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<p>[QUOTE="Uzumaki Naruta, post: 14038834, member: 98912"]</p><p style="text-align: center"><span style="font-size: 26px"><span style="color: #FF8C00">~Learnt~ (Part II)</span></span></p> <p style="text-align: center"></p><p style="text-align: center"><span style="font-size: 22px"><span style="color: #800080">Summoning</span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">Contract Signed</span></p></p> <p style="text-align: center"></p><p style="margin-left: 20px"><strong>Summoning Animal:</strong> <a href="http://en.wikipedia.org/wiki/Kite_(bird)">Kite</a></p> <p style="margin-left: 20px"><strong>Scroll Owner:</strong> Howard</p> <p style="margin-left: 20px"><strong>Other Users who have signed contract:</strong> Blizzard, people who I forgot</p> <p style="margin-left: 20px"><strong>Summoning Boss if existing:</strong> King Kodak</p> <p style="margin-left: 20px"><strong>Other Summoning Animals tied to contract:</strong> Apollo, Artemis, Winged Kuriboh, Scout Squad Alpha, Puu</p> </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[SPOILER][JUTSU=(Kuchiyose: Kokuou Kodakku) Summoning: King Kodak]<strong>(Kuchiyose: Kokuou Kodakku) Summoning: King Kodak</strong></p> <p style="margin-left: 20px">Type: Supplementary</p> <p style="margin-left: 20px">Rank: S</p> <p style="margin-left: 20px">Range: Short</p> <p style="margin-left: 20px">Chakra Cost: 40</p> <p style="margin-left: 20px">Damage Points: N/A(60 for Talon Strike)</p> <p style="margin-left: 20px">Description: The user bites his thumb then smears the blood on his palm after doing so he performs two hand seals (Boar-Rabbit) and summons King Kodak. He is a White-collared Kite and the summoning boss for the Kite Contract. He is a fairly large summon about as big as the Hawk Sasuke summoned. He is large enough to carry one person on his back while flying and has trained with the Holder of the contract to be able to carry him at fast speeds. He has an affinity for Raiton and can use any Raiton tech that the user knows up to S rank. This is due to the fact that he has trained with the summoner for many years to perfect their timing together in battle and their jutsu. Kodak is a proud bird and will only listen to a summoner with confidence and will ignore a shy or less aggressive summoner. Kodak has sharp talons and a keen beak he is able to imbue his talons with Raiton chakra thus giving his strikes using his talons a paralyzing property much like a strike from a Raiton tech. It's not to effective and wears off incredibly fast lasts no longer than one turn. Can speak English.</p> <p style="margin-left: 20px">Note:</p><p style="margin-left: 20px">-Can speak English</p> <p style="margin-left: 20px">-Can only be in play for 5-turns.</p> <p style="margin-left: 20px">-Can only be Summoned by someone who has signed or owns the Kite Contract.</p> <p style="margin-left: 20px">-Can only be Summoned once per battle.</p> <p style="margin-left: 20px">-Each Jutsu counts as a move toward the three jutsu of the summoner</p> <p style="margin-left: 20px">-Raiton imbued Talon strike counts as a jutsu and lasts at most one turn</p></p> <p style="margin-left: 20px">[/JUTSU]</p> <p style="margin-left: 20px">[JUTSU=(Kchuysei: Tako Aporo) Summoning: Apollo]<strong>(Kchuysei: Tako Aporo) Summoning: Apollo </strong></p> <p style="margin-left: 20px">Type: Supplementary</p> <p style="margin-left: 20px">Rank: S</p> <p style="margin-left: 20px">Range: Short</p> <p style="margin-left: 20px">Chakra Cost: 40</p> <p style="margin-left: 20px">Damage Points: N/A</p> <p style="margin-left: 20px">Description: The user bites his thumb drawing blood he then claps his hands and summons Apollo. Apollo is a White-tailed Kite he is large enough to carry one person on his back and can fly at fast speeds with a rider. He is the only brother of another Kite named Artemis he and his sister Artemis were born from the same mother the same day and are twins. Apollo is a few minutes older than Artemis but it doesn't show much he has a immature personality in stark contrast to his sister who has a mature understanding of nature as well as her brother's lack of maturity. Apollo has trained with the summoner and has learned all he can in his affinity for Fuuton he can use any Fuuton jutsu the user knows up to S rank. His beak and talons are razor sharp and can clutch onto prey. His Talons are large enough to hold a human and strong enough to break bones like twigs. Apollo's wing span is enough to form a gust of wind comparable to an A rank wind jutsu. It looks alot like Wind Release: Pressure Damage but is only aimed forward toward the opponent instead of exploding outward in all directions. Around one of his Talons he has a band that has the Heno Heno Moheji as a way to show that he is a favorite summon of my Kakashi bio.</p> <p style="margin-left: 20px">Note:</p><p style="margin-left: 20px">-Can speak English</p> <p style="margin-left: 20px">-Can only be in play for 5-turns.</p> <p style="margin-left: 20px">-Can only be Summoned by someone with the Kite Contract.</p> <p style="margin-left: 20px">-Any Jutsu used counts to the three jutsu</p> <p style="margin-left: 20px">-Wind gust counts as a jutsu and can only be used 3 times in battle</p> <p style="margin-left: 20px">-Can only be Summoned once per battle.</p></p> <p style="margin-left: 20px">[/JUTSU]</p> <p style="margin-left: 20px">[JUTSU=(Kchuysei: Tako Artemis) Summoning: Artemis]<strong>(Kchuysei: Tako Artemis) Summoning: Artemis</strong></p> <p style="margin-left: 20px">Type: Supplementary</p> <p style="margin-left: 20px">Rank: A</p> <p style="margin-left: 20px">Range: Short</p> <p style="margin-left: 20px">Chakra Cost: 30</p> <p style="margin-left: 20px">Damage Points: N/A</p> <p style="margin-left: 20px">Description: The user bites his thumb drawing blood he then opens his hands wide and summons Artemis. she is the younger sister of Apollo. She is very mature and understanding toward all things both battle ready and non battle ready. She has on both Talons a sharp metal cleat type apparatus which can be used to do a considerable amount of damage she can channel her Katon nature into them giving them a massive cutting ability and burning. She is to small to carry anyone on her back but she makes up for her inability by being a keen fighter. She can use any katon jutsu up to A rank that the user knows as they have trained together for a long time working together on timing and jutsu. Together Apollo and Artemis make one of the best Kite summoning combos Apollo able to use Wind that powers up his sisters fire making for devastating combo attacks. She has a sharp sense of both sound and sight but has the ability to tune out unnecessary noise. She can easily spot an opponent from a range away. Around one of her Talons she has a band that has the Heno Heno Moheji as a way to show that she is a favorite summon of my Kakashi bio.</p> <p style="margin-left: 20px">Notes:</p><p style="margin-left: 20px">-Can speak English</p> <p style="margin-left: 20px">-Can only be in play for 5-turns.</p> <p style="margin-left: 20px">-Can only be Summoned by someone with the Kite Contract.</p> <p style="margin-left: 20px">-Any Jutsu used counts to the three jutsu</p> <p style="margin-left: 20px">-Channeling of Katon nature counts as a jutsu</p> <p style="margin-left: 20px">-Can only be Summoned once per battle.</p></p> <p style="margin-left: 20px">[/JUTSU]</p> <p style="margin-left: 20px">[JUTSU=(Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh]<strong>(Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh</strong></p> <p style="margin-left: 20px">Type: Supplementary</p> <p style="margin-left: 20px">Rank: A</p> <p style="margin-left: 20px">Range: Short-Mid</p> <p style="margin-left: 20px">Chakra Cost: 40 </p> <p style="margin-left: 20px">Damage Points: N/A (+40 Senbon)</p> <p style="margin-left: 20px">Description: The user does the nessecary handseals for the summoning (Rabbit-Snake) and summons Winged Kuriboh. It is a relitively small summon being only 2 feet tall and 2 feet wide but he has a massive chakra supply that of a much larger summon. He is covered in thick brown feathers that are dense he is mostly brown except for his wings which are off white. He looks almost like a puff ball a brown puff ball with wings. He can use any Earth jutsu that the user knows up to A rank but has to maintain contact with the ground for the jutsu to work. His feathers have a special property they can be imbued with his Earth chakra and then sent out toward the opponent. The Earth chakra makes the feathers much denser and able to stab into the opponent's flesh about 1 to 2 inches deep, doing about the same amount of damage as a thrown Shuriken. As the feathers are a medium Kuriboh doesn't need to be on the ground to use them. </p> <p style="margin-left: 20px">Notes:</p><p style="margin-left: 20px">-Can only be in play for 5-turns.</p> <p style="margin-left: 20px">-Can only be Summoned by someone with the Kite Contract.