Summoning Contracts
Summoning Animal: Olm or Proteus
Scroll Owner: Erzo
Other Users who have signed contract: Negative Knight, and Inch.
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Black Proteus (a sub specie)
Description and Background:
The olm, or proteus (Proteus anguinus), is a blind amphibian endemic to the subterranean waters of caves of the Dinaric karst of Central and Southeastern Europe. It lives in the waters that flow underground. This animal is most notable for its adaptations to a life of complete darkness in its underground habitat. The olm's eyes are undeveloped, leaving it blind, while its other senses, particularly those of smell and hearing, are acutely developed, to the point they that their sense of smell is equal to that of a dog from the Inuzuka clan and their hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. They are better at sensing both the quantity and quality of prey by smell The sensory epithelia of the inner ear are very specifically differentiated, enabling the olm to receive sound waves in the water, as well as vibrations from the ground.
Summonings:
1- (Olm Kuchiyose no Jutsu: Scarlet) - Olm Summoning Technique: Scarlet
Rank: S-Rank
Type: Attack/Defense
Range: Short (Long if digging through the ground)
Chakra: 40
Damage: 80 (If she knocks into user with encased spikes and such)
Description: Scarlet is a slender olm, who -despite being an olm- has little to no slime covering her body. She is 2 meters long and has a special affinity for Earth, though despite specializing in Earth, she can only use up to B-rank Earth jutsus (including those which require hand seals, as she has little hands) whilst having other specific ability which makes her stand out. She has the ability quite similar to the Hiding like a mole jutsu, however instead of just merging through the ground she encases her body in a hard shell made of rock with small spikes 3 inches long which allows her to dig through the ground with ease, the rock encasing her body is equivalent to an A-ranked jutsu which allows her to easily smash through other Earth jutsus ranked A and below, this allows her to dig through the ground with things like Earth tremors have no effect on her whatsoever and with things like the swamp jutsu not phasing her as she can still dig through it due to her body being in cased by the rock which is equivalent to an A-ranked jutsu. The normal elemental weaknesses and strengths apply. In addition to that, like all other Olms, she is blind however, she has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. She is -however - better at sensing the quantity of prey/opponents by smell.
Note: Can only be summoned once.
Note: Lasts 4 turns each time she is summoned.
Note: Every jutsu used by Scarlet counts as one of the users.
Note: Scarlet can speak perfect English.
Note: Like hiding like a mole jutsu, she can dig up to Long range.
Note: Her ability to dig through the ground with rock encased around her body counts as one of the users jutsus and can only be used 3 times.
Type: Attack/Defense
Range: Short (Long if digging through the ground)
Chakra: 40
Damage: 80 (If she knocks into user with encased spikes and such)
Description: Scarlet is a slender olm, who -despite being an olm- has little to no slime covering her body. She is 2 meters long and has a special affinity for Earth, though despite specializing in Earth, she can only use up to B-rank Earth jutsus (including those which require hand seals, as she has little hands) whilst having other specific ability which makes her stand out. She has the ability quite similar to the Hiding like a mole jutsu, however instead of just merging through the ground she encases her body in a hard shell made of rock with small spikes 3 inches long which allows her to dig through the ground with ease, the rock encasing her body is equivalent to an A-ranked jutsu which allows her to easily smash through other Earth jutsus ranked A and below, this allows her to dig through the ground with things like Earth tremors have no effect on her whatsoever and with things like the swamp jutsu not phasing her as she can still dig through it due to her body being in cased by the rock which is equivalent to an A-ranked jutsu. The normal elemental weaknesses and strengths apply. In addition to that, like all other Olms, she is blind however, she has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. She is -however - better at sensing the quantity of prey/opponents by smell.
Note: Can only be summoned once.
Note: Lasts 4 turns each time she is summoned.
Note: Every jutsu used by Scarlet counts as one of the users.
Note: Scarlet can speak perfect English.
Note: Like hiding like a mole jutsu, she can dig up to Long range.
Note: Her ability to dig through the ground with rock encased around her body counts as one of the users jutsus and can only be used 3 times.
