- Code:
[b]Summon Name:[/b]
[b]Rank:[/b]
[b]Appearance:[/b]
[b]Element:[/b]
[b]Skill(s):[/b]
[b]Stats:[/b]
Strength:
Constitution:
Stamina:
Speed:
Coordination:
Intelligence:
Perception:
[b]Abilities:[/b]
Contract Name: Sliver Swarm
Type: Animal
Specimen: Metamorphic Creatures
Culture/Lore: Due to the odd nature of this contract, I will wait on lore until the core functions are approved so as to not waste time and effort.
Element(s): Unable to utilize any elements, they utilize special abilities instead.
Designated Skill: N/A, sacrificing along with the element for special abilities. Unless otherwise noted in a summon description, Ninjutsu, Genjutsu, and Taijutsu may also not be utilized.
Summoning Method: The Sliver Queen "infects" the contract holder with her chakra. Once infected, the contract holder must simply weave the needed seals and the slivers are summoned with his chakra with a small amount of the queen's mixed in. Slivers will appear near the contract holder, listening only to those with the queen's chakra in their system. This does not reduce costs for any summons, it is simply for flavor.
Requirements: Be infected by the queen
Special Features:
- Slivers are all capable of basic telepathy, being able to communicate with each other and with the contract holder through this method. The holder may issue basic commands through this manner while the slivers simply communicate through emotions and instinct.
- Slivers do not possess the ability to use Taijutsu, ninjutsu, or genjutsu unless specifically given that ability through a unique ability of a fellow sliver.
- Slivers have the ability to mutate depending on the environment around them or to fulfill the needs of the hive as a whole. This ability is where much of their combat utility comes from.
- Slivers are reluctant to leave once they enter a new environment. All slivers summoned can't be unsummoned by the contract holder for five posts after their initial summon, though they may be forcefully unsummoned or outright killed.
- A majority of slivers do not have anything resembling a personality, only the higher ranking ones, and with their hive mind approach to life there are numerous "copies" of what is essentially the same sliver. Non-unique Slivers can thus be summoned multiple times in a thread up to a limit of three.
-Slivers have abilities that, once that particular summon is summoned, causes a reaction on the part of other slivers present rather than techniques. Rather than jutsu, each jutsu slot they would normally possess per rank gives them one point towards an ability. There are three tiers of abilities, with Tier one (T1) costing one point, Tier two (T2) costing three points, and Tier three (T3) costing six points per ability. These abilities effect fellow slivers in any given thread, granting effects based on the synergy of the summons utilized.
Drawbacks: Slivers have a hive mind, meaning they're all pretty stupid and are incapable of actual speech. With the exception of some higher ranked slivers, most are unable to follow complex orders and rely on the synergy with each other to get things done. They are also unable to utilize chakra by themselves despite possessing chakra of their own. Instead, they rely on unique traits and abilities. Additionally, a maximum of two slivers may be summoned per post. Once a sliver is summoned, it has "summoning sickness" the post it is summoned during which its abilities do not take effect as it naturalizes itself to the new environment. Slivers that are killed will have any effects they were bestowing to other slivers annulled as soon as they leave the thread whether by death or unsummoning.
Holders: Chikaro Kazehana
Creatures:
- Spoiler:
- Summon Name: Sliver Youth
Rank: E
Appearance: Typically small, no larger than a few pounds and silver in color. Capable of rapid growth. They vary in appearance, depending on what their initial purpose is within the hive.
Element: N/A
Skill(s): N/A
Stats:
Strength: E
Constitution: E
Stamina: C
Speed: E
Coordination: E
Intelligence: E
Perception: D
Abilities: Growth (T1)- Each post after summoning, a Sliver Youth gains one tier to one stat that is not Intelligence. No stat may go over C tier with this method, and its boosts always apply first. Applies for four posts after summoning. Each post this is used drains 10 points of stamina from the Sliver Youth, with each post after the initial posts sapping an additional 5. When the stamina pool is depleted, the Sliver Youth will unsummon itself and return to the hive. They also gain additional features depending on the stat boosted, such as an extra set of legs to move faster if Speed is chosen or an increase in size if Strength is chosen.
Summon Name: Helio Sliver
Rank: D
Appearance:
Element: N/A
Skill(s): N/A
Stats:
Strength: D
Constitution: D
Stamina: D
Speed: B
Coordination: B
Intelligence: E
Perception: D
Abilities: Flying (T1): All sliver summons mutate to grow a pair of wings, allowing them the gift of flight. With the exception of Helio Sliver, all slivers move in the air as if their Speed and Coordination were a -- lower than they would be on land. Each sliver that grows a pair of wings must pay 5 stamina to do so.
Summon Name: Predatory Sliver
Rank: C
Appearance:
Element: N/A
Skill(s): N/A
Stats:
Strength: B
Constitution: D
Stamina: D
Speed: B
Coordination: C
Intelligence: E
Perception: C
Abilities: True Predator (T1)- All slivers gain ++ to Strength and Perception. This ability costs each sliver 10 points to achieve and grants them an increase to muscles mass as well as other features such as sharper claws and fangs and enhanced senses. Costs 3 points upkeep for every sliver that is effected.
Fear and Confusion (T1): All Slivers secrete a unique hormone that induces fear as well as a decrease in perceptive abilities in a target. Anybody not the contract holder or a sliver, including other summons, within twenty meters of a sliver will have their Perception lowered by a - per sliver and will feel increasing amounts of fear as well as a general dulling of the sense the more they are affected. Each sliver with this ability must pay an upkeep of 1 stamina to maintain it, as it is in effect regardless on whether or not there is a valid target to apply it to and often wastes stamina.