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Baromosa

'western' Dragon Summons

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Original Thread found here: Serpentine Dragon Summons

Earth Dragon Family Summons

Level 0

Name: Lenny the Lizard

Appearance: Lenny is a sea green lizard about half a foot long, with bumpy skin and two golden eyes covered by black rimmed nerdy glasses. He doesn't have any wings, and his claws are small and stubby. Lenny the Lizard is simply that, a lizard with a long tongue and is very, very, distantly related to the dragons.

Personality: Lenny the Lizard may not be a dragon at all, but he has the heart of one and suffers from an inferiority complex. He grows angry and unhelpful if you insult his size or power, but in friendly conditions this nerd of a lizard offers advice and can even act as a good scout. Lenny is very young however and can be a bit of an upstart if he wants to prove himself as a fierce dragon.

Skills: N/A

Techs: N/A

Effect: Summoning Lenny is considered a failure for the summoning attempt. While active, boosts evasion stat of the summoner by 100 by giving good advice to the situation.

-Stats- (100)

(Health Power) 30

(Stamina) 5

(Chakra) 5

(Taijutsu) 0

(Defense) 0

(Ninjutsu) 0

(Resistance) 0

(Genjutsu) 0

(Concentration) 0

(Speed) 0

(Accuracy) 0

(Evasion) 60

Level 1

Name: Rafu the Dragon Whelp

Appearance: Rafu is a small, baby dragon about 24 inches tall. When flying he hovers 3 feet off the ground, dragging his body around under strained wings that still show the veins running through them. Soft green scales cover its entire body and shine in the sun, but become faded and duller on it’s under side. Rafu also has two golden slits where his black eyes rest, and a small, stubby snout that makes up his jaw. Perhaps he will look more dragon like as he ages, but for now Rafu is a dragon whelp that resembles a dragon, though rather fat and ungraceful.

Personality: Baby dragons are enthusiastic about food, hunting, and flying about. You may find they hate being lectured, and are hard to control despite their above human intelligence level. These creatures rely on wants and desires unless in extreme danger, or called upon to defend their loyalty which drives down into their very Draconian instincts. When you first summon Rafu, he will want to be taken care of out of battle, and in battle he will reluctantly fight believing he will be rewarded later. As an Earth Dragon, he has the ability to cause disturbances in the ground.

Skills:

Name: Savior

Effect: Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to the relevant defense stat. Cannot be used against Genjutsu.

Points: -1

Techs: 10/10

Earth Type; Minor Tremor

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 35 Chakra

Damage: 5

Effects: Opponent gains the Prone status effect for one turn. If this technique is followed with another Iwa element technique that causes damage, they take 10% more damage from it.

Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in synch with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.

Points: 2

Earth Type; Jaws of the Mother

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40 Chakra

Damage: 10

Effects: Opponent gains the Numb status effect for one turn. If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then the numb effect of this technique lasts one more turn.

Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.

Points: 3

Earth Type; Avalanche

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40

Damage: 10

Effects: AoE

Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.

Points: 2

Earth Type; Inner Decapitation Skill (Doton Shinjuu Zanshu no Jutsu)

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 50

Effects: Opponent is vulnerable next turn.

Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.

Points: 3

-Stats- (500)

(Health Power) 115

(Stamina) 5

(Chakra) 100

(Taijutsu) 0

(Defense) 0

(Ninjutsu) 100

(Resistance) 0

(Genjutsu) 0

(Concentration) 0

(Speed) 0

(Accuracy) 100

(Evasion) 80

Level 2

Name: Grandor

Appearance: Grandor is now more of a fully formed dragon, standing on all four of his legs most of the time and has a much longer neck then his cousin Rafu. Grandor comes up to shoulder height on a human adult, and is about 6 feet long including a rather short tail of only 2 feet. His legs are stalky and muscular, and Grandor's snout is still short but more pronounced then Rafu. Blueish scales mix with green ones and cover his back like gemstones, dancing around small spikes starting to grow down his back. It is also noted Grandor has a wing span of 6 feet but rarely flies and never with anything on it's back as he is a young dragon.

Personality: Grandor is a rather lazy teenage dragon that likes to spend most of his day sleeping. After he is bothered enough though or experiences pain, he becomes enraged by the annoyance and throws a tantrum, causing tremors and clawing in a fit of anger. When alone with himself Grandor likes to watch the scenery around him and fall asleep slowly. This dragon loves music, which is probably the only way to calm him down when he gets upset besides a talk from his parents or even his sister Azula.