2- (Olm Kuchiyose no Jutsu: Olmagan) - Olm Summoning Technique: Olmagan
Rank: A-Rank
Type: Attack/Defense
Range: Short
Chakra: 30
Damage: 60 (If/when wind spear is used)
Description: Olmagan is one of the smallest olms in existence, being only 2cm long. She has an ability of being able to coat the user with a layer of wind chakra equivalent to B-rank, upon the users request. If needed, Olmagan can also deactive the wind layer almost instantly. In addition to that, she can also release a thin almost invisible line of wind towards the opponent at any time she wishes, this thin line of wind is considered an A-ranked wind spear which can cut an opponent very easily. The wind is extremely thin due to the size of Olmagan and so if the opponents vision is already phased or hindered by a previous jutsu, it'll become extremely hard to see the incoming attack. Wind being almost transparent makes the whole situation even worse. Except those abilities she has no other use to the user apart from having the usual trait of Olms which are a keen sense of smell equal to a dog from the Inuzuka clan and hearing easily comparable to someone who has the C-rank sound jutsu activated. Olmagan can speak perfect English and uses that to communicate with her summoner.
Note: Can be summoned twice per battle.
Note: Lasts 3 turns each time she's summoned.
Note: Wind Coating counts as a jutsu.
Note: Thin line of wind also counts as a jutsu
Type: Attack/Defense
Range: Short
Chakra: 30
Damage: 60 (If/when wind spear is used)
Description: Olmagan is one of the smallest olms in existence, being only 2cm long. She has an ability of being able to coat the user with a layer of wind chakra equivalent to B-rank, upon the users request. If needed, Olmagan can also deactive the wind layer almost instantly. In addition to that, she can also release a thin almost invisible line of wind towards the opponent at any time she wishes, this thin line of wind is considered an A-ranked wind spear which can cut an opponent very easily. The wind is extremely thin due to the size of Olmagan and so if the opponents vision is already phased or hindered by a previous jutsu, it'll become extremely hard to see the incoming attack. Wind being almost transparent makes the whole situation even worse. Except those abilities she has no other use to the user apart from having the usual trait of Olms which are a keen sense of smell equal to a dog from the Inuzuka clan and hearing easily comparable to someone who has the C-rank sound jutsu activated. Olmagan can speak perfect English and uses that to communicate with her summoner.
Note: Can be summoned twice per battle.
Note: Lasts 3 turns each time she's summoned.
Note: Wind Coating counts as a jutsu.
Note: Thin line of wind also counts as a jutsu
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3- (Olm Kuchiyose no Jutsu: Dawan) - Olm Summoning Technique: Dawan
Rank: S
Type: Supplementary
Range: Short - Mid (Summoned in short range, Mid range reach for the Genjutsus.)
Chakra Cost: 40
Damage Points: N/A (Genjutsus are B-ranked but they do no damage anyway)
Description: Dawan is a special Olm who unlike most other olms stands on his two back feet and is around 5cm long, being able to easily fit within someone's pocket. Dawan specialize in genjutsu and is known for having his own specific genjutsu tricks which are able to leave the opponent completely open to easily avoidable attacks. Dawan is able to release his chakra into his opponents and by disrupting their chakra flow, he'd mess up their vision and make them see things the wrong way round. For example, an attack coming from the left would look like as if it's coming from the right, whilst an attack from below (spikes pillars etc) would appear as if it's coming from above. In addition to this, he can also perform a second genjutsu which is similar but works by affecting what the opponent hears, by releasing his chakra into his opponents brain, he'd make them hear things differently, for example, 'hello' would sound like 'goodbye', 'run' would sound like 'don't run', and everything would be heard as it's complete opposite, making two people who may have had excellet team work, completely lose their way of communicating. Like all other Olms, Dawan has a sense of smell equal to that of an inuzuka dog and a hearing comparable to that of someone who has the C-ranked sound jutsu activated.
Note: Both these jutsus can be only performed 2 times.
Note: Can't use one jutsu in one turn and the second in the next.
Note: Summon can only be summoned once and lasts for 4 turns.
Note: Genjutsu lasts 2 turns unless released by the opponent beforehand.
Note: Genjutsu count towards one of the users 3 jutsus.
Note: These two jutsus are both considered B-ranked genjutsu and are two complete different jutsus.
Type: Supplementary
Range: Short - Mid (Summoned in short range, Mid range reach for the Genjutsus.)