</p> <p style="margin-left: 20px">-Can only be Summoned once per battle.</p> <p style="margin-left: 20px">-Feather attack counts as a Jutsu and can only reach to Mid Range from Kuriboh</p></p> <p style="margin-left: 20px">[/JUTSU]</p> <p style="margin-left: 20px">[JUTSU=(Kuchiyose: Sekkou Buntai Arufa) Summoning: Scout Squad Alpha]<strong>(Kuchiyose: Sekkou Buntai Arufa) Summoning: Scout Squad Alpha</strong></p> <p style="margin-left: 20px">Type: Supplementary </p> <p style="margin-left: 20px">Rank: A</p> <p style="margin-left: 20px">Range: Short</p> <p style="margin-left: 20px">Chakra Cost: 40</p> <p style="margin-left: 20px">Damage Points: N/A </p> <p style="margin-left: 20px">Description: The user draws blood and performs one hand seal (Bird) with ample pressure and chakra control he summons four small Kites deemed Scout Squad Alpha. They are elite squad of four Kites each are small in size being about 4 feet in height with a wing span of 2 and a half feet. They each fly at fast speeds great for relying messages around vast distances. They have a strong sense of sight able to see small prey such as rabbits and other small game from heights of 60 ft in the air. Their sight is so great they can keep track of the prey with ease, relying that location to the summoner through the network of Kites that usually begins in Long range with Alpha and ends in Short range close to the summoner with Gamma. Each of the 4 condors act and scout differently, Alpha is the leader and he scouts on his own using his sight to find the opponent and rely the message back to Omega and Beta who then rely the message to Gamma and then from Gamma to the summoner, they do this by either calling out the location to the closest Kite or using a special code that each Kite and the Summoner understands(Squaking along the same lines Crows communicate). He is usually found in Long Range. Beta and Omega work as a team scouting in Mid range they are able to see things a whole range away so if they are in mid depending on the way they look they can see both Long and Short ranges respectively. Lastly is Gamma he is a loner he has the worst sense of sight so he usually stays close to the summoner for quick response in short range attacks. They have amazing sight but Alpha is restricted to seeing that which is in his own range his sight can't see past that as his eyes are trained to keep close watch on the opponent. Omega and Beta can see past their own range into a different range as they have been trained to see things at a distance they can also focus on what they see in their own range if the opponent is in their range. Finally Gamma can see what is in his range he has poor sight and can only see what is close to him usually he is really close to the summoner on his shoulder or close enough to alert him when an opponent is near. They are not to strong when it comes to battle but if they attack an opponent they will most likely go for the eyes pecking and gouging them out and then either returning to their range or returning to the summoner. They are able to swarm and attack the opponent moving at incredible speeds they can swap positions at extreme speeds making it seem like there are more than just four Kites in the group.</p> <p style="margin-left: 20px">Notes:</p><p style="margin-left: 20px">-Each can speak english</p> <p style="margin-left: 20px">-Can only be summoned for 4 turns</p> <p style="margin-left: 20px">-Cannot summon a Kite the turn before</p> <p style="margin-left: 20px">-Cannot summon another Kite the same turn</p> <p style="margin-left: 20px">-Gamma can see an opponent in the same range as him. He is usually found in short range.</p> <p style="margin-left: 20px">-Beta and Omega can see someone one range away via Sight </p> <p style="margin-left: 20px">-Alpha can only see what is in his range usually Long</p> <p style="margin-left: 20px">-Their sight, albeit enhanced and specialized is a normal sight with no special abilities.</p></p> <p style="margin-left: 20px">[/JUTSU]</p> <p style="margin-left: 20px">[JUTSU=(Kuchiyose: Puu) Summoning: Puu]<strong>(Kuchiyose: Puu) Summoning: Puu</strong></p> <p style="margin-left: 20px">Type: Supplementary </p> <p style="margin-left: 20px">Rank: A</p> <p style="margin-left: 20px">Range: Short</p> <p style="margin-left: 20px">Chakra Cost: 40</p> <p style="margin-left: 20px">Damage Points: N/A</p> <p style="margin-left: 20px">Description: The user draws blood and performs one hand seal (Snake) while applying pressure and chakra onto the blood. He then summons Puu, Puu is a summon that was raised by the holder of the contract. His mother and father where both killed when they were summoned into battle and the holder of the contract held himself responsible for their death. Puu started out life like any other Kite as an egg, a few days before his hatching from the egg the holder of the contract had gotten himself into a deep situation he was being tracked by 4 elite shinobi who wanted his head. He quickly summoned both Fuu and Paa, being the strongest summons at the time they gave their lives to protect the contract holder. Soon after their death the holder of the contract was reverse summoned to the Kite Nesting ground, the Elder spoke to him telling him how the egg would hatch soon and needed someone to keep it warm and safe and that without parents or a guardian the Nesting Ground wasn't safe. The holder took the egg with him back to his village and took care of it until it hatched. He then named the summon Puu in honor of both parents who had sacrificed their lives for him. He raised the summon long into Adult hood teaching it everything he could. Puu has two forms a small chibi type form which is used when it needs to stay hidden or when he needs to be smaller and a large form in which it can easily hold three grown humans on his back. The second form is used to fly many people around the area. In both forms he can use Water Release quite fluidly. He has mastered Water Release and can use every jutsu the user knows up to S rank, without hand seals due to the rigorous training they went through together. Puu in his second form can fly extremely fast and this flight is unhindered by the number of passengers he carries(Can't carry more than three). He can also speak fluid English and shares a deep bond with the contract holder due to the excess time spent with him. He also respects all the summoners listening to them without hesitation. In his first form he can't fly and is quite sluggish in moving about.</p> <p style="margin-left: 20px">Notes:</p><p style="margin-left: 20px">-Can only be summoned for 4-turns</p> <p style="margin-left: 20px">-Can carry 3 people on his back</p> <p style="margin-left: 20px">-Can only be summoned if there is no other Kite on the field</p> <p style="margin-left: 20px">-No other Kites can be summoned while he is on the field</p> <p style="margin-left: 20px">-Must be a signer or the Holder of the Kite contract to summon</p> <p style="margin-left: 20px">-Puu can transition between forms once a turn and it counts as a jutsu</p></p> <p style="margin-left: 20px">[/JUTSU]</p> <p style="margin-left: 20px">[JUTSU=(Kchuysei: Takodenrei) Summoning: Kiterunner]<strong>(Kchuysei: Takodenrei) Summoning: Kiterunner</strong></p> <p style="margin-left: 20px">Type: Supplementary</p> <p style="margin-left: 20px">Rank: B</p> <p style="margin-left: 20px">Range: Short</p> <p style="margin-left: 20px">Chakra Cost: 20</p> <p style="margin-left: 20px">Damage Points: N/A</p> <p style="margin-left: 20px">Description: The user bites his thumb drawing blood he then summons a Kiterunner. It is summoned directly below the user basically picking the summoner up onto it's back. It is large enough to easily carry 1 person it is roughly 10 feet tall. A Kiterunner is a ground based summon that can not fly for long periods of time, it can fly for periods of 10 to 15 seconds getting about 5 to 10 feet off the ground. It's legs are much stronger than any other Kite being able to run long distances at fast speeds. It can move as fast as 45 miles per hour while sprinting and can sprint for distances of 10 miles at a time. A Kiterunner stays active on the field until the user dismounts him or until an attack makes contact with the Kiterunner. They come in a variety of colors if not specified the jutsu just summons a purple one.