Skills: 3/3

Survivalist: Extreme Weather Terrain Bonus -- Gives +%20 speed in mountainous or clouded terrain. A ninja was this skill doesn't suffer the ranged attack penalty of Strong Winds.

Cost: -1

Name: Inner Calm

Effect: Chakra-Based Techniques cost 5 less chakra (Minimum of 5 chakra must always be paid however).

Cost: -1

Name: Savior

Effect: Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to the relevant defense stat. Cannot be used against Genjutsu.

Points: -1

Techs: 14/16

Name: Doton: Maeba Kansei (Earth Type; Tooth Trap)

Type: Ninjutsu [Earth][Clan]

Rank: Gennin

Cost: 80 Ninjutsu

Damage: 30

Effects: Shackled Paired Legs for One Turn.

Description: When an earth dragon does not bite with its teeth, it may wish to trap the victim in a toothy trap of sharp rock teeth. The terrain near the left and right of the target fold up into slabs of earth, leaving the inside jabbed and sharp like teeth. The two slabs then fall into the targets lower half, rooting the opponent to the ground and crushing their bodies to stop leg movement.

Points: 4

Earth Type; Minor Tremor

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 35 Chakra

Damage: 5

Effect:s: Opponent gains the Prone status effect for one turn. If this technique is followed with another Iwa element technique that causes damage, they take 10% more damage from it.

Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in synch with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.

Points: 2

Earth Type; Jaws of the Mother

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40 Chakra

Damage: 10

Effect:s: Opponent gains the Numb status effect for one turn. If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then the numb effect of this technique lasts one more turn.

Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.

Points: 3

Earth Type; Avalanche

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40

Damage: 10

Effect:s: AoE

Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.

Points: 2

Earth Type; Inner Decapitation Skill (Doton Shinjuu Zanshu no Jutsu)

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 50

Effect:: Opponent is vulnerable next turn.

Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.

Points: 3

Weapon:

Weapon Name: Dragon Claws

Weapon: Claw Attack

Size: Medium

Base Damage: 2

Level: 1

-Stats- (1000)

(Health Power) 155

(Stamina) 5

(Chakra) 200

(Taijutsu) 0

(Defense)0

(Ninjutsu) 300

(Resistance) 0

(Genjutsu) 0

(Concentration)0

(Speed) 100

(Accuracy) 140

(Evasion) 100

Level 3

Name: Azula

Appearance: Azula is almost completely done puberty and is a very mature, very powerful earth dragon young adult. She is an all purple scaled dragon, each gemstone like scale a shiny shade of amethyst or violet. Her eyes are a deep gold that star bursts around her black pupil, making her gaze regal and spectacular. Azula's face is more rounded then pointed, giving her a friendly appearence with long ears going down the sides of her head, and small, harmless spikes above her eyes. Her body as a whole is 12 feet long including a four foot tail, and features black spikes all along her back, getting long and pointy towards the end of her tail. Azula is considered an attractive dragon with her thin head and full lips, a 10 foot wing span, and all of her muscles firm and well fleshed out across her scaled body.

Personality: Azula's personality reflects her romantic side as she believes her self to be a majestic creature of great power, both beautiful and terrible. Her sly nature is full of graceful movements and cooth comments, never behaving badly or tactless. Instead, she loves cutting remarks or being smart with people, thinking herself above all nondragons, as well as a more mature and higher ranking dragon then her siblings. Azula's brother, Grandor, is her best friend and she often comforts him when he feels lonely. In battle, she uses her natural ability over the earth to send fear into the hearts of her enemies.

Skills: 5/5

Spelunker: Rocky Terrain Bonus: Gives +%20 speed in rocky terrain. A ninja with this skill suffers half of all environmental damage. Cost: -1

Name: Inner Calm

Effect: Chakra-Based Techniques cost 5 less chakra (Minimum of 5 chakra must always be paid however).

Cost: -1

Name: Shiva, The Destroyer

Effect: Offensive Ninjutsu from the user deal an additional 20% damage. This multiplier applies to the base damage of the technique, and in this case and this case only - allows you to break the base damage cap. The taker of this skill may not use Genjutsu.

i.e.; Damage = 100[base] *1.2 +100[Ninjutsu] = 220, 220 - 100[Resistance] = 120 Damage.