Chakra Cost: 40
Damage Points: N/A (Genjutsus are B-ranked but they do no damage anyway)
Description: Dawan is a special Olm who unlike most other olms stands on his two back feet and is around 5cm long, being able to easily fit within someone's pocket. Dawan specialize in genjutsu and is known for having his own specific genjutsu tricks which are able to leave the opponent completely open to easily avoidable attacks. Dawan is able to release his chakra into his opponents and by disrupting their chakra flow, he'd mess up their vision and make them see things the wrong way round. For example, an attack coming from the left would look like as if it's coming from the right, whilst an attack from below (spikes pillars etc) would appear as if it's coming from above. In addition to this, he can also perform a second genjutsu which is similar but works by affecting what the opponent hears, by releasing his chakra into his opponents brain, he'd make them hear things differently, for example, 'hello' would sound like 'goodbye', 'run' would sound like 'don't run', and everything would be heard as it's complete opposite, making two people who may have had excellet team work, completely lose their way of communicating. Like all other Olms, Dawan has a sense of smell equal to that of an inuzuka dog and a hearing comparable to that of someone who has the C-ranked sound jutsu activated.
Note: Both these jutsus can be only performed 2 times.
Note: Can't use one jutsu in one turn and the second in the next.
Note: Summon can only be summoned once and lasts for 4 turns.
Note: Genjutsu lasts 2 turns unless released by the opponent beforehand.
Note: Genjutsu count towards one of the users 3 jutsus.
Note: These two jutsus are both considered B-ranked genjutsu and are two complete different jutsus.
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4- (Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.
Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.
Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.
Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.
Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.
Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.
Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
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5- (Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.
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6- (Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.
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7- (Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.
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(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
Learned
Toad Summoning Contracts
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Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Enabled before using the main technique, this passive ability alters the way the user summons the stomach of the Great, fire-breathing toad. The whole technique is the same, except for the fact that the summoner is outside of the stomach. This alteration of the original technique was developed for the sole purpose of catching opponents without the user being inside the stomach himself. Even though the user can now summon the stomach without trapping himself, he still has to summon it in short range from himself.
This ability doesn't summon anything on its own. One needs to perform the canon technique "Toad Mouth Binding" immediately after activating this ability for it to have an effect.
Note: Can be used 4 times per battle
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Enabled before using the main technique, this passive ability alters the way the user summons the stomach of the Great, fire-breathing toad. The whole technique is the same, except for the fact that the summoner is outside of the stomach. This alteration of the original technique was developed for the sole purpose of catching opponents without the user being inside the stomach himself. Even though the user can now summon the stomach without trapping himself, he still has to summon it in short range from himself.
This ability doesn't summon anything on its own. One needs to perform the canon technique "Toad Mouth Binding" immediately after activating this ability for it to have an effect.
Note: Can be used 4 times per battle
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Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is an ability that the Great, fire-breathing toad can perform after the opponent gets trapped in his stomach. The toad starts to squirt gastric acid at the target in order to accelerate the digestion. Enough acid will be secreted to fill the belly up to an average sized person's waist. The acid heavily burns the victim and if this lasts for two successive moves, the victim's limbs will be completely dissolved.
Note: Can be used 3 times per battle
Note: Costs a move but happens in the same time frame as "Toad Mouth Binding"
Note: Requires the opponent to be caught by "Toad Mouth Binding"
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is an ability that the Great, fire-breathing toad can perform after the opponent gets trapped in his stomach. The toad starts to squirt gastric acid at the target in order to accelerate the digestion. Enough acid will be secreted to fill the belly up to an average sized person's waist. The acid heavily burns the victim and if this lasts for two successive moves, the victim's limbs will be completely dissolved.
Note: Can be used 3 times per battle
Note: Costs a move but happens in the same time frame as "Toad Mouth Binding"
Note: Requires the opponent to be caught by "Toad Mouth Binding"
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Type: Offensive | Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The justu, being almost identical to the '(Gamaguchi Shibari) - Toad Mouth Binding' technique, summons the belly of one of the Great Water Toads. The stomach walls posses the same abilities as the original, being able to digest/capture the opponents within them. It also has the ability to absorb water from the outside and inside. Another of its abilities is that it can produce its own water within the stomach. Either upon summoning or on command, water fills the cavity, much like an advanced '(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment'. The water can either be dense, restricting movement or free flowing allowing movement. The toad also has ability to section off portions where the water is produced, allowing the summoner to be safe in a different part of the stomach should they also be inside. While this toad is unable to produce flammable oil, it does have the unique ability to change the acidity of the water within its stomach. The acidity isn't capable of immediately burning away flesh, though if caught in the water the burning sensation becomes increasingly worse as the first layers of flesh are slowly removed.
Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below water jutsu.
