Uchiha Osore
Posts : 1044
| Subject: Hitokousen [Warmen Summoning Contract] Fri 19 Mar 2010, 11:00 pm | |
| (Note: This is the contract, individuals will be worked out upon approval.)
Name: Hitokousen [Man Of War] Rank: - Appearance:
Contract Type:
Cellular Summoning: Warmen are summoned not through the typical method but instead by using a previously summoned Warmen to grow into the newly desired summoning through increased cell multiplication. The base Warmen is a clump of cells that arrange themselves like a tattoo on the summoner's body, and when chakra is directed to them, multiply into the desired summoning. Due to this method of summoning, only one Man O' War may be deployed at a time (excluding if said Warman is split). Warmen do not require any blood, food, or other trinkets to summon them. The tattoo may also be used to partially summon Warmen, using their abilities without fully summoning a creature.
Species: Man O' War Elemental Affinity:
Suiton / Doton
Special Abilities/Characteristics:
Cellular Collective: Warmen are compromised of numerous simple organisms that work like a human body's cells and each are designed to perform a certain task. The cells share a collective mind, making it impossible to effect with Genjutsu due to the hundreds of 'minds' making up the 'one mind' (since Genjutsu relies on a nervous system in the first place, and Warmen lack such a thing, it would be impossible all the same even if it were only one mind.) If harmed, the cells of the Warmen will simply regenerate and repair the lost cells, and if split, the two cellular masses can gain their own consciousness and become two. If rejoined, the mind returns to one, ensuring that their are no personality or control conflicts within the Warman.
Regeneration does little harm to the Warman, since it is designed to do this and reproduces in this manner, and it does not consume chakra as a natural process of the creature. However, Warmen are not 'bright', compensating for their strength in regeneration.
Simple Minded: Though most summonings gain a humanoid level of intellect, Warmen do not, instead gaining only a simplistic level of understanding comparable to an animal. They are able to understand and obey commands, can 'speak', but cannot understand complex attacks or situations, being incapable of working with their summoner on the same level as other summonings. They understand no emotions and express confusion if they are brought up. They are easily confused by simple tricks, such as bright lights, yelling, throwing things, etc. and must be redirected to focus by the summoner. They also cannot interpret commands very quickly, taking a few seconds to interpret what was said.
Warmen do not recognize their summoner since they lack a long term memory, though they do know who summoned them and do not attack them, thus they cannot be used for espionage because they will simply forget what was learned or forget who they were supposed to return to. Warmen are not even capable of interpreting incoming attacks well, making them easy targets.
Slow Body: Warmen lack dexterity in most forms, since information sent along the body must be passed mind by mind until the command to move or some other thing is given, thus they are incapable of responding with much speed to attackers. Warmen cannot attack with much speed either, relying on opponents to get close to them, not vice versa though they can extend their tentacles out to increase this chance. Jutsu used by Warmen take up the entire post, there speed preventing them from using multiple.
Neurotoxin: Man O' War (Warmen) are able to inflict a poisonous sting on opponents, through their triggered stingers at the end of their various tentacles, that targets the body's nervous system and rapidly shuts it down, paralyzing opponents and killing them as their heart loses the ability to beat on due to its own paralysis. Even brushing a tentacle will suffice to inflict the poison, even the user being suspect to such infection. The toxin is detailed below:
Chuushin Kireme (Center-Breaker)
- Spoiler:
Poison Name: Chuushin Kireme (Center-Breaker) Rank: D-A Poison Description: A neurotoxin, and thus not a standard poison, immune to typical poison antidotes or treatments, giving the Man O' War its most frightening aspect, the inability to treat it as other 'poisons'. The toxin's strength is based on the summoning that inflicts it, larger doses being stored in older, more powerful, Warmen then the younger and weaker ones. Antidotes cannot be made to resist higher levels of the toxin if exposure to a lower level is used to create such an antidote, thus the Warmen can take advantage of a medical shinobi who belives their antidote will help them, only to find out it is much stronger than what the antidote was prepared for.
When stung, a very small (invisible to the naked eye) stinger is embedded into the skin and pushes the toxin into the body as long as it remains. Removing the stinger (though there are usually multiple) will halt the spread of the toxin, though its current spread will remain and the effects will not reverse themselves. Further stings will continue where the toxin stopped from the previous infection. This is not common knowledge, however, since the Warmen are not a common sight, most Japanese people being exposed only to jellyfish. Though they look similar, they are quite a different beast and thus knowledge of treating their stings is unknown without first hand experience with the creatures.
The poison has details in accordance to its rank below:
Poison Effect(s):
D Rank: [ Post 0 / Turn of Infection/Injection] Upon contact the toxin causes a stinging pain and causes the skin to swell slightly, revealing the fact that a hit was made and that the poison is now in effect. The D Rank version does not continue further than this, inflicting only stinging pains when its tentacles are contacted.
