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Xylon's Arsenal
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<p>[QUOTE="Xylon, post: 8360361, member: 14204"]</p><p style="text-align: center"><img src="http://i44.photobucket.com/albums/f13/MethodBusiness/Summoning_zps7eiqpez7.png" data-url="http://i44.photobucket.com/albums/f13/MethodBusiness/Summoning_zps7eiqpez7.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p><p></p><p></p><p style="margin-left: 20px">[HR][/HR]<strong>Learned</strong>[HR][/HR]</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Kyochees hima) Summon Be gone</strong><br /> [SPOILER]Rank: A<br /> Chakra: 30<br /> Damage: N/A<br /> Discription: By focusing your chakra into the palm of your hand and slaming it into any solid surface you can then disrupt the summoning of a creature thats being summoned on that same surface.<br /> Note: only usable 1 times in battle.<br /> ( allowed by Jake)[/SPOILER][JUTSU=PHP][PHP][B]Kyochees hima) Summon Be gone[/B]<br /> [SPOILER]Rank: A<br /> Chakra: 30<br /> Damage: N/A<br /> Discription: By focusing your chakra into the palm of your hand and slaming it into any solid surface you can then disrupt the summoning of a creature thats being summoned on that same surface.<br /> Note: only usable 1 times in battle.<br /> ( allowed by Jake)[/SPOILER][/PHP][/JUTSU]</li> </ul><p></p><p style="margin-left: 20px">[HR][/HR]<strong>Toads (Gama)</strong>[HR][/HR]</p> <p style="margin-left: 20px">[HR][/HR]<strong>Learned</strong>[HR][/HR]</p><p></p><ul> <li data-xf-list-type="ul"><strong>(Kuchiyose: Hogama) - Summoning: Great Fire Toad</strong><br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns<br /> [/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: Hogama) - Summoning: Great Fire Toad[/B]<br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns<br /> [/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Kuchiyose: Mizugama) - Summoning: Great Water Toad</strong><br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns[/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: Mizugama) - Summoning: Great Water Toad[/B]<br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns[/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Kuchiyose: kazegama) - Summoning: Great Wind Toad</strong><br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns<br /> [/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: kazegama) - Summoning: Great Wind Toad[/B]<br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns<br /> [/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad</strong><br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns<br /> [/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad[/B]<br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns<br /> [/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Kuchiyose: Raigama) - Summoning: Great lightning Toad</strong><br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns[/SPOILER]<br /> [JUTSU=PHP][PHP][B](Kuchiyose: Raigama) - Summoning: Great lightning Toad[/B]<br /> [SPOILER]<br /> Rank: S<br /> Type: Supplementary<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: N/a<br /> Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below.<br /> <br /> Note: Can only be summoned once<br /> Note: Must hold toad contract<br /> Note: Only one Great toad can be summoned at a time<br /> Note: Stays on the feild for 4 turns<br /> Note: No other summonings for 2 turns[/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will</strong><br /> [SPOILER]Rank: A<br /> Type: Summoning<br /> Range: Short<br /> Chakra cost: 30<br /> Damage Points: N/A<br /> Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.<br /> Note: Can only be summoned once<br /> Note: Can only fuse once with a sage<br /> Note: No other toad summonings on the field at the same time[/SPOILER][JUTSU=PHP][PHP][B](Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will[/B]<br /> [SPOILER]Rank: A<br /> Type: Summoning<br /> Range: Short<br /> Chakra cost: 30<br /> Damage Points: N/A<br /> Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.