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The justu, being almost identical to the '(Gamaguchi Shibari) - Toad Mouth Binding' technique, summons the belly of one of the Great Water Toads. The stomach walls posses the same abilities as the original, being able to digest/capture the opponents within them. It also has the ability to absorb water from the outside and inside. Another of its abilities is that it can produce its own water within the stomach. Either upon summoning or on command, water fills the cavity, much like an advanced '(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment'. The water can either be dense, restricting movement or free flowing allowing movement. The toad also has ability to section off portions where the water is produced, allowing the summoner to be safe in a different part of the stomach should they also be inside. While this toad is unable to produce flammable oil, it does have the unique ability to change the acidity of the water within its stomach. The acidity isn't capable of immediately burning away flesh, though if caught in the water the burning sensation becomes increasingly worse as the first layers of flesh are slowly removed.
Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below water jutsu.
Snake Summoning Contract
Snake Summons
(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;
Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.
The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.
Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;
Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.
The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.
Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.
Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.
Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
(Kuchiyose: Akumu) ~ Summoning: Nightmare
Rank: S
Type: Offence/Defence
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites his thumb and smears it on his tattoo and slams their hand on the ground they will summon Nightmare a snake thats big as Manda and is black with blue stripes. Nightmare is a personal snake of Johninto and is able to use to use Lightning up to S rank (counting towards the users move count).
Note: Has to be taught by ~Johninto~
Note: She may stay for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Type: Offence/Defence
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites his thumb and smears it on his tattoo and slams their hand on the ground they will summon Nightmare a snake thats big as Manda and is black with blue stripes. Nightmare is a personal snake of Johninto and is able to use to use Lightning up to S rank (counting towards the users move count).
Note: Has to be taught by ~Johninto~
Note: She may stay for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
(Hebi Kuchiyose: Milotic) - Snake Summoning: Milotic
Rank: S rank
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites their thumb and smears it on his tattoo and slams their hand on the ground they will summon Milotic a snake that is slightly smaller than Aoda. Milotic is a personal snake of Blake Belladonna and is able to use to use Water Ninjutsu up to S rank (counting towards the users move count). Milotic is the fastest snake in the water able to swim at great speeds ,which are just a bit slower then Lee without weights, while in the water and is also able to go into great depth of any ocean. On land Milotic can move just as fast as a normal giant snake summoning. Milotic is able to take no damage from B rank jutsus and below.
Note: Has to be taught by Blake Belladonna
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites their thumb and smears it on his tattoo and slams their hand on the ground they will summon Milotic a snake that is slightly smaller than Aoda. Milotic is a personal snake of Blake Belladonna and is able to use to use Water Ninjutsu up to S rank (counting towards the users move count). Milotic is the fastest snake in the water able to swim at great speeds ,which are just a bit slower then Lee without weights, while in the water and is also able to go into great depth of any ocean. On land Milotic can move just as fast as a normal giant snake summoning. Milotic is able to take no damage from B rank jutsus and below.
Note: Has to be taught by Blake Belladonna
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
(Hebi Kuchiyose: Serperior) - Snake Summoning: Serperior
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Serperior is a personal snake of Korra's from the Ryūchi Cave. Serperior is snake that is 3.3 m long. Serperior is a small snake that is sued for a special purpose. Serperior is a snake thats snake senses is better than any snake. He can sense/track people through smell, being able to distinguish light from dark to keen eyesight, infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals, and having contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground. Serperior senses are maxed out being able to detect people throughout long range in a battle and 1 landmark away in the NW. Serperior can also merge with the user so he can be attached to the user giving him directions of where opponents can be. When merge tho he cannot give the user senchakra for Sage Mode as this jutsu a way to stay close to the user.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Serperior is a personal snake of Korra's from the Ryūchi Cave. Serperior is snake that is 3.3 m long. Serperior is a small snake that is sued for a special purpose. Serperior is a snake thats snake senses is better than any snake. He can sense/track people through smell, being able to distinguish light from dark to keen eyesight, infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals, and having contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground. Serperior senses are maxed out being able to detect people throughout long range in a battle and 1 landmark away in the NW. Serperior can also merge with the user so he can be attached to the user giving him directions of where opponents can be. When merge tho he cannot give the user senchakra for Sage Mode as this jutsu a way to stay close to the user.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
Snake Arts
(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect
(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu
(Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
Type: Offensive/Defensive/Supplementary
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu
Senpo: B(urasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used three times per battle
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used three times per battle
(Hebi no Shukuen) Snake Feasting
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:
This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the Crotalinae, or "Pitvipers".. The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.
Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:
This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the Crotalinae, or "Pitvipers".. The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.
Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.
(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu. This can only be used upon the release of a jutsu that is released from the user as they will summon the scales onto the jutsu in the process.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 2 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu. This can only be used upon the release of a jutsu that is released from the user as they will summon the scales onto the jutsu in the process.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 2 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.
(Doton/Sunēkuātsu: Jigoku no sunēkupitto) Earth Release/Snake Arts: Snake Pit of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
(Sunēku no shūen ) -Snake's Demise
Rank: A
Type: Attack/Supplementary
Range: Short- Mid
Chakra Cost:30
Damage Points:60
Description: The user will perform 5 hand signs then slam their hand on the ground that summon two snakes (the size of a normal anaconda) that then burrow underground. They will then come out of the ground underneath the opponent and wraps around them. The two snakes will then bite the opponent then will inject a paralyzing venom that will make the opponent numb and finally paralyze them.
Note: The paralyzing effect kicks in after 1 turn but the numbing effect will start right away.
Note: The snakes must be biting the opponent to keep the effects lasting. If the opponent breaks free the effects wear out in 2 turns.
Note: Must be able to summon snakes.
Note: Usable once. Snakes last 3 turns on the field.
Note: Must be taught by Korra
Type: Attack/Supplementary
Range: Short- Mid
Chakra Cost:30
Damage Points:60
Description: The user will perform 5 hand signs then slam their hand on the ground that summon two snakes (the size of a normal anaconda) that then burrow underground. They will then come out of the ground underneath the opponent and wraps around them. The two snakes will then bite the opponent then will inject a paralyzing venom that will make the opponent numb and finally paralyze them.
Note: The paralyzing effect kicks in after 1 turn but the numbing effect will start right away.
Note: The snakes must be biting the opponent to keep the effects lasting. If the opponent breaks free the effects wear out in 2 turns.
Note: Must be able to summon snakes.
Note: Usable once. Snakes last 3 turns on the field.
Note: Must be taught by Korra
(Hebi Fūinjutsu: Sunēkuhaipu) – Snake Sealing Art: Snake Hype
Type: Supplementary , Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will do hand seals and draw blood and summon a special white snake the size of the one Sasuke used to protect him self against Deidara's clay. The snake will then open its mouth and releases four strings of sealing formula that looks like smaller snakes that wrap around the opponent and binds their movement. The snake will than have the formula starts retracting back till it gets into the snake's mouth. The snake will the eat and opponent and complete the seal causing the opponent to be completely sealed inside its stomach unless overpowered. The user could also use this to seal dead corpses to store and use this to store weapons inside the snake the the user can not hold. When unsealing the snake will just spit out the body or weapon with the formula wrapped around it still till its completely outside its body and then retracts the formula only.
Note: Usable 1 times a match
Note: Must know Snake Summoning
Note: If the opponent destroys the formula strings before they are binded than they can prevent this.
Note: Lasts a maximum of 4 turns on the field.
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will do hand seals and draw blood and summon a special white snake the size of the one Sasuke used to protect him self against Deidara's clay. The snake will then open its mouth and releases four strings of sealing formula that looks like smaller snakes that wrap around the opponent and binds their movement. The snake will than have the formula starts retracting back till it gets into the snake's mouth. The snake will the eat and opponent and complete the seal causing the opponent to be completely sealed inside its stomach unless overpowered. The user could also use this to seal dead corpses to store and use this to store weapons inside the snake the the user can not hold. When unsealing the snake will just spit out the body or weapon with the formula wrapped around it still till its completely outside its body and then retracts the formula only.
Note: Usable 1 times a match
Note: Must know Snake Summoning
Note: If the opponent destroys the formula strings before they are binded than they can prevent this.
Note: Lasts a maximum of 4 turns on the field.
(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna
(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves and have them shoot out and go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto the place has no physical changes and only has the chakra injected into the opponent . After 2 turns the area that was bitten completely turns into stone. While after 3 turns the process starts to spreads more turning more areas into stone. After 4 turns and not being countered the opponent turns into complete stone.
Note: Usable 2 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.
Note: must know Snake Sage Mode to use this
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves and have them shoot out and go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto the place has no physical changes and only has the chakra injected into the opponent . After 2 turns the area that was bitten completely turns into stone. While after 3 turns the process starts to spreads more turning more areas into stone. After 4 turns and not being countered the opponent turns into complete stone.
Note: Usable 2 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.
Note: must know Snake Sage Mode to use this
(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.
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