Yashiro's Custom Collection

Yashiro

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Summoning Animal: Seahorse ♞
Scroll Owner: McRazor
Other Users who have signed contract: Yashiro | -Cobalt- | Dragy | Perception
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:

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.
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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.
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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.

Signed the contract




Seahorse Summonings:

Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra
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

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Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
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

Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
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

Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
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

Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
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

Seahorse Arts:

11) (Shīhōsu Geijutsu: Tlanusi no kyūin) - Seahorse Arts: The suction of Tlanusi
Rank: A
Range: Short - Long
Type: Offensive
Chakra: 30
Damage: 60
Description: Once the target is in contact with the same source of water as a seahorse, the seahorse would place its snout into the water and start powerfully sucking through its snout whilst releasing
its chakra, causing a whirling vortex to form beneath the target, said vortex draws the target into the center of it forcefully drawing the target deeper and
deeper into the water as well as throwing them entirely off balance and making them dizzy whilst the jutsu is in effect, once the target is drawn deeper into the water, the seahorse blasts heavier causing large amounts of pressure to be placed upon the target in attempt to drown him/her.
Notes - Requires the user and target to be in contact with a sufficient water source
- Can only be used 3 times per battle
- Can only be taught by Yashiro.

Approved

Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor
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

Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage
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

Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth
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

Shīhōsu Mōdo | Seahorse Mode
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

Shīhōsu Geijutsu: Nokogirihajō no Yoroi | Seahorse Arts: Serrated Armor
Type: Offensive, Defensive
Rank: B-Rank
Range: Self
Chakra: 20
Damage: 40
Description: Serrated Armor is a Seahorse Art based on Chakra Enhanced Armor however instead of performing the technique on a Seahorse the user will instead perform the technique on him or herself allowing them to enhance both their defensive and offensive abilities. At its most basic essence this technique mimics the scales of seahorses and applies that along with the basics of Chakra Enhanced Armor creating an armor of chakra scales around the user. As the technique suggests the scales are serrated allowing for a tearing form of damage akin to that of the sword Samehada. This technique also grants limited defensive capabilities. The armor can absorb damage from C-Rank and below ninjutsu and elemental taijutsu while also being able to resist damage from B-Rank and below taijutsu. The armor will persist for 4 turns
Note: Can be used three times per battle.
Note: Must sign the Seahorse Summoning Contract
 
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Yashiro

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(Hyouga: Sodatenami)- Glacier Style: Raiseing Wave
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: 40
Description: The user will focus Water chakra through their sword, and then focus Wind chakra into the sword. The the user swings his sword in an upward arc with both hands, from under the users hips. Releasing a surge of ice in the shape of an arced glacier towards the opponent, that can reach out to mid range.
- Can be used 5 time per battle.
- Must have Yuki Bio.
- Must have permission from -Tauburn- to use.

Hyouga: Shirafune (Glacier Style: White Sword)
Type: Supplementary/Attack
Rank: B
Range: Short
Chakra: 25
Damage: 40
Description: charging Hyouton chakra into a broken sword, the user will stab in the direction of the opponent with the broken sword, stopping just out of reach of their opponents arm and sword reach. This allows the user to reform their blade with ice particles, piercing through objects in its path. The ice blade extends 5 feet into the opponent. This technique can also be done by the user purposely breaking their sword against the blade of the opponent with an extremely hard swing and then proceeding with the technique.
Note: Must be of the Yuki Clan.

(Hyougo: Doragontsume)- Glacier Style: Dragon Claw
Type: Attack
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his water and wind chakra into a sword then slashs at the opponent three times, once from the right the left then again from the right, releasing layers of ice towards the opponent, two from the right and one from the left.
- Can be used 4 times per battle.
- Must have Yuki Bio
- Must have permission from -Tauburn- to use.

(Hyougo: Maruneji)- Glacier Style: Circling Screw
Type: Deff
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: n/a
Description: User will focus wind and water chakra into their sword, then place the sword in there dominate hand between his thumb and index finger, then spin the sword four times vertically createing a screw type ice glacier that has flat sipral shape, extends 1 yd from the user towards the opponent. Its able to withstand the strongest of fire techs, with little melting.
- Can be used 4 rimes per battle.
- Must have Yuki Bio
- Must have permission from -Tauburn- to use.