</p> <p style="margin-left: 20px">Notes:</p> <p style="margin-left: 20px">-Can only be summoned 3 times per battle</p> <p style="margin-left: 20px">-Is active until the user dismounts</p> <p style="margin-left: 20px">-Must have signed the Kite contract</p> <p style="margin-left: 20px">-Must be taught how to summon[/JUTSU]</p> <p style="margin-left: 20px">[Jutsu=(Kyuchirose: Toriyama) - Summoning: Toriyama]<strong>(Kyuchirose: Toriyama) - Summoning: Toriyama</strong></p> <p style="margin-left: 20px">Type: Summoning</p> <p style="margin-left: 20px">Rank: B</p> <p style="margin-left: 20px">Range: Short </p> <p style="margin-left: 20px">Chakra: 20 </p> <p style="margin-left: 20px">Damage: N/A (+40 for offensive attack using copies)</p> <p style="margin-left: 20px">Description: Toriyama is an extremely small kite small enough to fit into the palm of a person's hand. To summon him the user need only perform the seal of confrontation and draw some form of blood from his body. He can do very little offensively inside of battle but is great for recon and surveillance both due to his small size and his one and only ability. Most times he is just summoned for comedic relief or to reference an inside joke. He can create chakra based copies of himself that look like masses of blue chakra in his shape nearly a perfect silhouette of his small bird like form. They appear as what seem to be spirit animals/birds resembling Toriyama in every way only somewhat translucent/semi transparent being somewhat bluish. </p> <p style="margin-left: 20px">These copies can be controlled by him and like shadow clones are connected to him in the same way when he disperses one or it is forcefully dispersed Toriyama gains all of the knowledge it has accumulated as well as the ability to create a new copy of himself. These copies can do very little outside of ramming into an opponent and causing a mild chakra explosion that can cause mild damage such as small lacerations, cuts, bruises and mild friction burns. Toriyama can only have three copies in play at any time however they can be anywhere as long as Toriyama himself is safe. If his concentration is broken he's dispersed or forced to move from his spot the copies disperse. While active Toriyama can share his vision, hearing and sense of touch with the copies seeing, hearing and feeling what they see, hear and feel but this takes immense concentration and while doing so Toriyama cannot relay the information or speak until he breaks this concentration thus losing the ability to see, hear and feel what the copies do for a short period of time. Toriyama can create and maintain a mental link to the summoner and can speak however doing so breaks his concentration nullifying the ability to see, hear and feel the copies during the time that he is speaking both mentally and physically to someone. This doesn't negate the ability to create and maintain the copies though and is a passive ability that doesn't count towards jutsu usage.</p> <p style="margin-left: 20px">Notes:</p> <p style="margin-left: 20px">-Can be summoned twice and can be in play for 4 turns</p> <p style="margin-left: 20px">-Maintaining the clones count as a jutsu per turn</p> <p style="margin-left: 20px">-The summoner cannot have clones of any kind in play while Toriyama's chakra copies are active</p> <p style="margin-left: 20px">-Can create and maintain three copies and can use the ability twice however creating the copies counts as a jutsu</p> <p style="margin-left: 20px">-Can use the ability to see, hear and feel what the copies do three times per battle but must wait two turns between each use. This ability can last for two full turns allowing Toriyama to gather a vast amount of information in that time.[/jutsu][/SPOILER]</p> <p style="text-align: center"><span style="color: #FF8C00">- Signed with Howard </span> <a href="http://narutobase.net/forums/showthread.php?t=291305">here</a> <span style="color: #FF8C00">and</span> <a href="http://narutobase.net/forums/showthread.php?t=479190">here</a></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">Contract Signed</span></p> <p style="text-align: center"><span style="color: #FF8C00"><span style="font-size: 15px">(Voided until there is proof that Sauron gave Yard the contract)</span></span></p> <p style="text-align: center"><span style="color: #FF8C00"><span style="font-size: 12px">Since it was posted as profile message before the forum updated and </span></span></p> <p style="text-align: center"><span style="color: #FF8C00"><span style="font-size: 12px">resetted all the profile messages</span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Summoning Animal:</strong> <a href="http://narutobase.net/forums/showthread.php?t=28339&page=149&p=3616751#post3616751">Cougar</a></p> <p style="text-align: center"><strong>Scroll Owner:</strong> -Yard-</p> <p style="text-align: center"><strong>Other Users who have signed contract:</strong> Zues, Sauron and Howard</p> <p style="text-align: center"><strong>Summoning Boss if existing:</strong></p><p></p><p>[spoiler][JUTSU=(Kuchiyose: Megami Adara) Summoning: Goddess Adara]<strong>(Kuchiyose: Megami Adara) Summoning: Goddess Adara</strong></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: 40 (+30 if fused with and +10 each turn summoned)</p><p>Damage points: N/A</p><p>Description: The user will have a Cougar tattoo on the back of their right hand this will be used to summon Adara the Goddess all of Cougars. Adara has the unique ability to fuse with the person who summoned her giving the user Cougar like traits. When fused with Adara the users speed will increase from average to that equivalent of Rock Lee without weights and will have the ability to jump to around 20 meters high very quickly both types of movement will be almost silently due to the stealth Cougars posses. The user can still use jutsu while in this form but the jutsu have no enhancements of any form from fusing.</p><p>Note: This Summoning can only be summoned once per battle.</p><p>Note: This Summoning can only be in play for 5 turns if not fused with. </p><p>Note: Can only be fused with for 3 turns before the summoning must return.</p><p>Note: This Summoning can only be summoned by someone with the Cougar Contract.</p><p>Note: When fused speed increases to that equal of Rock Lee without weights on.</p><p>Note: Due to not having hands Adara can’t use any jutsu involving handseals.[/JUTSU]</p><p></p><p></p><p>[JUTSU=(Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser]<strong>(Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser</strong></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30 (+5 each turn summoned)</p><p>Damage points: N/A</p><p>Description: Kaiser is Goddess Adara's main protector and Solis and Luna’s guardian due to his superiority and advanced skills when it comes to taijutsu. He wears metal claws over his actual claws on his front legs, the claws are made from a special metal that can be infused with chakra increasing the damage dealt by this weapon by +10 he also wears very light shoulder armour that protects him from taijutsu B rank and below. Kaiser is capable of using taijutsu up to the same rank as the user but Cougar style, where punches and kicks are swapped for slashes with front and hind claws, he can also jump to around 15 meters high by focusing chakra into his hind legs and using his cat like abilities.</p><p>Note: This Summoning can only be summoned for 3-turns.</p><p>Note: This Summoning can only be summoned by someone with the Cougar Contract.</p><p>Note: this Summoning can be summoned once per battle.[/JUTSU]</p><p></p><p>[JUTSU=(Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna]<strong>(Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna</strong></p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40 (+10 each turn summoned)</p><p>Damage points: N/A</p><p>Description: Two twin Panther (black) Cougars named Solis and Luna will be summoned to the field, they are the son and daughter of Goddess Adara. Solis has a fire style nature in chakra and therefor specialises in fire, he can use fire jutsu to the same rank as the user and is immune to it up B rank, his sister Luna specialises in earth she can use earth up to the same rank as the user, she is immune to earth jutsu up to B rank. Both twins are able to jump to a height of around 10 meters by focusing chakra into their hind legs and using their cat like abilities. The twins are completely identical and can only be told apart by people with advanced eye sight (i.e doujutsu)</p><p>Note: This Summoning can only be in play for 3-turns.</p><p>Note: This Summoning can only be summoned by someone with the Cougar Contract.</p><p>Note: This Summoning can only be summoned once per battle.</p><p>Note: The pair are weak the element their chakra nature has a disadvantage to</p><p>Note: The opponent unless a doujutsu user can not tell the difference between the twins. [/JUTSU][/spoiler]</p><p style="text-align: center"><span style="color: #FF8C00">- Signed with -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=495336">here</a></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 22px"><span style="color: #4B0082">Jeet Kune Do</span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">B-Rank</span></p><p></p><p>[JUTSU=(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique]<strong>(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique</strong></p><p>Type: Attack</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 25</p><p>Damage Points: N/A</p><p>Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles. </p><p></p><p>Note: Must know Jeet Kun Do.</p><p>Note: Each punch counts as one of the users moves per turn.