<br /> Note: Can only be summoned once<br /> Note: Can only fuse once with a sage<br /> Note: No other toad summonings on the field at the same time[/SPOILER][/PHP][/JUTSU]</li> </ul> <p style="margin-left: 20px">[HR][/HR]<strong>Senjutsu</strong>[HR][/HR]</p><p></p><ul> <li data-xf-list-type="ul"><strong>(Sennin rippou) – Sage cube</strong><br /> [SPOILER]Rank: S<br /> Type: Offensive<br /> Range: Short - Long<br /> Chakra cost: 40<br /> Damage points: 80<br /> Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube.<br /> Note: useable twice<br /> Note: Need to be in sage mode or hawk mode<br /> Note: Reduces sage/hawk mode by 2 turns<br /> Note: Must be taught by the pervy sage[/SPOILER][JUTSU=PHP][PHP][B](Sennin rippou) – Sage cube[/B]<br /> [SPOILER]Rank: S<br /> Type: Offensive<br /> Range: Short - Long<br /> Chakra cost: 40<br /> Damage points: 80<br /> Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube.<br /> Note: useable twice<br /> Note: Need to be in sage mode or hawk mode<br /> Note: Reduces sage/hawk mode by 2 turns<br /> Note: Must be taught by the pervy sage[/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Sennin Arashi) - Sage storm</strong><br /> [SPOILER]Rank: S<br /> Type: Offensive<br /> Range: Short - Long<br /> Chakra cost: 40<br /> Damage points: 80<br /> Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.<br /> Note: Useable twice<br /> Note: Must be in sage mode or hawk mode<br /> Note: Reduces sage/hawk mode by 1 turn<br /> Note: Must be taught by the pervy sage[/SPOILER][JUTSU=PHP][PHP][B](Sennin Arashi) - Sage storm[/B]<br /> [SPOILER]Rank: S<br /> Type: Offensive<br /> Range: Short - Long<br /> Chakra cost: 40<br /> Damage points: 80<br /> Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.<br /> Note: Useable twice<br /> Note: Must be in sage mode or hawk mode<br /> Note: Reduces sage/hawk mode by 1 turn<br /> Note: Must be taught by the pervy sage[/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Sennin hando) - Sage hand</strong><br /> [SPOILER]Rank: S rank<br /> Type: Offensive<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: 80<br /> Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.<br /> <br /> Note: Useable twice<br /> Note: Must be in sage/hawk mode<br /> Note: Reduces sage/hawk mode by 2 turns[/SPOILER][JUTSU=PHP][PHP][B](Sennin hando) - Sage hand[/B]<br /> [SPOILER]Rank: S rank<br /> Type: Offensive<br /> Range: Short-Mid<br /> Chakra Cost: 40<br /> Damage Points: 80<br /> Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.<br /> <br /> Note: Useable twice [/SPOILER] [/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Sennin Dangan) - Sage art bullets</strong><br /> [SPOILER]Type: Attack<br /> Rank: Forbidden<br /> Range: Short-long<br /> Chakra Cost: 50<br /> Damage Points: 90<br /> Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit.<br /> <br /> Note: Useable once<br /> Note: Must be in sage mode<br /> Note: Depletes sage modes length by 2 turns.<br /> Note: User takes 40 damage in close range<br /> Note: User takes 20 damage at mid range[/SPOILER][JUTSU=PHP][PHP][B](Sennin Dangan) - Sage art bullets[/B]<br /> [SPOILER]Type: Attack<br /> Rank: Forbidden<br /> Range: Short-long<br /> Chakra Cost: 50<br /> Damage Points: 90<br /> Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit.<br /> <br /> Note: Useable once<br /> Note: Must be in sage mode<br /> Note: Depletes sage modes length by 2 turns.<br /> Note: User takes 40 damage in close range<br /> Note: User takes 20 damage at mid range[/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Seijin Hira no jutsu) - Buddhist palm technique</strong><br /> [SPOILER]Rank: A<br /> Type: Attack/Defence<br /> Range: All<br /> Chakra cost: 30<br /> Damage Points: 60<br /> Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control.<br /> Note: Can be used by all masters of natural energy<br /> Note: Must be able to control natural energy<br /> Note: Usable twice<br /> Note: No A rank or above Wind techniques the following turn. [/SPOILER][JUTSU=PHP][PHP][B](Seijin Hira no jutsu) - Buddhist palm technique[/B]<br /> [SPOILER]Rank: A<br /> Type: Attack/Defence<br /> Range: All<br /> Chakra cost: 30<br /> Damage Points: 60<br /> Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control.