(Hyougo: Tokuhei)- Glacier Style: Sheilding Wall
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: n/a
Description: The user will bring their sword to their side (about waist height) focus wind and water chakra into their blade, and swing their sword in an arc around the front half of their body, releasing wind and water chakra from their sword, creating a slanted wall of layered ice that, holds a 70 degree angle from the ground to the top of the wall, that stands at 7 ft, that can with stand most fire techniques of the same rank.
- No Ice techs in the same turn.
- Can be used 2 times per battle.
- Must have a Yuki Bio.
- Must have permission from -Tauburn- to use.

Hyouga: Hakuren (Glacier Style: White Ripple)
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: the user charges his blade with hyouton chakra and punctures the ground 4 times in rapid succession in front of them in a semi circle. The user then takes thrusting battle stance as the ice particles begin to flow up from the punctures made in the ground. They build up and then fire toward the target in a massive, powerful pure-white wave of thick snow coming from the blade. If hit, this will encase the target in a block of ice.
Note: Must be of the Yuki Clan.
Note: Can only be done 3x per battle
Note: User must wait 4 turns between each use.
Note: No Hyouga techniques can be performed in the same turn.
Note: No Hyouga Technique above A Rank next turn or the turn before.

Learned
 
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(Tōshō no Ken: Furosutonippu)-Frostbite Fist: Frostnip
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave of chakra rapidly freezes the tissues of the surface skin in the area that the punched. The result of the skin being frozen is initially itching and considerable pain, however, after a full turn of feeling pain, the afflicted area will go numb, which can make using this body part to fight difficult. After four turns of numbness, the skin and tissues thaw, allowing the body part to function normally once more.
Note: A maximum of three touches can be performed per time this jutsu is used.
Note: Punching the same location multiple times will yield no additional affect.
Note: Can only be used by Frostbite Fist Users.

(Tōshō no Ken: Furosuto no Sunappu) Frostbite Fist: Frost Snap
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave is more powerful than the one used in Frostbite Fist: Frostnip. The area that this wave passes through will have its tissues within the surface skin will be frozen, as well as some of the deeper tissues. As a result, there will be greater pain than there was in Frostnip. In addition to this pain, the skin is frozen and hardens. After a full turn of dealing with this pain, the location will become numb, making usage of the body part difficult. Two turns after this jutsu was used, the skin hit will form painful black blisters, although, the target will be unable to feel the pain until the numbness wears off. After four turns of numbness, the skin will thaw, and the target will be inflicted with great pain due to the blisters.
Note: A maximum of two touches can be used per time this jutsu is used.'
Note: Punching the same location multiple times will yield no additional affects.
Note: Can only be used by Frostbite Fist users.
Note: Can only be used three times

(Tōshō no Ken: Tōshō) - Frostbite Fist: Frostbite
Type: Offensive
Rank: S Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave is more powerful than the one used in Frostbite Fist: Frost Snap. As a result of this, the muscles, tendons, blood vessels and nerves that were hit by the wave all freeze. Because of this, the skin in this area will turn hard and feel waxy, and the body part will become temporarily unusable, and the user will lose all feeling in said body part. After two turns, the afflicted area will form large purple blisters where the wave originally passed through. After three turns of being unable to use said body part, the target will once more be able to use it, though they will feel an extreme amount of pain in the inside of the afflicted area due to the freezing, though they will still have no feeling on the outside sections of the body part. Unless the target is treated by a medical ninja, they will have loss of feeling in the afflicted area due to nerve damage for the rest of the fight.
Note: A maximum of one touch can be used per time this jutsu is used.
Note: Can only be used by Frostbite Fist users.
Note: The user will be unable to perform any Frostbite Fist jutsu for the following turn.
Note: No A rank or above ice ninjutsu the following turn.
Note: Can only be used twice.

Learned
 
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Yashiro

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Summoning Animal: Synanceia (Stonefish)
Scroll Owner: Yashiro.
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:

Synanceia is a genus of fish of the family Synanceiidae, the Stonefishes, whose members are venomous, dangerous, and even fatal to humans. It is one of the most venomous fish currently known in the world. They are found in the coastal regions of Indo-Pacific oceans as well as off the coast of Florida and in the Caribbean.

