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[QUOTE="ZK, post: 10807553, member: 49356"] [CENTER][B]Summoning(s)[/B][/CENTER] [B][SIZE=18px]Gorillas (From CK)[/SIZE] (Kuchiyose: Enjin)- Summoning: Gorillas[/B] [SPOILER](Kuchiyose: Enjin)- Summoning: Gorillas Type: Supplementary Rank: S Range:Short Chakra Cost: 50 Damage: N/A Description: The user will summon an ape into the battle field by first biting their thumb and doing the required hand selas and place their hand on the ground and call forth the ape of their choice. The size of the apes will be even to that of Gamabunta, unless stated otherwise. All apes are capable of speech, are highly intellectual, and can use all jutsu that is in their capability. ~Scroll owner is Nine Tailed Naruto~[/SPOILER] [B](Kuchiyose: Enjin)- Summoning: King Kong[/B] [SPOILER](Kuchiyose: Enjin)- Summoning: King Kong Type: Supplementary Rank: S Range:Short Chakra Cost: 50 Damage: N/A Description: The user will first bite their thumb and do the required hand selas and place place their hand on the ground and call forth King Kong. King Kong is a huge sliver back gorilla roughly the size of Gamubunta a little bigger, with the ability to use fire techniques. He also has the ability to breath fire that is equal to A-Rank. He is also able to use taijutsu. He has an huge chakara source which the user can draw from which if done will give the user increased speed and strength and also is very muscular in both his arms and his legs allowing him to use both in a fight. Even with his size he has speed equal and greater than most other summonings his size. ~Once per battle~ ~Lasts for 3 turns~[/SPOILER] [B](Kuchiyose: Enjin)- Summoning: Tiki[/B] [SPOILER](Kuchiyose: Enjin)- Summoning: Tiki Type: Supplementary Rank: S Range:Short Chakra Cost: 50 Damage: N/A Description: The user will first bite their thumb and do the required hand selas and place place their hand on the ground and call forth Tiki. Tiki is a gorilla a little bigger than Gamubunta, he also has a large chakara source though not as large as King Kong and he is also very muscular and can use all taijutsu and has a average amount speed equal and greater than the other summoning his size. Tiki has the power to use lightning jutsus. ~Lasts 3 turns~[/SPOILER] [B](Kuchiyose: Enjin)- Summoning: Loki[/B] [SPOILER](Kuchiyose: Enjin)- Summoning: Loki Type: Supplementary Rank: S Range:Short Chakra Cost: 50 Damage: N/A Description: The user will first bite their thumb and do the required hand selas and place place their hand on the ground and call forth Loki. He is a great sized gorilla the same size as Tiki, he has spent ages in the practicing the art of earth jutsus and has gained the ability to use earth based jutsus. Very muscular and has a huge chakara source. He is also a skilled taijutsu and can use all taijustu. And has an average amount of speed equal and greater than the other summoning his size. ~Lasts 3 turns~ [/SPOILER] [CENTER][B]Snakes[/B][/CENTER] [B][SIZE=18px]B-ranked[/SIZE] (Hebi Shindo) - Snake Tremor[/B] [SPOILER](Hebi Shindo) - Snake Tremor Rank: B Type: Supplementary Range: Short-Mid Chakra Cost:25 Damage Points:40 Description: The giant snake slams its tale on the ground making a large Earth release tremor that can knock the opponent off balance, the isn't effected if he/she is on top of the snake. Note: Must be able to summon snakes Note: Must summon Manda or Kyodaija [/SPOILER] [B][SIZE=18px]S-ranked[/SIZE] (Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion[/B] [SPOILER](Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion Type: Attack/Defense Rank: S-Rank Range: Short/Mid/Long Chakra Cost: 40 Damage Points: N/A Description: The user will summon a giant snake, the size of manda, and infuse into him upon summoning, a specific element of chakra (fire, water, lighting, ice, etc) of the users choosing. The snake will then be able to use all of that element's jutsus, and carry that element's weakness, example, a snake infused with fire chakra, will have a weakness to water. ~This jutsu can only be used twice ~Can be used with ANY base 5 element that the user knows ~The snake can only use a total of 5 jutsu ~To kill the snake, you must deliver either 3 C-rank techniques, 2 B-rank technique or 1 A-rank technique ~The snake's jutsus count as one of the users 3 jutsus [/SPOILER] [B](Senei Ta Jashu) - Hidden Shadow Million Snake March[/B] [SPOILER](Senei Ta Jashu) - Hidden Shadow Million Snake March Rank: S Type: Supplementary Range: Short-Long Chakra Cost: 50 Damage Points: N/A Description: Million snake march is a Ninjutsu technique that manifests a incredibly large torrent of snakes, which extend from the sleeve. Orochimaru can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them. Lightning chakra can be infused into the snakes to inflict extra damages. The snakes are also strong enough to grab onto things like trees or the ground and pull the user to safety. They can extend to long range in a matter of a second or two Note: Must be able to summon snakes Note: Lightning chakra causes paralyses and electrocution, depending on how much the opponent is bitten. Note: Can only be used twice Note: The snakes shoot out as fast as a kunai is thrown Note: The have no special health and/or resistance, they are just snakes Note: The torrent is huge, which is why it takes forbidden rank amount of chakra, it is basically multiple hidden snake hand times 10. About 200 snakes out of each arm. [/SPOILER] [B](Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake[/B] [SPOILER](Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake Type: Attack/Defense Rank: S-Rank Range: Short/Mid/Long Chakra Cost: 40 Damage Points: N/A Description: Orochimaru fused the cells of hashirama senju, as well as the dna of Pein's giant bird summon, into the genes of Manda. The snake is half the size of Manda with wood platelets for scales. It has the ability to use Wood jutsus. And it has wings allowing it to fly. Given its size, it is able to fly with the added weight of 3 people, of Orochimaru's build. ~Wood jutsus require the use of said jutsu, and count toward the maximum 3 jutsus per turn as per Rei's R&R ~Can only be summoned once per battle ~The snake flies at the speed of Pein's giant bird ~The snake can only stay on the field for 5 turns ~Can only be summoned by someone who knows wood, or Snakes [/SPOILER] [B]~(Hachu Jintai Modo) – Reptilian Mode~[/B] [SPOILER]~(Hachu Jintai Modo) – Reptilian Mode~ Rank: S Type: Supplementary Range: N/A Chakra cost: 40 Damage points: N/A Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form. Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu. Note: Must wait one turn for activation of mode Note: Lasts for 5 of the users turns Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die. Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move. Note: Sense changes: Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique. Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone. Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground. Infrared sensitivity: The user can see heat signature in human, and animals. [/SPOILER] [CENTER][B]Wyverns[/B][/CENTER] [B]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) [SPOILER][/SPOILER][/B][SPOILER]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) 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: Continental Wyvern: 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. Piscine Wyvern: 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. Brute Wyvern: 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. Deviants: 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] [/QUOTE]
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