</p><p>Note: Must have mastered Jeet Kune Do.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=402994">here</a>[/JUTSU]</p><p></p><p>[JUTSU=(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm]<strong>(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm</strong></p><p>Type: Defensive/Offensive</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 20</p><p>Damage: 40</p><p>Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.</p><p>Note: Can be used 3x per match</p><p>Note: This can still only swipe away Taijutsu up to B rank.</p><p>Note: Must know Jeet Kune Do.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=402994">here</a>[/JUTSU]</p><p></p><p>[JUTSU=(Ame Odori) Rain Dance]<strong>(Ame Odori) Rain Dance</strong></p><p>Type: Attack/Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 25</p><p>Damage Points: N/A</p><p>Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.</p><p></p><p>Notes:</p><p>- The user can move freely on the water drops.</p><p>- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=402994">here</a>[/JUTSU]</p><p></p><p style="text-align: center"><span style="font-size: 18px">A-Rank</span></p><p></p><p>[JUTSU=(Shintai Hitoshii Mizu) Movement Of Water]<strong>(Shintai Hitoshii Mizu) Movement Of Water</strong></p><p>Type: Attack/Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30 on Activation (-10 per turn)</p><p>Damage Points: N/A</p><p>Description: The user after mastering "Jeet Kun Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kun Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kun Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kun Do and is what allows it to help create successful combo's.</p><p></p><p>Notes:</p><p>- Must know Jeet Kun Do</p><p>- Must know basic Taijutsu</p><p>- Must be of Sannin Rank</p><p>- Lasts 4 turns</p><p>- No A rank or above Taijutsu for 2 turns after.</p><p>- Users movement is still trackable through normal eyesight.</p><p>- Can only be used once per battle.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=402994">here</a>[/JUTSU]</p><p></p><p>[JUTSU=(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself]<strong>(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself</strong></p><p>Type: Defensive/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage: N/A +10 To Taijutsu</p><p>Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.</p><p>Note: Can create 1</p><p>Note: Can only be used once per battle.</p><p>Note: Counts as a Shadow clone technique.</p><p>Note: He stays on the field for 4 turns.</p><p>Note: He must stay within mid range of the User.</p><p>Note: Despite being made of earth/earth chakra, he cannot perform earth release.</p><p>Note: Must be a Jeet Kune Do Master to use this</p><p>Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=402994">here</a>[/JUTSU]</p><p></p><p style="text-align: center"><span style="font-size: 22px"><span style="color: #D3D3D3">Swift Release</span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">B-Rank</span></p><p></p><p>[JUTSU=(Hayaton No Jutsu)- Swift Release: Swift Technique]<strong>(Hayaton No Jutsu)- Swift Release: Swift Technique</strong></p><p>Type: Supplement</p><p>Rank: B</p><p>Range: Short-mid</p><p>Chakra Cost: 25</p><p>Damage Points: N/A</p><p>Description: The user through the use of swift release will perform the "Boar" handseal and move from Short to mid range. This technique is similar to that of shadow-less flight and can be used to dodge certain attacks by using swift release to quickly move out of the range of the attack similar to how other jutsus like Doton no jutsu let's you escape certain attacks by moving out of range or out of the way of certain jutsus. This can be preferred over other jutsus that can allow this due it's much faster and is still pretty basic. The user can escape attacks that for one, he can track, attacks that are projectile-ish but not huge attacks like kirin. The user could dodge an attack like fireball jutsu however, the attack that the user dodges cannot be wider than 10meters in diameter. Otherwise the user would still be hit due to the user can only travel by 10meters since this technique is short to mid range so this cannot be used to dodge large scale techniques only small projectile like techniques like fireball jutsu, Fire Style: Exploding Flame Shots and other small scale projectile like techniques, as well as few attacks that are like blasts as long as they aren't large scale as said before due to this has a 10meter range limit so any attack that is 10 meters in diameter would still hit you if you try to use this as a counter.This jutsu would allow someone to dodge small Amaterasu flames, but not large scale flames that are 10 meters in diameter or flames that appear all around/cover you as there has to be away to escape out of it. This jutsu would only allow you to dodge the same type of techniques that Doton no jutsu can allow you to dodge, only this is much faster.</p><p>- Can't use wind or lightning jutsus in the same turn.</p><p>- Can't use any other swift techniques in the same turn.</p><p>- Can only be used 3X per match.</p><p>- Must wait one turn before using again.</p><p>- Must have a swift release bio.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=466175">here</a>[/JUTSU]</p><p></p><p style="text-align: center"><span style="font-size: 18px">A-Rank</span></p><p></p><p>[JUTSU=(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique]<strong>(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique</strong></p><p>Type: Supplement</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.</p><p></p><p>Notes:</p><p>- Lasts 3 turns</p><p>- This jutsu doesn't increase the users speed, only senses.</p><p>- this jutsu can be used to speed read/ track movements at inhuman levels.</p><p>- Can only be used once per battle.</p><p>- Must have a swift bio.</p><p>- No wind or lightning jutsus can be used in the same turn as activation.</p><p><span style="color: #FF8C00">- Taught by -Yard-</span> <a href="http://narutobase.net/forums/showthread.php?t=466175">here</a>[/JUTSU]</p><p></p><p>[JUTSU=(Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist]<strong>(Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist</strong></p><p>Type: Attack</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30(+10 Per set of ten punches)</p><p>Damage Points: 60</p><p>Description: The user gathers Swift Chakra into his arms and to a lesser extent his legs, he slowly moves his arms around in a circular motion in front of him this process takes a mere three seconds. During this time the user regulates his breathing and focuses on the manipulation and gathering of his Swift Chakra. Once he has gathered enough Swift Chakra he is able to punch much faster dealing 10 speed induced punches easily in the time it would take to perform a single muscle bond punch. He can group these punches together in small groups of ten but can't do more than 30 punches at any given time. He may also run at the opponent getting a running start before he begins the barrage of punches. The Swift punches are much stronger than a usual punch as the user's arms are moving at an astonishing speed barely traceable by the human eye it takes well trained eyes to see and predict the punches. The punches can fracture bones and bruise internal organs. Due to the constant manipulation and gathering of Swift Chakra the user can only use Wind and Lightning this turn. I only made this jutsu Short-Mid because the user can get a running start they are still just punches and cannot reach out to Mid Range.</p><p>Notes:</p><p>-Can only perform 3 groups of 10 punches</p><p>-No other Swift Jutsu custom or canon can be used the same turn</p><p>-No Fuuton or Raiton jutsu can be used in this turn after this jutsu is perform</p><p>-Only Taijutsu, Fuuton and Raiton can be used the turn this jutsu is used(Before the use of this jutsu)</p><p>-Must have mastered both Fuuton and Raiton</p><p>-Can only be used twice per battle and never in the same turn</p><p>-Due to the advanced chakra control needed the user must be at least Kage rank</p><p><span style="color: #FF8C00">- Taught by Howard</span> <a href="http://narutobase.net/forums/showthread.php?t=466175">here</a>[/JUTSU]</p><p></p><p></p><p style="text-align: center"><span style="font-size: 22px"><span style="color: #B22222">Scorch Release</span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">A-Rank</span></p><p>[JUTSU=(Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone]<strong>(Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone</strong> </p><p>Type:Sup</p><p>Rank:A</p><p>Range:Short</p><p>Chakra Cost:30</p><p>Damage Points:N/a</p><p>Description: The User will do the Tiger handsign and Create a Scorch clone. The Clone has the same affect as the scorch sun tech and can use Fire and wind up to B rank . It can evaporate water out the opponents body with contact.. The clone can be dispersed by high level waters (A rank or Above)</p><p></p><p>-Can only make up to 3</p><p>-Cant use no Scorch jutsus while they`re on the field</p><p>-Can only be used by general phaze</p><p>-Can only be used once per battle</p><p><span style="color: #FF8C00">- Taught by Teño</span> <a href="http://narutobase.net/forums/showthread.php?t=512706">here</a>[/JUTSU]</p><p></p><p style="text-align: center"><span style="font-size: 18px">S-Rank</span></p><p></p><p>[JUTSU=(Shakuton: Ryū no ikari)- Scorch Release: Wrath of the Dragons ]<strong>(Shakuton: Ryū no ikari)- Scorch Release: Wrath of the Dragons </strong></p><p>Type: Attack</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user will gather their Shakuton chakra and create 4 several flaming orbs that resemble small suns. Than a red/yellow flaming dragon comes out of every orb and strikes the opponent. Just like Scorch Release: Extremely Steaming Murder the dragons evaporates some of the water within their target making steam come out of the opponent's body.