C Rank: [ Post 0 / Turn of Infection/Injection] Upon contact the toxin causes a stinging pain and causes the skin to swell slightly, revealing the fact that a hit was made and that the poison is now in effect. The toxin begins to spread through the body now, the sting serving only as a warning of the effects to come.
[ Post 1 / Effect] The struck limb begins to lose its use, the nervous system being torn apart by the toxin and suppressing the electrical body impulses it creates. The toxin disables complex hand movements, such as high-speed handsigns, if it hits the arm, disables the use of Shushin or Kawarmi if its hits a leg, or disables the ability to gather chakra to the lungs (to perform some jutsu like Endan) if it strikes the chest. If it heads the head, the user will forcefully vomit as the toxin tries to reach into the brain. The C Rank version ends at this point.
B Rank: [ Post 0 / Turn of Infection/Injection] Upon contact the toxin causes a stinging pain and causes the skin to swell slightly, revealing the fact that a hit was made and that the poison is now in effect. The toxin begins to spread through the body now, the sting serving only as a warning of the effects to come.
[ Post 1 / Effect] The struck limb begins to lose its use, the nervous system being torn apart by the toxin and suppressing the electrical body impulses it creates. The toxin disables complex hand movements, such as high-speed handsigns, if it hits the arm, disables the use of Shushin or Kawarmi if its hits a leg, or disables the ability to gather chakra to the lungs (to perform some jutsu like Endan) if it strikes the chest. If it heads the head, the user will forcefully vomit as the toxin tries to reach into the brain.
[ Post 2 / Effect] The toxin courses through the body and inflicts something akin to an electric shock as it tweaks the nerves and causes a temporary paralysis for a post, giving the toxin more time to establish itself without its host consistently squirming and trying to hinder it. The B Rank version does not continue further than this.
[ Post 3 / Effect] The toxin begins to spread further, attacking the body as if it were a conscious being, viciously shutting down more neurological pathways as it courses through the body. If the toxin struck a body part, it may now continue to another body part of the Warmen's choosing (of the four mentioned in the first post effect, excluding the chest) or the current area may advance. The next post, instead of continuing to a new effect, the user may instead pick another body part to target, or they may advance another part's infection (excluding the chest).
If the arm is advanced, then the opponent loses complete control of the limb, the electrical pulses shutting down and causing the whole arm to suffer an immense stinging pain as this occurs. The pain is of a very high level, more painful than severing the arm, since all the nerves are excited to their maximum pain potential. Jutsu cannot be used in the post this pain occurs, nor may continuous jutsu be held, nor may attacks be made, unless the shinobi has a special characteristic, Kekkei Genkai, or etc. that would grant them tolerence to this level of pain.
If the leg is shut down, then a pain strikes the legs similar to the arms, and causes them to tumble to the ground, to their knees if they were stationary, otherwise they fall on their face, writhing in the pain as their nerves are , as some describe it, 'incinerating down to ash'. Once on the ground, or knees, the leg shuts down and becomes immobilized. The shinobi can still move, though with a useless limb they become little faster than a layperson compared to a shinobi.
If the chest was targetted the toxin strikes the heart, causing the opponent to halt whatever action they were taking as blood rushes up their lips and froths out. The most lethal of locations and thus the toxin must infect in this location and cannot move there, nor can this option be advanced to a further state from this point. The heart beats at an accelerated rate, consuming vast amounts of energy, quickly, and detsroying the opponent's body and stamina. They pant, each pant bringing out blood, and slowly lose their strength until the heart gives out, paralyzed without enough energy to beat once more. This occurs over three further posts, though if left two posts in it becomes too difficult for a medical shinobi to correct. Naturally, heart surgery is not something that can be done in combat, so the toxin is incredibly difficult, if impossible, to treat on the field without a prepared antidote to the toxin. Infected medical shinobi can slow down their heart beat (assuming they have such a jutsu) to hinder the poisons effects, but this must be done each post, and failing to do so will cause the toxin to continue its effects.
If the head is targetted then the brain is not the only target of the toxin. The toxin reaches into the optical nerves and attacks them, a searing pain striking the opponent and the loss of colored vision following as it slowly destroys the eyes. In addition, the Warmen can trigger the toxin to strike the eyes again when they or their summoner attacks, causing a temporary blindness and incredible pain that the brain focuses on, shutting down focus on the other senses by 50% as it does so, making the attacks hit chance increase exponentially.
A Rank: [ Post 0 / Turn of Infection/Injection] Upon contact the toxin causes a stinging pain and causes the skin to swell slightly, revealing the fact that a hit was made and that the poison is now in effect. The toxin begins to spread through the body now, the sting serving only as a warning of the effects to come.
