Contract Name: Infernal Contract: Hyakki Yagyō 百鬼夜行 [Midnight Pandemonium]
Type: Spirits
Specimen: Infernals
Culture/Lore: Throughout the Islands in the Land of Water, and more specifically surrounding the Isle of Whispers, the sea floor is littered with submarine volcanoes. Legends have told for years that in the smoke, steam, and mists created by these natural phenomena, there have been sighting of beings ancient and cruel that'd rave and terrorize those whose will and strength were easily sapped away by the minute whispers of spirits. These spirits were brushed away as oni or yokai from local areas, but in reality their origins were something else entirely. From the warring era of kirigakure, there was many a warrior who died a tragic death completely unrelated to their battles. Stripped of strength, or honor, or pride these spirits unable to move on abide in the wind. It is only in the volcanic steam, lava, or great pyres that these spirits could manifest to reclaim their pride and heal the wounds given to them in a previous life. Summoners of these spirits need bear caution for these spirits are fickle, and summoners that are weak of spirit may end up becoming prey for the Infernals to feast upon.
Element(s): Fuuton
Designated Skill: Sensory [Both/Either Skill Point(s) can be Sacrificed for the "Breathe in the Wind"/"Abide in the Flame" UA(s) 1/UA]
Summoning Method: A drop of the summoner's blood placed onto a solid or liquid surface.
Unique Abilities:
Requirements: A contract holder must first visit the Isle of Whispers and commune with a spirit.
Drawbacks: Summons are terrestrial, and they have their speed and coordination reduced by 1 tier if submerged in water.
Holders: Sero
Type: Spirits
Specimen: Infernals
Culture/Lore: Throughout the Islands in the Land of Water, and more specifically surrounding the Isle of Whispers, the sea floor is littered with submarine volcanoes. Legends have told for years that in the smoke, steam, and mists created by these natural phenomena, there have been sighting of beings ancient and cruel that'd rave and terrorize those whose will and strength were easily sapped away by the minute whispers of spirits. These spirits were brushed away as oni or yokai from local areas, but in reality their origins were something else entirely. From the warring era of kirigakure, there was many a warrior who died a tragic death completely unrelated to their battles. Stripped of strength, or honor, or pride these spirits unable to move on abide in the wind. It is only in the volcanic steam, lava, or great pyres that these spirits could manifest to reclaim their pride and heal the wounds given to them in a previous life. Summoners of these spirits need bear caution for these spirits are fickle, and summoners that are weak of spirit may end up becoming prey for the Infernals to feast upon.
Element(s): Fuuton
Designated Skill: Sensory [Both/Either Skill Point(s) can be Sacrificed for the "Breathe in the Wind"/"Abide in the Flame" UA(s) 1/UA]
Summoning Method: A drop of the summoner's blood placed onto a solid or liquid surface.
Unique Abilities:
- Abide in the Flame: All infernals can sacrifice an element or skill for this UA. Said infernals know and can use the "Abide in the Flame" jutsu, and it doesn't count towards their jutsu known. This gives infernals access to derivatives of this technique that may increase the potency or change the jutsu.
- Breathe in the Wind: All infernals can sacrifice an element or skill for this UA. Said infernals can sense fear and heat signatures within 10 m of themselves if their Perception is D Rank or higher. This increases by 50 m for each rank over D. This costs 3 chakra per post when used above the base 10 m.
- Abide in The Flame:
- Name: Abide in the Flame
Rank: A
Power: -
Activation Cost: 10 chakra+
Upkeep Cost: C-Rank [10]
Range: 10 m+
Speed: Varies
Element: -
Skill: Ninjutsu
Classification: Infernal Contract/ An Infernal Contract Holder
Requirements: [Being an Infernal]
Parent Technique: -
Hand Seals: -
Description: An infernal can move into an environmental effect or jutsu made from Katon or one of it's derived elements such as the lava or quicklime from Yoton. The summon then becomes enshrouded in the element until they stop maintaining the jutsu. While enshrouded in this way, the infernal's chakra-based body can enter that element an then exit from another source of that element within the range of their "Breathe in the Wind" ability with a minimum distance of 10 m. This strange movement can even confuse the perception granted by the "Sensing Technique". This jutsu can be used to defend the infernal against fire derived elemental techniques. When the infernal activates the technique, they can also pay the activation cost of the incoming Katon derived jutsu to become immune to it for the duration of this jutsu. There is no additional cost if the jutsu is cast by the summoner. For the duration of the jutsu, the infernal is immune to the damage caused by environmental effects of the element they're enshrouded in.
Weaknesses: The infernal gains the elemental disadvantages of the element, such as a Suiton doing extra damage to an infernal enshrouded in fire. The infernals are reduced to just chakra while they are moving from point a to be and do so at their Base speed. This movement can be sensed with advanced sensory techniques or dojutsu that can explicitly sense chakra itself without the stat check. Since the infernal is jutsu chakra when it is moving it can easily be sealed away as if it were a jutsu.
Additionally the infernal must leave out of a different source that the one they entered. If this becomes impossible for any reason, then the infernal spirit is dispelled and can't be summoned again for the rest of the thread. Finally, the infernal can only activate this jutsu once per thread, even if it is ended early.
Requirements: A contract holder must first visit the Isle of Whispers and commune with a spirit.
Drawbacks: Summons are terrestrial, and they have their speed and coordination reduced by 1 tier if submerged in water.
Holders: Sero