</p><p>Note: Usable 2 times</p><p>Note: No Scorch Release next turn and No A rank or above Fire/Wind jutsu next turn</p><p>Note: Needs Scorch Release and needs to be taught by ~Korra~</p><p>Note: Just like Extremely Steaming Murder reduction of water leaves target exhausted and as such can only perform 2 moves the following turn.</p><p><span style="color: #FF8C00">- Taught by Blake Belladonna</span> <a href="http://narutobase.net/forums/showthread.php?t=475516">here</a>[/JUTSU]</p><p>[JUTSU=(Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb]<strong>(Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb</strong></p><p>Type: Attack/Defensive</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The User will do a set of 2 handseals. following after, I will wave my hand towards the opponent causing a heat wave to travel above the opponent. The Heat wave travels real fast. (about 2seconds) Soon as the heatwave is above the opponent. The user will do the tiger hand-seal.it will then quickly imprison and form around the Opponent infused with my chakra The orb is twice the size of Dodai rubber ball (Can fit two people in it). Causing Massive heat burns to the opponent body. The orb shrinks within time (3seconds) when the orb touches the opponent body the water starts to boil in their body causing agony pain, and eventually their water in their body evaporate. (The whole process for that is about 6seconds) The orb can also be used on myself In a case of an incoming water or mud attack or anything that contains mid amounts of water. The user will do 3 handseals and a orb will form around the user. Due to the Scorch chakra in my body the orb does not cause degree burn to me and it can Evaporate up to A Rank with anything with water in it when comes in contact with the orb.</p><p></p><p>-Can only use Once</p><p>-Cant use Fire and Wind above A rank for the next turn</p><p>-Only can be Taught by Teno</p><p><span style="color: #FF8C00">- Taught by Teño</span> <a href="http://narutobase.net/forums/showthread.php?t=512706">here</a>[/JUTSU]</p><p>[/QUOTE]</p>
[QUOTE="Uzumaki Naruta, post: 14038834, member: 98912"] [CENTER][SIZE=7][FONT=Comic Sans MS][COLOR="#FF8C00"]~Learnt~ (Part II)[/COLOR][/FONT][/SIZE] [CENTER][SIZE=6][FONT=Comic Sans MS][COLOR="#800080"]Summoning[/COLOR][/FONT][/SIZE] [SIZE=5][FONT=Comic Sans MS]Contract Signed[/FONT][/SIZE][/center] [INDENT][B]Summoning Animal:[/B] [URL="http://en.wikipedia.org/wiki/Kite_(bird)"]Kite[/URL] [B]Scroll Owner:[/B] Howard [B]Other Users who have signed contract:[/B] Blizzard, people who I forgot [B]Summoning Boss if existing:[/B] King Kodak [B]Other Summoning Animals tied to contract:[/B] Apollo, Artemis, Winged Kuriboh, Scout Squad Alpha, Puu[/INDENT][/CENTER][INDENT] [SPOILER][JUTSU=(Kuchiyose: Kokuou Kodakku) Summoning: King Kodak][B](Kuchiyose: Kokuou Kodakku) Summoning: King Kodak[/B] Type: Supplementary Rank: S Range: Short Chakra Cost: 40 Damage Points: N/A(60 for Talon Strike) Description: The user bites his thumb then smears the blood on his palm after doing so he performs two hand seals (Boar-Rabbit) and summons King Kodak. He is a White-collared Kite and the summoning boss for the Kite Contract. He is a fairly large summon about as big as the Hawk Sasuke summoned. He is large enough to carry one person on his back while flying and has trained with the Holder of the contract to be able to carry him at fast speeds. He has an affinity for Raiton and can use any Raiton tech that the user knows up to S rank. This is due to the fact that he has trained with the summoner for many years to perfect their timing together in battle and their jutsu. Kodak is a proud bird and will only listen to a summoner with confidence and will ignore a shy or less aggressive summoner. Kodak has sharp talons and a keen beak he is able to imbue his talons with Raiton chakra thus giving his strikes using his talons a paralyzing property much like a strike from a Raiton tech. It's not to effective and wears off incredibly fast lasts no longer than one turn. Can speak English. Note: [INDENT]-Can speak English -Can only be in play for 5-turns. -Can only be Summoned by someone who has signed or owns the Kite Contract. -Can only be Summoned once per battle. -Each Jutsu counts as a move toward the three jutsu of the summoner -Raiton imbued Talon strike counts as a jutsu and lasts at most one turn[/INDENT][/JUTSU] [JUTSU=(Kchuysei: Tako Aporo) Summoning: Apollo][B](Kchuysei: Tako Aporo) Summoning: Apollo [/B] Type: Supplementary Rank: S Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user bites his thumb drawing blood he then claps his hands and summons Apollo. Apollo is a White-tailed Kite he is large enough to carry one person on his back and can fly at fast speeds with a rider. He is the only brother of another Kite named Artemis he and his sister Artemis were born from the same mother the same day and are twins. Apollo is a few minutes older than Artemis but it doesn't show much he has a immature personality in stark contrast to his sister who has a mature understanding of nature as well as her brother's lack of maturity. Apollo has trained with the summoner and has learned all he can in his affinity for Fuuton he can use any Fuuton jutsu the user knows up to S rank. His beak and talons are razor sharp and can clutch onto prey. His Talons are large enough to hold a human and strong enough to break bones like twigs. Apollo's wing span is enough to form a gust of wind comparable to an A rank wind jutsu. It looks alot like Wind Release: Pressure Damage but is only aimed forward toward the opponent instead of exploding outward in all directions. Around one of his Talons he has a band that has the Heno Heno Moheji as a way to show that he is a favorite summon of my Kakashi bio. Note: [INDENT]-Can speak English -Can only be in play for 5-turns. -Can only be Summoned by someone with the Kite Contract. -Any Jutsu used counts to the three jutsu -Wind gust counts as a jutsu and can only be used 3 times in battle -Can only be Summoned once per battle.[/INDENT][/JUTSU] [JUTSU=(Kchuysei: Tako Artemis) Summoning: Artemis][B](Kchuysei: Tako Artemis) Summoning: Artemis[/B] Type: Supplementary Rank: A Range: Short Chakra Cost: 30 Damage Points: N/A Description: The user bites his thumb drawing blood he then opens his hands wide and summons Artemis. she is the younger sister of Apollo. She is very mature and understanding toward all things both battle ready and non battle ready. She has on both Talons a sharp metal cleat type apparatus which can be used to do a considerable amount of damage she can channel her Katon nature into them giving them a massive cutting ability and burning. She is to small to carry anyone on her back but she makes up for her inability by being a keen fighter. She can use any katon jutsu up to A rank that the user knows as they have trained together for a long time working together on timing and jutsu. Together Apollo and Artemis make one of the best Kite summoning combos Apollo able to use Wind that powers up his sisters fire making for devastating combo attacks. She has a sharp sense of both sound and sight but has the ability to tune out unnecessary noise. She can easily spot an opponent from a range away. Around one of her Talons she has a band that has the Heno Heno Moheji as a way to show that she is a favorite summon of my Kakashi bio. Notes: [INDENT]-Can speak English -Can only be in play for 5-turns. -Can only be Summoned by someone with the Kite Contract. -Any Jutsu used counts to the three jutsu -Channeling of Katon nature counts as a jutsu -Can only be Summoned once per battle.