<br /> Note: Can be used by all masters of natural energy<br /> Note: Must be able to control natural energy<br /> Note: Usable twice<br /> Note: No A rank or above Wind techniques the following turn. [/SPOILER][/PHP][/JUTSU]</li> <li data-xf-list-type="ul"><strong>(Seiji ketsugō) Sage binding</strong><br /> [SPOILER]Rank: S<br /> Type: attack<br /> Range: short - mid<br /> Chakra Cost: 40<br /> Damage Points: N/A<br /> Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving.<br /> Note: Useable twice<br /> Note: Reduces sage mode by 2 turns<br /> Note: Target must be on the ground.[/SPOILER][JUTSU=PHP][PHP][B](Seiji ketsugō) Sage binding[/B]<br /> [SPOILER]Rank: S<br /> Type: attack<br /> Range: short - mid<br /> Chakra Cost: 40<br /> Damage Points: N/A<br /> Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving.<br /> Note: Useable twice<br /> Note: Reduces sage mode by 2 turns<br /> Note: Target must be on the ground.[/SPOILER][/PHP][/JUTSU]</li> </ul><p></p><p style="margin-left: 20px">[HR][/HR]<strong>Wyvern (Hiryu)</strong>[HR][/HR]</p><p></p><ul> <li data-xf-list-type="ul">[JUTSU=Contract (Owner)]<br /> <p style="text-align: center"><img src="http://i704.photobucket.com/albums/ww43/Darknessbeyond/Wyvern_zpsdb5fcdfd.png" data-url="http://i704.photobucket.com/albums/ww43/Darknessbeyond/Wyvern_zpsdb5fcdfd.png" class="bbImage " style="" alt="" title="" /></p> <strong>Summoning Animal:</strong> Wyvern (Hiryu)<br /> <strong>Scroll Owner:</strong> Xylon<br /> <strong>Other Users who have signed contract: </strong> None<br /> <strong>Summoning Boss if existing:</strong> None<br /> <strong>Other Summoning Animals tied to contract:</strong> None<br /> <strong>Description and Background:</strong> Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil.<br /> Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant.<br /> As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it.<br /> Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen.<br /> Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.[/JUTSU]<br /> <br /> <a href="http://narutobase.net/forums/showthread.php?t=157594&page=19&p=9723761">Approved here</a><br /> <a href="https://narutobase.net/forums/showthread.php?t=715807">Contract Thread</a><br /> [JUTSU=Student(s):]<br /> - Lord of Kaos<br /> - Vex<br /> -<br /> -<br /> -<br /> -<br /> [/JUTSU]</li> <li data-xf-list-type="ul"><strong>Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) </strong><br /> [SPOILER]Rank: B<br /> Type: Supplementary/Summoning<br /> Range: Short<br /> Chakra cost: 20<br /> Damage Points: N/a<br /> Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:<br /> <br /> <u>Continental Wyvern:</u> The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.<br /> <br /> <u>Piscine Wyvern:</u> Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.<br /> <br /> <u>Brute Wyvern:</u> Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.<br /> <br /> <u>Deviants:</u> They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.<br /> <br /> Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.<br /> -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.<br /> -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/SPOILER][JUTSU=PHP][PHP][B]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) [/B]<br /> [SPOILER]Rank: B<br /> Type: Supplementary/Summoning<br /> Range: Short<br /> Chakra cost: 20<br /> Damage Points: N/a<br /> Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:<br /> <br /> [U]Continental Wyvern:[/U] The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.<br /> <br /> [U]Piscine Wyvern:[/U] Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.<br /> <br /> [U]Brute Wyvern:[/U] Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.<br /> <br /> [U]Deviants:[/U] They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.<br /> <br /> Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.<br /> -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.<br /> -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/SPOILER][/PHP][/JUTSU]</li> </ul><p><strong>Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers</strong></p><p>[spoiler]<strong>Type:</strong> Supplementary/Defensive</p><p><strong>Rank:</strong> <strong>D-S</strong></p><p><strong>Range:</strong> N/A</p><p><strong>Chakra Cost:</strong> <strong>10-40 (Depends on rank of summons)</strong></p><p><strong>Damage Points:</strong> N/A</p><p><strong>Description:</strong></p><p>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.