used to switch applied elements. For example, a Scarab gaining a Water element can be reprogramed to exchange it for a Fire element; this cannot be done within the same turn Heaven and Earth was originally applied in. [url=https://narutobase.net/forums/showthread.php?t=740547&p=21829053#post21829053](Fuitchi Chōwa) – Discordant Harmony[/url] Type: Defensive, Supplementary Rank: B / S Range: Short – Long Chakra: 20 / 40 (-10 per turn) Damage: N/A Description: Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to B-Rank and below illusionary techniques and mental penetrative abilities while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). This defensive state, while active with the Hive Mind Scarabs present, siphons 10 chakra from the user per turn. Discordant Harmony also possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge (S-rank) which allows them to free their user from spiritual and illusionary based techniques. The surges can only be used three times per event, but can only be used once per battle. When the user expends all surges, they are still able to utilize the passive mental defenses that Discordant Harmony provides. [url=https://narutobase.net/forums/showthread.php?t=740547&p=21835101#post21835101](Taiyōnokōken) – Gift of the Sun[/url] Type: Supplementary Rank: A Range: Short – Long Chakra: N/A (+10 chakra cost) Damage: N/A Description: Based on the Chakra Transfer Technique and the utilization of a Scarab’s ability to match and flow its chakra through the user, the Gift of the Sun allows scarabs summoned to the field to flow and surge chakra through their connection with the user. This allows it to release a modest amount of unmolded chakra into him or her. The infusion enhances the strength of the user's next technique. Occurring within the same timeframe as the technique applied to, Gift of the Sun boosts the technique by an additional rank in strength, or 10 damage above S-Rank, at the cost of 10 additional chakra. Gift of the Sun is usable four times per battle, and cannot be used in consecutive turns. [/spoiler][hr][/hr][B]Summoning Animal:[/B] [url=https://narutobase.net/forums/showthread.php?t=715807&p=21508313&viewfull=1#post21508313]Wyvern (Hiryu)[/url] [B]Scroll Owner:[/B] Xylon [B]Other Users who have signed contract:[/B] None [B]Summoning Boss if existing: [/B]None [B]Other Summoning Animals tied to contract:[/B] None [B]Description and Background: [/B]Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil. Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant. As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it. Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen. Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing. Wyvern Summonings[spoiler]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) Rank: B Type: Supplementary/Summoning Range: Short Chakra cost: 20 Damage Points: N/a Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows: Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind. Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water. Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation. Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle. Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have. -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow. -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/spoiler][/font] [/QUOTE]
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