[/INDENT][/JUTSU] [JUTSU=(Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh][b](Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh[/B] Type: Supplementary Rank: A Range: Short-Mid Chakra Cost: 40 Damage Points: N/A (+40 Senbon) Description: The user does the nessecary handseals for the summoning (Rabbit-Snake) and summons Winged Kuriboh. It is a relitively small summon being only 2 feet tall and 2 feet wide but he has a massive chakra supply that of a much larger summon. He is covered in thick brown feathers that are dense he is mostly brown except for his wings which are off white. He looks almost like a puff ball a brown puff ball with wings. He can use any Earth jutsu that the user knows up to A rank but has to maintain contact with the ground for the jutsu to work. His feathers have a special property they can be imbued with his Earth chakra and then sent out toward the opponent. The Earth chakra makes the feathers much denser and able to stab into the opponent's flesh about 1 to 2 inches deep, doing about the same amount of damage as a thrown Shuriken. As the feathers are a medium Kuriboh doesn't need to be on the ground to use them. Notes: [INDENT]-Can only be in play for 5-turns. -Can only be Summoned by someone with the Kite Contract. -Can only be Summoned once per battle. -Feather attack counts as a Jutsu and can only reach to Mid Range from Kuriboh[/INDENT][/JUTSU] [JUTSU=(Kuchiyose: Sekkou Buntai Arufa) Summoning: Scout Squad Alpha][B](Kuchiyose: Sekkou Buntai Arufa) Summoning: Scout Squad Alpha[/B] Type: Supplementary Rank: A Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user draws blood and performs one hand seal (Bird) with ample pressure and chakra control he summons four small Kites deemed Scout Squad Alpha. They are elite squad of four Kites each are small in size being about 4 feet in height with a wing span of 2 and a half feet. They each fly at fast speeds great for relying messages around vast distances. They have a strong sense of sight able to see small prey such as rabbits and other small game from heights of 60 ft in the air. Their sight is so great they can keep track of the prey with ease, relying that location to the summoner through the network of Kites that usually begins in Long range with Alpha and ends in Short range close to the summoner with Gamma. Each of the 4 condors act and scout differently, Alpha is the leader and he scouts on his own using his sight to find the opponent and rely the message back to Omega and Beta who then rely the message to Gamma and then from Gamma to the summoner, they do this by either calling out the location to the closest Kite or using a special code that each Kite and the Summoner understands(Squaking along the same lines Crows communicate). He is usually found in Long Range. Beta and Omega work as a team scouting in Mid range they are able to see things a whole range away so if they are in mid depending on the way they look they can see both Long and Short ranges respectively. Lastly is Gamma he is a loner he has the worst sense of sight so he usually stays close to the summoner for quick response in short range attacks. They have amazing sight but Alpha is restricted to seeing that which is in his own range his sight can't see past that as his eyes are trained to keep close watch on the opponent. Omega and Beta can see past their own range into a different range as they have been trained to see things at a distance they can also focus on what they see in their own range if the opponent is in their range. Finally Gamma can see what is in his range he has poor sight and can only see what is close to him usually he is really close to the summoner on his shoulder or close enough to alert him when an opponent is near. They are not to strong when it comes to battle but if they attack an opponent they will most likely go for the eyes pecking and gouging them out and then either returning to their range or returning to the summoner. They are able to swarm and attack the opponent moving at incredible speeds they can swap positions at extreme speeds making it seem like there are more than just four Kites in the group. Notes: [INDENT]-Each can speak english -Can only be summoned for 4 turns -Cannot summon a Kite the turn before -Cannot summon another Kite the same turn -Gamma can see an opponent in the same range as him. He is usually found in short range. -Beta and Omega can see someone one range away via Sight -Alpha can only see what is in his range usually Long -Their sight, albeit enhanced and specialized is a normal sight with no special abilities.[/INDENT][/JUTSU] [JUTSU=(Kuchiyose: Puu) Summoning: Puu][B](Kuchiyose: Puu) Summoning: Puu[/B] Type: Supplementary Rank: A Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user draws blood and performs one hand seal (Snake) while applying pressure and chakra onto the blood. He then summons Puu, Puu is a summon that was raised by the holder of the contract. His mother and father where both killed when they were summoned into battle and the holder of the contract held himself responsible for their death. Puu started out life like any other Kite as an egg, a few days before his hatching from the egg the holder of the contract had gotten himself into a deep situation he was being tracked by 4 elite shinobi who wanted his head. He quickly summoned both Fuu and Paa, being the strongest summons at the time they gave their lives to protect the contract holder. Soon after their death the holder of the contract was reverse summoned to the Kite Nesting ground, the Elder spoke to him telling him how the egg would hatch soon and needed someone to keep it warm and safe and that without parents or a guardian the Nesting Ground wasn't safe. The holder took the egg with him back to his village and took care of it until it hatched. He then named the summon Puu in honor of both parents who had sacrificed their lives for him. He raised the summon long into Adult hood teaching it everything he could. Puu has two forms a small chibi type form which is used when it needs to stay hidden or when he needs to be smaller and a large form in which it can easily hold three grown humans on his back. The second form is used to fly many people around the area. In both forms he can use Water Release quite fluidly. He has mastered Water Release and can use every jutsu the user knows up to S rank, without hand seals due to the rigorous training they went through together. Puu in his second form can fly extremely fast and this flight is unhindered by the number of passengers he carries(Can't carry more than three). He can also speak fluid English and shares a deep bond with the contract holder due to the excess time spent with him. He also respects all the summoners listening to them without hesitation. In his first form he can't fly and is quite sluggish in moving about. Notes: [INDENT]-Can only be summoned for 4-turns -Can carry 3 people on his back -Can only be summoned if there is no other Kite on the field -No other Kites can be summoned while he is on the field -Must be a signer or the Holder of the Kite contract to summon -Puu can transition between forms once a turn and it counts as a jutsu[/INDENT][/JUTSU] [JUTSU=(Kchuysei: Takodenrei) Summoning: Kiterunner][B](Kchuysei: Takodenrei) Summoning: Kiterunner[/B] Type: Supplementary Rank: B Range: Short Chakra Cost: 20 Damage Points: N/A Description: The user bites his thumb drawing blood he then summons a Kiterunner. It is summoned directly below the user basically picking the summoner up onto it's back. It is large enough to easily carry 1 person it is roughly 10 feet tall. A Kiterunner is a ground based summon that can not fly for long periods of time, it can fly for periods of 10 to 15 seconds getting about 5 to 10 feet off the ground. It's legs are much stronger than any other Kite being able to run long distances at fast speeds. It can move as fast as 45 miles per hour while sprinting and can sprint for distances of 10 miles at a time. A Kiterunner stays active on the field until the user dismounts him or until an attack makes contact with the Kiterunner. They come in a variety of colors if not specified the jutsu just summons a purple one. Notes: -Can only be summoned 3 times per battle -Is active until the user dismounts -Must have signed the Kite contract -Must be taught how to summon[/JUTSU] [Jutsu=(Kyuchirose: Toriyama) - Summoning: Toriyama][B](Kyuchirose: Toriyama) - Summoning: Toriyama[/B] Type: Summoning Rank: B Range: Short Chakra: 20 Damage: N/A (+40 for offensive attack using copies) Description: Toriyama is an extremely small kite small enough to fit into the palm of a person's hand. To summon him the user need only perform the seal of confrontation and draw some form of blood from his body. He can do very little offensively inside of battle but is great for recon and surveillance both due to his small size and his one and only ability. Most times he is just summoned for comedic relief or to reference an inside joke. He can create chakra based copies of himself that look like masses of blue chakra in his shape nearly a perfect silhouette of his small bird like form. They appear as what seem to be spirit animals/birds resembling Toriyama in every way only somewhat translucent/semi transparent being somewhat bluish. These copies can be controlled by him and like shadow clones are connected to him in the same way when he disperses one or it is forcefully dispersed Toriyama gains all of the knowledge it has accumulated