Cost: -3

Techs: 17/30

Earth Type; Inner Decapitation Skill (Doton Shinjuu Zanshu no Jutsu)

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 50

Effect: Opponent is vulnerable next turn.

Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.

Points: 3

Earth Type; Minor Tremor

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 35 Chakra

Damage: 5

Effect: Opponent gains the Prone status effect for one turn. If this technique is followed with another Iwa element technique that causes damage, they take 10% more damage from it.

Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in sync with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.

Points: 2

Earth Type; Jaws of the Mother

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40 Chakra

Damage: 10

Effect: Opponent gains the Numb status effect for one turn. If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then the numb effect of this technique lasts one more turn.

Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.

Points: 3

Earth Type; Avalanche

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40

Damage: 10

Effect: AoE

Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.

Points: 2

Earth Type: Earthshatter

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 65 Chakra

Damage: 30

Effect: If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then this technique deals 15% more damage. Target also gains the Startled status effect for two turns.

Description: Carefully collecting a hand of soil or terrain, the user gathers it in their palm and lightly blows upon it. Upon doing so, it then covers the target and suddenly coagulates all over them, as though squirming. With one final handseal, the hardening soil finally settles, only to violently shatter; impacting the target with shards of galvanized soil and terrain. Quite visually impressive, it is a perfect demonstration of a shinobi’s progression from Gennin to Chuunin rank.

Points: 2

Iwa Type; Pinpoint Fault

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 90 Chakra

Damage: 40

Effect: Target character is unequipped of all pieces of equipment that are not attached to their body. Unequipped equipment may be picked up during their setup phase, but only one piece of equipment a turn time. Opponent gains the Prone status effect for one turn.

Description: Creating a temporary fault line running beneath the opponent, the user taps into the line and begins to make the earth immediately around it shift. This causes a small scale earthquake that basically knocks the target off their feet and flings their equipment every which way. While it’s not particularly impressive to see, it is still very effective and is fantastic for setting up combos against over-equipped opponents. After all, people seem to like it shaken, not stirred.

Points: 3

Earth Type; Tracking Fang Skill (Doton Tsuiga no Jutsu)

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 50

Effect: When used along with "Kuchiyose No Jutsu", this technique automatically allows your summon to hold down your enemy for 1 post, making them immobilized. Requires your summon to have fangs or some kind of appendages to be able to hold someone. +40 Accuracy when calculating this attack

Description: This technique is used to incorporate the "Kuchiyose No Jutsu". It uses it as a fast-paced tracking system by sending your summon underground to the area where your opponent is. It takes them by surprise and allows your summon to hold them down long enough for you to perform another attack on your opponent.

Points: 2

Weapon:

Weapon Name: Dragon Claws

Weapon: Claw Attack

Size: Medium

Base Damage: 20

Level: 10

-Stats- (2500)

(Health Power) 415

(Stamina) 5

(Chakra) 400

(Taijutsu) 0

(Defense)0

(Ninjutsu) 700

(Resistance) 0

(Genjutsu) 0

(Concentration)0

(Speed) 300

(Accuracy) 380

(Evasion) 300

Edited by Baromosa
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Level 4

Name: Danzi, the Mother Dragon

Appearance: Danzi is smaller then her husband Odjn, but still a fully grown pink scaled dragon. She is about thirty feet long from head to tail and has a wing span of 25 feet. Her claws are thinner then a male dragon's claws, and her scales near he belly are noticeably softer then the ones on her back since she has not been hardened by combat and is mostly a wife dragon to Odjn. She has three spikes along her neck that are a more white color then her pink scales, and she has a very pretty diamond sacle pattern across her body with two gleaming gold eyes that star burst when they hit the light. When standing on all fours, Danzi's head comes about three feet above a human.

Personality: The mother of Azula and Grandor, Danzi is a caring mother dragon who uses her vast reserves of chakra that burn in her belly to heal instead of to destroy though she is not afraid to defend herself. She carries the bravery in combat and loyalty to her family as the rest of the family's elder members. Danzi's voices is calm and soothing to her summoner, but sharp and hostile to any who threaten the dragon family. She likes to laugh with a cute giggle and smile in the sunshine as outdoors and living in natures beauty is her favorite past time. Though combat is not her thing, she has seen much of its after math and has been a healer of the dragon family for a long, long time.