</p><p></p><p></p><p><strong>Note:</strong> Must be posted within the bio or in the beginning of a fight.</p><p></p><p><strong>Note:</strong> 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.</p><p></p><p><strong>Note:</strong> 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.</p><p></p><p><strong>Note:</strong> 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.[/spoiler]</p><p></p><p></p><p></p><p><strong>Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone</strong></p><p>[spoiler]<strong>Type:</strong> Offensive/Supplementary/Defensive</p><p><strong>Rank</strong>: A</p><p><strong>Range:</strong> Short</p><p><strong>Chakra</strong> 30</p><p><strong>Damage:</strong> N/A</p><p><strong>Description:</strong></p><p></p><p>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 <a href="http://narutobase.net/forums/showthread.php?t=711213&p=20797591&viewfull=1#post20797591">Crotalinae, or "Pitvipers".</a>. 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.</p><p></p><p><strong>Note:</strong> Only usable 3x and can create up to 2 clones per usage which counts towards the clone count</p><p><strong>Note:</strong> Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)</p><p><strong>Note:</strong> For defensive intent and purposes, the clone would be considered an A-rank snake.[/spoiler]</p><p>learned here: <a href="https://animebase.me/threads/xy-and-le-shady.726258/">https://animebase.me/threads/xy-and-le-shady.726258/</a></p><p>[/QUOTE]</p>
[QUOTE="Xylon, post: 8360361, member: 14204"] [CENTER][IMG]http://i44.photobucket.com/albums/f13/MethodBusiness/Summoning_zps7eiqpez7.png[/IMG] [/CENTER] [INDENT][HR][/HR][B]Learned[/B][HR][/HR][/INDENT] [LIST] [*][B]Kyochees hima) Summon Be gone[/B] [SPOILER]Rank: A Chakra: 30 Damage: N/A Discription: By focusing your chakra into the palm of your hand and slaming it into any solid surface you can then disrupt the summoning of a creature thats being summoned on that same surface. Note: only usable 1 times in battle. ( allowed by Jake)[/SPOILER][JUTSU=PHP][PHP][B]Kyochees hima) Summon Be gone[/B] [SPOILER]Rank: A Chakra: 30 Damage: N/A Discription: By focusing your chakra into the palm of your hand and slaming it into any solid surface you can then disrupt the summoning of a creature thats being summoned on that same surface. Note: only usable 1 times in battle. ( allowed by Jake)[/SPOILER][/PHP][/JUTSU] [/LIST] [INDENT][HR][/HR][B]Toads (Gama)[/B][HR][/HR][/INDENT] [INDENT][HR][/HR][B]Learned[/B][HR][/HR][/INDENT] [LIST] [*][B](Kuchiyose: Hogama) - Summoning: Great Fire Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns [/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: Hogama) - Summoning: Great Fire Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns [/SPOILER][/PHP][/JUTSU] [*][B](Kuchiyose: Mizugama) - Summoning: Great Water Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns[/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: Mizugama) - Summoning: Great Water Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns[/SPOILER][/PHP][/JUTSU] [*][B](Kuchiyose: kazegama) - Summoning: Great Wind Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns [/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: kazegama) - Summoning: Great Wind Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns [/SPOILER][/PHP][/JUTSU] [*][B](Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns [/SPOILER][JUTSU=PHP][PHP][B](Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns [/SPOILER][/PHP][/JUTSU] [*][B](Kuchiyose: Raigama) - Summoning: Great lightning Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns[/SPOILER] [JUTSU=PHP][PHP][B](Kuchiyose: Raigama) - Summoning: Great lightning Toad[/B] [SPOILER] Rank: S Type: Supplementary Range: Short-Mid Chakra Cost: 40 Damage Points: N/a Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below. Note: Can only be summoned once Note: Must hold toad contract Note: Only one Great toad can be summoned at a time Note: Stays on the feild for 4 turns Note: No other summonings for 2 turns[/SPOILER][/PHP][/JUTSU] [*][B](Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will[/B] [SPOILER]Rank: A Type: Summoning Range: Short Chakra cost: 30 Damage Points: N/A Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack. Note: Can