as well as the ability to create a new copy of himself. These copies can do very little outside of ramming into an opponent and causing a mild chakra explosion that can cause mild damage such as small lacerations, cuts, bruises and mild friction burns. Toriyama can only have three copies in play at any time however they can be anywhere as long as Toriyama himself is safe. If his concentration is broken he's dispersed or forced to move from his spot the copies disperse. While active Toriyama can share his vision, hearing and sense of touch with the copies seeing, hearing and feeling what they see, hear and feel but this takes immense concentration and while doing so Toriyama cannot relay the information or speak until he breaks this concentration thus losing the ability to see, hear and feel what the copies do for a short period of time. Toriyama can create and maintain a mental link to the summoner and can speak however doing so breaks his concentration nullifying the ability to see, hear and feel the copies during the time that he is speaking both mentally and physically to someone. This doesn't negate the ability to create and maintain the copies though and is a passive ability that doesn't count towards jutsu usage. Notes: -Can be summoned twice and can be in play for 4 turns -Maintaining the clones count as a jutsu per turn -The summoner cannot have clones of any kind in play while Toriyama's chakra copies are active -Can create and maintain three copies and can use the ability twice however creating the copies counts as a jutsu -Can use the ability to see, hear and feel what the copies do three times per battle but must wait two turns between each use. This ability can last for two full turns allowing Toriyama to gather a vast amount of information in that time.[/jutsu][/SPOILER][/INDENT] [CENTER][COLOR="#FF8C00"]- Signed with Howard [/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=291305"]here[/URL] [COLOR="#FF8C00"]and[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=479190"]here[/URL] [SIZE=5][FONT=Comic Sans MS]Contract Signed[/FONT][/SIZE] [COLOR="#FF8C00"][SIZE=4][FONT=Comic Sans MS](Voided until there is proof that Sauron gave Yard the contract)[/FONT][/SIZE] [SIZE=3][FONT=Comic Sans MS]Since it was posted as profile message before the forum updated and resetted all the profile messages[/FONT][/SIZE][/COLOR] [B]Summoning Animal:[/B] [URL="http://narutobase.net/forums/showthread.php?t=28339&page=149&p=3616751#post3616751"]Cougar[/URL] [B]Scroll Owner:[/B] -Yard- [B]Other Users who have signed contract:[/B] Zues, Sauron and Howard [B]Summoning Boss if existing:[/B][/CENTER] [spoiler][JUTSU=(Kuchiyose: Megami Adara) Summoning: Goddess Adara][B](Kuchiyose: Megami Adara) Summoning: Goddess Adara[/B] Type: Supplementary Rank: S Range: Short Chakra Cost: 40 (+30 if fused with and +10 each turn summoned) Damage points: N/A Description: The user will have a Cougar tattoo on the back of their right hand this will be used to summon Adara the Goddess all of Cougars. Adara has the unique ability to fuse with the person who summoned her giving the user Cougar like traits. When fused with Adara the users speed will increase from average to that equivalent of Rock Lee without weights and will have the ability to jump to around 20 meters high very quickly both types of movement will be almost silently due to the stealth Cougars posses. The user can still use jutsu while in this form but the jutsu have no enhancements of any form from fusing. Note: This Summoning can only be summoned once per battle. Note: This Summoning can only be in play for 5 turns if not fused with. Note: Can only be fused with for 3 turns before the summoning must return. Note: This Summoning can only be summoned by someone with the Cougar Contract. Note: When fused speed increases to that equal of Rock Lee without weights on. Note: Due to not having hands Adara can’t use any jutsu involving handseals.[/JUTSU] [JUTSU=(Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser][B](Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser[/B] Type: Supplementary Rank: A Range: Short Chakra Cost: 30 (+5 each turn summoned) Damage points: N/A Description: Kaiser is Goddess Adara's main protector and Solis and Luna’s guardian due to his superiority and advanced skills when it comes to taijutsu. He wears metal claws over his actual claws on his front legs, the claws are made from a special metal that can be infused with chakra increasing the damage dealt by this weapon by +10 he also wears very light shoulder armour that protects him from taijutsu B rank and below. Kaiser is capable of using taijutsu up to the same rank as the user but Cougar style, where punches and kicks are swapped for slashes with front and hind claws, he can also jump to around 15 meters high by focusing chakra into his hind legs and using his cat like abilities. Note: This Summoning can only be summoned for 3-turns. Note: This Summoning can only be summoned by someone with the Cougar Contract. Note: this Summoning can be summoned once per battle.[/JUTSU] [JUTSU=(Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna][B](Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna[/B] Type: Supplementary Rank: S Range: Short-Long Chakra Cost: 40 (+10 each turn summoned) Damage points: N/A Description: Two twin Panther (black) Cougars named Solis and Luna will be summoned to the field, they are the son and daughter of Goddess Adara. Solis has a fire style nature in chakra and therefor specialises in fire, he can use fire jutsu to the same rank as the user and is immune to it up B rank, his sister Luna specialises in earth she can use earth up to the same rank as the user, she is immune to earth jutsu up to B rank. Both twins are able to jump to a height of around 10 meters by focusing chakra into their hind legs and using their cat like abilities. The twins are completely identical and can only be told apart by people with advanced eye sight (i.e doujutsu) Note: This Summoning can only be in play for 3-turns. Note: This Summoning can only be summoned by someone with the Cougar Contract. Note: This Summoning can only be summoned once per battle. Note: The pair are weak the element their chakra nature has a disadvantage to Note: The opponent unless a doujutsu user can not tell the difference between the twins. [/JUTSU][/spoiler] [CENTER][COLOR="#FF8C00"]- Signed with -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=495336"]here[/URL] [SIZE=6][FONT=Comic Sans MS][COLOR="#4B0082"]Jeet Kune Do[/COLOR][/FONT][/SIZE] [SIZE=5][FONT=Comic Sans MS]B-Rank[/FONT][/SIZE][/center] [JUTSU=(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique][B](Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique[/B] Type: Attack Rank: B Range: Short Chakra Cost: 25 Damage Points: N/A Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles. Note: Must know Jeet Kun Do. Note: Each punch counts as one of the users moves per turn. Note: Must have mastered Jeet Kune Do. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=402994"]here[/URL][/JUTSU] [JUTSU=(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm][B](Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm[/B] Type: Defensive/Offensive Rank: B Range: Short Chakra Cost: 20 Damage: 40 Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease. Note: Can be used 3x per match Note: This can still only swipe away Taijutsu up to B rank. Note: Must know Jeet Kune Do. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=402994"]here[/URL][/JUTSU] [JUTSU=(Ame Odori) Rain Dance][B](Ame Odori) Rain Dance[/B] Type: Attack/Supplementary Rank: B Range: Short Chakra Cost: 25 Damage Points: N/A Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish. Notes: - The user can move freely on the water drops. - Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=402994"]here[/URL][/JUTSU] [Center][SIZE=5][FONT=Comic Sans MS]A-Rank[/FONT][/SIZE][/CENTER] [JUTSU=(Shintai Hitoshii Mizu) Movement Of Water][B](Shintai Hitoshii Mizu) Movement Of Water[/B] Type: Attack/Supplementary Rank: A Range: Short Chakra Cost: 30 on Activation (-10 per turn) Damage Points: N/A Description: The user after mastering "Jeet Kun Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kun Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kun Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kun Do and is what allows it to help create successful combo's. Notes: - Must know Jeet Kun Do - Must know basic Taijutsu - Must be of Sannin Rank - Lasts 4 turns - No A rank or above Taijutsu for 2 turns after. - Users movement is still trackable through normal eyesight. - Can only be used once per battle. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=402994"]here[/URL][/JUTSU] [JUTSU=(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself][B](Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself[/B] Type: Defensive/Offensive Rank: A Range: Short Chakra Cost: 30 Damage: N/A +10 To Taijutsu Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique. Note: Can create 1 Note: Can only be used once per battle. Note: Counts as a Shadow clone technique. Note: He stays on the field for 4 turns. Note: He must stay within mid range of the User. Note: Despite being made of earth/earth chakra, he cannot perform earth release. Note: Must be a Jeet Kune Do Master to use this Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=402994"]here[/URL][/JUTSU] [center][SIZE=6][FONT=Comic Sans MS][COLOR="#D3D3D3"]Swift Release[/COLOR][/FONT][/SIZE] [SIZE=5][FONT=Comic Sans MS]B-Rank[/FONT][/SIZE][/CENTER] [JUTSU=(Hayaton No Jutsu)- Swift Release: Swift Technique][B](Hayaton No Jutsu)- Swift Release: Swift Technique[/B] Type: Supplement Rank: B Range: Short-mid Chakra Cost: 25 Damage Points: N/A Description: The user through the use of swift release will perform the "Boar" handseal and move from Short to mid range. This technique is similar to that of shadow-less flight and can be used to dodge certain attacks by using swift release to quickly move out of the range of the attack similar to how other jutsus like Doton no jutsu let's you escape certain attacks by moving out of range or out of the way of certain jutsus. This can be preferred over other jutsus that can allow this due it's much faster and is still pretty basic. The user can escape attacks that for one, he can track, attacks that are projectile-ish but not huge attacks like kirin. The user could dodge an attack like fireball jutsu however, the attack that the user dodges cannot be wider than 10meters in diameter. Otherwise the user would still be hit due to the user can only travel by 10meters since this technique is short to mid range so this cannot be used to dodge large scale techniques only small projectile like techniques like fireball jutsu, Fire Style: Exploding Flame Shots and other small scale projectile like techniques, as well as few attacks that are like blasts as long as they aren't large scale as said before due to this has a 10meter range limit so any attack that is 10 meters in diameter would still hit you if you try to use this as a counter.This jutsu would allow someone to dodge small Amaterasu flames, but not large scale flames that are 10 meters in diameter or flames that appear all around/cover you as there has to be away to escape out of it. This jutsu would only allow you to dodge the same type of techniques that Doton no jutsu can allow you to dodge, only this is much faster. - Can't use wind or lightning jutsus in the same turn. - Can't use any other swift techniques in the same turn. - Can only be used 3X per match. - Must wait one turn before using again. - Must have a swift release bio. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=466175"]here[/URL][/JUTSU] [Center][SIZE=5][FONT=Comic Sans MS]A-Rank[/FONT][/SIZE][/CENTER] [JUTSU=(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique][B](Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique[/B] Type: Supplement Rank: A Range: Short Chakra Cost: 30 Damage Points: N/A Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed. Notes: - Lasts 3 turns - This jutsu doesn't increase the users speed, only senses. - this jutsu can be used to speed read/ track movements at inhuman levels. - Can only be used once per battle. - Must have a swift bio. - No wind or lightning jutsus can be used in the same turn as activation. [COLOR="#FF8C00"]- Taught by -Yard-[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=466175"]here[/URL][/JUTSU] [JUTSU=(Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist][B](Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist[/B] Type: Attack Rank: A Range: Short-Mid Chakra Cost: 30(+10 Per set of ten punches) Damage Points: 60 Description: The user gathers Swift Chakra into his arms and to a lesser extent his legs, he slowly moves his arms around in a circular motion in front of him this process takes a mere three seconds. During this time the user regulates his breathing and focuses on the manipulation and gathering of his Swift Chakra. Once he has gathered enough Swift Chakra he is able to punch much faster dealing 10 speed induced punches easily in the time it would take to perform a single muscle bond punch. He can group these punches together in small groups of ten but can't do more than 30 punches at any given time. He may also run at the opponent getting a running start before he begins the barrage of punches. The Swift punches are much stronger than a usual punch as the user's arms are moving at an astonishing speed barely traceable by the human eye it takes well trained eyes to see and predict the punches. The punches can fracture bones and bruise internal organs. Due to the constant manipulation and gathering of Swift Chakra the user can only use Wind and Lightning this turn. I only made this jutsu Short-Mid because the user can get a running start they are still just punches and cannot reach out to Mid Range. Notes: -Can only perform 3 groups of 10 punches -No other Swift Jutsu custom or canon can be used the same turn -No Fuuton or Raiton jutsu can be used in this turn after this jutsu is perform -Only Taijutsu, Fuuton and Raiton can be used the turn this jutsu is used(Before the use of this jutsu) -Must have mastered both Fuuton and Raiton -Can only be used twice per battle and never in the same turn -Due to the advanced chakra control needed the user must be at least Kage rank [COLOR="#FF8C00"]- Taught by Howard[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=466175"]here[/URL][/JUTSU] [CENTER][SIZE=6][FONT=Comic Sans MS][COLOR="#B22222"]Scorch Release[/COLOR][/FONT][/SIZE] [SIZE=5][FONT=Comic Sans MS]A-Rank[/FONT][/SIZE][/CENTER] [JUTSU=(Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone][B](Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone[/B] Type:Sup Rank:A Range:Short Chakra Cost:30 Damage Points:N/a Description: The User will do the Tiger handsign and Create a Scorch clone. The Clone has the same affect as the scorch sun tech and can use Fire and wind up to B rank . It can evaporate water out the opponents body with contact.. The clone can be dispersed by high level waters (A rank or Above) -Can only make up to 3 -Cant use no Scorch jutsus while they`re on the field -Can only be used by general phaze -Can only be used once per battle [COLOR="#FF8C00"]- Taught by Teño[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=512706"]here[/URL][/JUTSU] [center][SIZE=5][FONT=Comic Sans MS]S-Rank[/FONT][/SIZE][/CENTER] [JUTSU=(Shakuton: Ryū no ikari)- Scorch Release: Wrath of the Dragons ][B](Shakuton: Ryū no ikari)- Scorch Release: Wrath of the Dragons [/B] Type: Attack Rank: S Range: Short-Long Chakra: 40 Damage: 80 Description: The user will gather their Shakuton chakra and create 4 several flaming orbs that resemble small suns. Than a red/yellow flaming dragon comes out of every orb and strikes the opponent. Just like Scorch Release: Extremely Steaming Murder the dragons evaporates some of the water within their target making steam come out of the opponent's body. Note: Usable 2 times Note: No Scorch Release next turn and No A rank or above Fire/Wind jutsu next turn Note: Needs Scorch Release and needs to be taught by ~Korra~ Note: Just like Extremely Steaming Murder reduction of water leaves target exhausted and as such can only perform 2 moves the following turn. [COLOR="#FF8C00"]- Taught by Blake Belladonna[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=475516"]here[/URL][/JUTSU] [JUTSU=(Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb][B](Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb[/B] Type: Attack/Defensive Rank: S Range: Short-Mid Chakra Cost: 40 Damage Points: 80 Description: The User will do a set of 2 handseals. following after, I will wave my hand towards the opponent causing a heat wave to travel above the opponent. The Heat wave travels real fast. (about 2seconds) Soon as the heatwave is above the opponent. The user will do the tiger hand-seal.it will then quickly imprison and form around the Opponent infused with my chakra The orb is twice the size of Dodai rubber ball (Can fit two people in it). Causing Massive heat burns to the opponent body. The orb shrinks within time (3seconds) when the orb touches the opponent body the water starts to boil in their body causing agony pain, and eventually their water in their body evaporate. (The whole process for that is about 6seconds) The orb can also be used on myself In a case of an incoming water or mud attack or anything that contains mid amounts of water. The user will do 3 handseals and a orb will form around the user. Due to the Scorch chakra in my body the orb does not cause degree burn to me and it can Evaporate up to A Rank with anything with water in it when comes in contact with the orb. -Can only use Once -Cant use Fire and Wind above A rank for the next turn -Only can be Taught by Teno [COLOR="#FF8C00"]- Taught by Teño[/COLOR] [URL="http://narutobase.net/forums/showthread.php?t=512706"]here[/URL][/JUTSU] [/QUOTE]
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