Skills: 8/8

Name: The Path of the Medical Ninja

Effect: Character no longer applies Ninjutsu modifier when using Ninjutsu techniques (75% of ninjutsu mods for Clan Ninjutsu). Character now applies 50% of the Ninjutsu modifier to Medical Ninjutsu.

Anatomical Intelligence: -First Aid Provider is free with this skill. Character may also use all Gennin Medical Jutsu before acquiring EMT.

Cost: -1

Name: The Path of the Advanced Medical Ninja

Effect: Medical Jutsu now use 100% of Ninjutsu Modifier. Clan ninjutsu only apply 25% of the ninjutsu mod.

Anatomical Mastery: -Medical Genius: -1 sp toward Medical skills to a minimum of 1. (Does not apply to those already taken.)

Cost: -1

Name: First Aid Provider

Effect: May use Gennin Medical Jutsu that cost up to 3 points.

Cost: 0

Name: Emergency Medical Technician (EMT)

Effect: May use all Gennin Level Medical Jutsu. May use Chuunin Medical Jutsu that cost up to 4 points.

Cost: -1

Name: Field Medic

Effect: May use all Chuunin Level Medical Jutsu. May use Jounin Medical Jutsu that cost up to 5 points.

Cost: -1

Name: Adept Medical Knowledge

Effect: +10% base healing to all jutsu and Curative items.

Cost: -1

Name: Advanced Medical Knowledge

Effect: +25% base healing to all jutsu and Curative items

Cost: -1

Name: Emergency care

Effect: Used in the setup phase, once per battle. The next healing jutsu used, heals +100%. User loses their next turn including their response phase

Cost: -1

Survival Tactics

Effect: Once per rank in this skill a Medical Ninja may activate this skill during their response phase. The user now has a +20% chance to dodge, and block is extended by 5 for the turn. Defense stats are also increased by 50% for the turn. The user cannot use any offensive jutsu aside basic attacks for two turns. This skill can only be used every 3 turns and only once per rank.

Cost: -1

Ranks: 1

Techs: 24/48

Blessing (Megumi)

Type: Ninjutsu (Medical)

Rank: Genin

Cost: 5 per post

Effect:: The medical nin may sacrifice up to 20 of their own stat points to raise the corresponding stat of an ally by 20 points. This effect lasts for a post for each five chakra spent.

Description: The ninja lays their hands on the target and a small flash of light ensues, draining the strength from the ninja and infusing it into their target.

Points: 3

Recovery Level 1

Type: Ninjutsu (Medical)

Rank: Gennin

Cost: 60

Effect:: Heal 60 Health on target

Description: A green glow surrounds the medical shinobi's hand as they use one of the few Jutsus that is able to restore life.

Points: 3

Recovery Level 2

Type: Ninjutsu (Medical)

Rank: Chuunin

Cost: 100

Effect:: Heal 120 Health on target

Points: +1 (or 4)

Special: Evolving: if you have the level before this one, this Jutsu costs +1 point to learn

Recovery Level 3

Type: Ninjutsu (Medical)

Rank: Jounin

Cost: 210

Effect:: Heal 320 Health on target

Points: +2 (or 7)

Special: Evolving: if you have the level before this one, this Jutsu costs +2 point to learn

Divine Seal (Tenrai Gokuin)

Type: Ninjutsu (Medical)

Rank: Chuunin

Cost: 80

Effect:: The medical nin forcefully seals the target's ability to either use genjutsu or ninjutsu. This requires all of the medical nin's focus and leaves them unable to avoid the next attack made by their target. The effects last five posts.

Description: The medical nin sends hundreds of miniscule darts of chakra at the target, striking the body in key points to seal their ninjutsu or genjutsu skills.

Points: 4

Gift of the Spirits (Atae wa Suppiritsu)

Type: Ninjutsu (Medical)

Rank: Chuunin

Cost: X

Effect:: Restores double the chakra spent to a target. The caster's chakra immediatly drops to 1 after using this skill. This skill may not be used on someone that has already used it or Atae wa Tengu in the current battle.

Description: A bright blue beam strikes from the medical nin's palm and hits the target, infusing it with an immense amount of energy.