only be summoned once Note: Can only fuse once with a sage Note: No other toad summonings on the field at the same time[/SPOILER][JUTSU=PHP][PHP][B](Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will[/B] [SPOILER]Rank: A Type: Summoning Range: Short Chakra cost: 30 Damage Points: N/A Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack. Note: Can only be summoned once Note: Can only fuse once with a sage Note: No other toad summonings on the field at the same time[/SPOILER][/PHP][/JUTSU] [/LIST] [INDENT][HR][/HR][B]Senjutsu[/B][HR][/HR][/INDENT] [LIST] [*][B](Sennin rippou) – Sage cube[/B] [SPOILER]Rank: S Type: Offensive Range: Short - Long Chakra cost: 40 Damage points: 80 Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube. Note: useable twice Note: Need to be in sage mode or hawk mode Note: Reduces sage/hawk mode by 2 turns Note: Must be taught by the pervy sage[/SPOILER][JUTSU=PHP][PHP][B](Sennin rippou) – Sage cube[/B] [SPOILER]Rank: S Type: Offensive Range: Short - Long Chakra cost: 40 Damage points: 80 Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube. Note: useable twice Note: Need to be in sage mode or hawk mode Note: Reduces sage/hawk mode by 2 turns Note: Must be taught by the pervy sage[/SPOILER][/PHP][/JUTSU] [*][B](Sennin Arashi) - Sage storm[/B] [SPOILER]Rank: S Type: Offensive Range: Short - Long Chakra cost: 40 Damage points: 80 Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough. Note: Useable twice Note: Must be in sage mode or hawk mode Note: Reduces sage/hawk mode by 1 turn Note: Must be taught by the pervy sage[/SPOILER][JUTSU=PHP][PHP][B](Sennin Arashi) - Sage storm[/B] [SPOILER]Rank: S Type: Offensive Range: Short - Long Chakra cost: 40 Damage points: 80 Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough. Note: Useable twice Note: Must be in sage mode or hawk mode Note: Reduces sage/hawk mode by 1 turn Note: Must be taught by the pervy sage[/SPOILER][/PHP][/JUTSU] [*][B](Sennin hando) - Sage hand[/B] [SPOILER]Rank: S rank Type: Offensive Range: Short-Mid Chakra Cost: 40 Damage Points: 80 Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below. Note: Useable twice Note: Must be in sage/hawk mode Note: Reduces sage/hawk mode by 2 turns[/SPOILER][JUTSU=PHP][PHP][B](Sennin hando) - Sage hand[/B] [SPOILER]Rank: S rank Type: Offensive Range: Short-Mid Chakra Cost: 40 Damage Points: 80 Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below. Note: Useable twice [/SPOILER] [/PHP][/JUTSU] [*][B](Sennin Dangan) - Sage art bullets[/B] [SPOILER]Type: Attack Rank: Forbidden Range: Short-long Chakra Cost: 50 Damage Points: 90 Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit. Note: Useable once Note: Must be in sage mode Note: Depletes sage modes length by 2 turns. Note: User takes 40 damage in close range Note: User takes 20 damage at mid range[/SPOILER][JUTSU=PHP][PHP][B](Sennin Dangan) - Sage art bullets[/B] [SPOILER]Type: Attack Rank: Forbidden Range: Short-long Chakra Cost: 50 Damage Points: 90 Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit. Note: Useable once Note: Must be in sage mode Note: Depletes sage modes length by 2 turns. Note: User takes 40 damage in close range Note: User takes 20 damage at mid range[/SPOILER][/PHP][/JUTSU] [*][B](Seijin Hira no jutsu) - Buddhist palm technique[/B] [SPOILER]Rank: A Type: Attack/Defence Range: All Chakra cost: 30 Damage Points: 60 Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control. Note: Can be used by all masters of natural energy Note: Must be able to control natural energy Note: Usable twice Note: No A rank or above Wind techniques the following turn. [/SPOILER][JUTSU=PHP][PHP][B](Seijin Hira no jutsu) - Buddhist palm technique[/B] [SPOILER]Rank: A Type: Attack/Defence Range: All Chakra cost: 30 Damage Points: 60 Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control. Note: Can be used by all masters of natural energy Note: Must be able to control natural energy Note: Usable twice Note: No A rank or above Wind techniques the following turn. [/SPOILER][/PHP][/JUTSU] [*][B](Seiji ketsugō) Sage binding[/B] [SPOILER]Rank: S Type: attack Range: short - mid Chakra Cost: 40 Damage Points: N/A Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving. Note: Useable twice Note: Reduces sage mode by 2 turns Note: Target must be on the ground.