[ Post 1 / Effect] The struck limb begins to lose its use, the nervous system being torn apart by the toxin and suppressing the electrical body impulses it creates. The toxin disables complex hand movements, such as high-speed handsigns, if it hits the arm, disables the use of Shushin or Kawarmi if its hits a leg, or disables the ability to gather chakra to the lungs (to perform some jutsu like Endan) if it strikes the chest. If it heads the head, the user will forcefully vomit as the toxin tries to reach into the brain.
[ Post 2 / Effect] The toxin courses through the body and inflicts something akin to an electric shock as it tweaks the nerves and causes a temporary paralysis for a post, giving the toxin more time to establish itself without its host consistently squirming and trying to hinder it.
[ Post 3 / Effect] The toxin begins to spread further, attacking the body as if it were a conscious being, viciously shutting down more neurological pathways as it courses through the body. If the toxin struck a body part, it may now continue to another body part of the Warmen's choosing (of the four mentioned in the first post effect, excluding the chest) or the current area may advance. The next post, instead of continuing to a new effect, the user may instead pick another body part to target, or they may advance another part's infection (excluding the chest).
If the arm is advanced, then the opponent loses complete control of the limb, the electrical pulses shutting down and causing the whole arm to suffer an immense stinging pain as this occurs. The pain is of a very high level, more painful than severing the arm, since all the nerves are excited to their maximum pain potential. Jutsu cannot be used in the post this pain occurs, nor may continuous jutsu be held, nor may attacks be made, unless the shinobi has a special characteristic, Kekkei Genkai, or etc. that would grant them tolerence to this level of pain.
If the leg is shut down, then a pain strikes the legs similar to the arms, and causes them to tumble to the ground, to their knees if they were stationary, otherwise they fall on their face, writhing in the pain as their nerves are , as some describe it, 'incinerating down to ash'. Once on the ground, or knees, the leg shuts down and becomes immobilized. The shinobi can still move, though with a useless limb they become little faster than a layperson compared to a shinobi.
If the chest was targetted the toxin strikes the heart, causing the opponent to halt whatever action they were taking as blood rushes up their lips and froths out. The most lethal of locations and thus the toxin must infect in this location and cannot move there, nor can this option be advanced to a further state from this point. The heart beats at an accelerated rate, consuming vast amounts of energy, quickly, and detsroying the opponent's body and stamina. They pant, each pant bringing out blood, and slowly lose their strength until the heart gives out, paralyzed without enough energy to beat once more. This occurs over three further posts, though if left two posts in it becomes too difficult for a medical shinobi to correct. Naturally, heart surgery is not something that can be done in combat, so the toxin is incredibly difficult, if impossible, to treat on the field without a prepared antidote to the toxin. Infected medical shinobi can slow down their heart beat (assuming they have such a jutsu) to hinder the poisons effects, but this must be done each post, and failing to do so will cause the toxin to continue its effects.
If the head is targetted then the brain is not the only target of the toxin. The toxin reaches into the optical nerves and attacks them, a searing pain striking the opponent and the loss of colored vision following as it slowly destroys the eyes. In addition, the Warmen can trigger the toxin to strike the eyes again when they or their summoner attacks, causing a temporary blindness and incredible pain that the brain focuses on, shutting down focus on the other senses by 50% as it does so, making the attacks hit chance increase exponentially.
Background:
In order to fit in more closely with the populus of Kirinogakure, Kakuhan took it upon himself to locate and sign a summoning scroll for an aquatic creature, rather than the family scrolls which contained things that involved a wide range of insects or Hellsing's contracts. This proved to be a difficult task, the village had access to various contracts in its scroll storage, but none of them were suitable to himself, they didn't match his style, and none of them matched his title of 'Hell's Whip.'
Mildly discouraged he walked past the coast, to see a drifting luminous carcass which he was immediately was attracted to, running over and picking it up only to recieve a painful shock and see his skin rise and itch. The little creature was poisoned, how nice. As Kakuhan's plant began to flush the poison out of him, he looked at the creature, it was a sack of what looked like air with numerous tentacles hanging off. A passerby pointed and told him to stay away from that jellyfish.
Kakuhan was foriegn to the concept of 'jellyfish' and so, lifting the body up with carefully donned gloves, he examined it and the village collections to determine what exactly these creature were. It immediately grabbed hold of his interest as he identified what a jellyfish was, and found out that this creature was not a jellyfish, it was instead a Man O' War.
Returning to his dig through the village archives, Kakuhan failed to find a contract for these creatures, but assuming that every animal had an appropriate extra-dimensional form, he reached into the library further, pulling out the jutsu that birthed the summonings in the first place, Kuchiyose. With the carcass of the creature and some modifications of the jutsu, Kakuhan was able to pull down to this plane the summoning form of the Man O' War. Only to find how incredibly dense the creature was, but still agreeing with the prospect of signing onto a contract with it. |
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