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Synanceia are primarily marine, though some species are known to live in rivers. Its species have potent neurotoxins secreted from glands at the base of their needle-like dorsal fin spines which stick up when disturbed or threatened. The vernacular name of the species, the stonefish, derives from the stonefish's ability to camouflage itself with a grey and mottled color similar to the color of a stone. Swimmers may not notice them, and may inadvertently step on them, triggering a sting. When the stonefish is disturbed, it may inject an amount of venom proportional to the amount of pressure applied to it.

Since the Stonefish 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 from the user. Stonefish are experts at camouflage which enables them to change color to match their habitat, however, this ability only pertains to water and earth/muddy environments. They are not however, capable of completely making themselves unnoticeable, just blend in to earth and/or water environments making it hard for opponents to clearly see them momentarily. If the opponent would take time to actually look at the area where a stonefish would camouflage, he would manage to see it. Stonefish mostly range from a few inches to a couple of meters in size, while the boss summon is ten meters in length. Stonefish have a very unique chakra circulatory system which allows them to produce and manipulate water techniques with great ease and accuracy, showcasing their mastery over the element, as well as produce their unique venom from their bodies in a liquid state. Due to their mastery of the water element and their unique liquid venom, stonefish are capable of releasing their venom into their water techniques if released through their spikes, however, the venom would loose potency and not be as fatal as usual. The venom produced by stonefish are weak to same rank fire and above.

Approved




Stonefish Summonings:

(Onidarumaokoze Kuchiyose: Krizalid ) Stonefish Boss Summoning: Krizalid

Type: Summon
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Krizalid is the boss summon of the Stonefish contract and is hailed as the most powerful of all stonefish warriors. He is a majestic looking, dark brown stonefish with traces of grey outlined all over his body. He has crimson red striking eyes and is the largest amongst all Stonefishes. Krizalid has a length of 10 meters with both a height and width of 5 meters. He has a total of 10 singular dorsal fins upon his back which he is capable of manipulating to attack the opponent as well as extend it to wrap around a target's body etc. His entire body is clad with immense and powerful stone. This does not give him immunity from attacks though. Krizalid also has the unique stonefish venom covering his entire body as well as his dorsal fins.

Stonefish Venom: The main cause of stonefish venom when injected into humans or animals are irreversible depolarization of muscle cells and microscopically observable muscle and nerve damage. Observed neuromuscular toxicity of stonefish venom is a consequence of the venom's dose-dependent. Low counts of venom (2.5–10ml) would merely weaken tissue and muscle performance etc, but retains the fact that it wouldn't be fatal. When injected with a low count of venom, the target would only feel minor effects of the venom, such as; Numbness in certain parts of the limbs or the entire body or become paralyzed, depending on the dosage injected. High counts of stonefish venom (100–300ml) however, would significantly cause depolarization of muscle cells. When injected with a high dosage of stonefish venom, it would more than likely be fatal to all living beings including animals and humans. As soon as the target would be injected with the high dose of venom, he would start feeling a change within his body as it heightens towards paralyzation, after a maximum of two turns, the target would become completely paralyzed and another two turns thereafter the target would die if the venom is not removed or otherwise destroyed.

Dorsal Fins: Krizalid's dorsal fins (Ten in total) unlike any other stonefish's, is capable of being extended and reaching a distance of 10 meters from Krizalid's body. Each dorsal fin is significantly soaked in stonefish venom and is capable of paralyzing the target should he/she merely touch a dorsal fin with one of their hands. The main origin of the stonefish venom is the dorsal fins, where it has pores of sorts constantly releasing the stonefish venom. However, this can be controlled by Krizalid's chakra. A regular whipping attack of the dorsal fins has the power of a regular B Ranked attack and can be used three times per battle. A binding attack with the dorsal fins equals that of an A Rank attack and can only be used two times per battle. Each attack with the dorsal fins carries the venomous power of the Stonefish venom.

Stone Clad Armor: The armor is covered in the stonefish venom due to it constantly being released from the dorsal fins.

Note: Can only be summoned once per battle.
Note: Remains Active for 4 turns once summoned before automatically dispersing.

Approved


Stonefish Arts: N/A
 
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( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:
• Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.
• Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.
• Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.
• Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.
• Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.

A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

(Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:
• Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.
• Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.
• Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.
• Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.
• Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.

A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points and deals 60 damage points.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*
 
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