[/SPOILER][JUTSU=PHP][PHP][B](Seiji ketsugō) Sage binding[/B] [SPOILER]Rank: S Type: attack Range: short - mid Chakra Cost: 40 Damage Points: N/A Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving. Note: Useable twice Note: Reduces sage mode by 2 turns Note: Target must be on the ground.[/SPOILER][/PHP][/JUTSU] [/LIST] [INDENT][HR][/HR][B]Wyvern (Hiryu)[/B][HR][/HR][/INDENT] [LIST] [*][JUTSU=Contract (Owner)] [CENTER][IMG]http://i704.photobucket.com/albums/ww43/Darknessbeyond/Wyvern_zpsdb5fcdfd.png[/IMG][/CENTER] [B]Summoning Animal:[/B] Wyvern (Hiryu) [B]Scroll Owner:[/B] Xylon [B]Other Users who have signed contract: [/B] None [B]Summoning Boss if existing:[/B] None [B]Other Summoning Animals tied to contract:[/B] None [B]Description and Background:[/B] Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil. Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant. As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it. Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen. Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.[/JUTSU] [URL='http://narutobase.net/forums/showthread.php?t=157594&page=19&p=9723761']Approved here[/URL] [URL='https://narutobase.net/forums/showthread.php?t=715807']Contract Thread[/URL] [JUTSU=Student(s):] - Lord of Kaos - Vex - - - - [/JUTSU] [*][B]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) [/B] [SPOILER]Rank: B Type: Supplementary/Summoning Range: Short Chakra cost: 20 Damage Points: N/a Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows: [U]Continental Wyvern:[/U] The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind. [U]Piscine Wyvern:[/U] Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water. [U]Brute Wyvern:[/U] Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation. [U]Deviants:[/U] They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle. Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have. -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow. -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/SPOILER][JUTSU=PHP][PHP][B]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) [/B] [SPOILER]Rank: B Type: Supplementary/Summoning Range: Short Chakra cost: 20 Damage Points: N/a Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows: [U]Continental Wyvern:[/U] The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind. [U]Piscine Wyvern:[/U] Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water. [U]Brute Wyvern:[/U] Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation. [U]Deviants:[/U] They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle. Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have. -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow. -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/SPOILER][/PHP][/JUTSU] [/LIST] [B]Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers[/B] [spoiler][B]Type:[/B] Supplementary/Defensive [B]Rank:[/B] [B]D-S Range:[/B] N/A [B]Chakra Cost:[/B] [B]10-40 (Depends on rank of summons) Damage Points:[/B] N/A [B]Description:[/B] 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. [B]Note:[/B] Must be posted within the bio or in the beginning of a fight. [B]Note:[/B] 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. [B]Note:[/B] 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. [B]Note:[/B] 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.[/spoiler] [B]Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone[/B] [spoiler][B]Type:[/B] Offensive/Supplementary/Defensive [B]Rank[/B]: A [B]Range:[/B] Short [B]Chakra[/B] 30 [B]Damage:[/B] N/A [B]Description:[/B] 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 [URL='http://narutobase.net/forums/showthread.php?t=711213&p=20797591&viewfull=1#post20797591']Crotalinae, or "Pitvipers".[/URL]. 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. [B]Note:[/B] Only usable 3x and can create up to 2 clones per usage which counts towards the clone count [B]Note:[/B] Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique) [B]Note:[/B] For defensive intent and purposes, the clone would be considered an A-rank snake.[/spoiler] learned here: [URL]https://animebase.me/threads/xy-and-le-shady.726258/[/URL] [/QUOTE]
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