Points: 3

Salvation (Kyuusei): Level 2

Type: Ninjutsu (Medical)

Rank: Chuunin

Cost: 100

Effect: Cancel one Chuunin level or lower Genjutsu on target

Description: A spark of azure light appears over the targets head and explodes in a shower of of diamond blue sparkles which land on the target's body, clearing their mind.

Points: +1 (or 4)

Special: Evolving: if you have the level before this one, this Jutsu costs +1 point to learn. Replaces lower level.

Protective Cross lvl 2 (Kago Kouso)

Type: Ninjutsu (Medical)

Rank: Chuunin

Cost: 100

Effect:: The next Chuunin level or lower Ninjutsu/Genjutsu used against the target is negated

Points: +1 (or 4) Special: Evolving: if you have the level before this one, this Jutsu costs +1 point to learn

-Stats- (8000)

(Health Power) 1595

(Stamina) 5

(Chakra) 2000

(Taijutsu) 0

(Defense) 0

(Ninjutsu) 2000

(Resistance) 0

(Genjutsu) 0

(Concentration)0

(Speed) 900

(Accuracy) 0

(Evasion) 1500

Level 5

Name: Odjn, The Destroyer

Appearance: Odjn is a mighty red dragon with the deepest crimson and hardest scales around. His body has more spikes then other dragons, large spikes that run down his spine and tail, some of which chipped from rough combat. For length, from head to tail Odjn is 55 feet long and comes to a height of thirty feet from ground to head level. His eyes that are mostly black seem cat like it design, surrounded by a aged and scarred face that represents an elder dragon. The only item visible on him his his old battle Katana that has faded from use, but still present for emergencies.

Personality: Odjn is only second to Ladon as far as power and battle prowess goes. He is the father of Azula and Grandor, uncle to Rafu, and husband to Danzi. As the father of a dragon family, he is very understanding and takes time before he speaks. His tone is more gruff then other dragons, but not threatening or offensive. He shares Ladon's views of good and evil as a battle to be fought, but will also take his time to understand the smaller problems of the worlds that need attending too as well as the larger ones. His past times include smoking and talking to his wife which he only leaves her side for battle and important affairs.

Skills: 10/10

The Path of the Warrior

Effect: Gain 1 extra Jutsu Point every other level.

Warrior's Way: Choose Two:

-Ninjutsu: May take 2 ranks of 'Ninjutsu Mastery' for 1 skill point.

-Genjutsu: The skill 'Genjutsu Shaper' now costs 1 skill point. May take 2 ranks of 'Genjutsu Creator' for 1 skill point.

Cost: -1

Ninjutsu Mastery: Ninjutsu of your home village element (Earth) will do an extra +5 damage. This is inclusive of modifiers.

Ranks: 6

Cost: -3

Genjutsu Creator: Genjutsu drain 5 more points per the user's rank in this skill. If the user uses a Genjutsu which deals stat damage to multiple stats then the user must choose it to apply only to one of these stats. This is inclusive of modifiers.

Ranks: 4

Cost: -2

Genjutsu Shaper: For every rank in this skill, status effects inflicted by Genjutsu will last one post longer. This will not allow you to break the maximum post duration of any status effect.

Ranks: 1

Cost: -1

Inner Calm: Chakra-Based Techniques cost 5 less chakra (Minimum of 5 chakra must always be paid however).

Cost: -1

Name: Second Wind

Effect: Upon reaching 0 health, user regains 1Hp, but only once per battle.

Cost: -2

Techs: 50/70

Name: Doton: Maeba Kansei (Earth Type; Tooth Trap)

Type: Ninjutsu [Earth][Clan]

Rank: Gennin

Cost: 80 Ninjutsu

Damage: 30

Effects: Shackled Paired Legs for One Turn.

Description: When an earth dragon does not bite with its teeth, it may wish to trap the victim in a toothy trap of sharp rock teeth. The terrain near the left and right of the target fold up into slabs of earth, leaving the inside jabbed and sharp like teeth. The two slabs then fall into the targets lower half, rooting the opponent to the ground and crushing their bodies to stop leg movement.

Points: 4

Earth Type; Minor Tremor

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 35 Chakra

Damage: 5

Effect:s: Opponent gains the Prone status effect for one turn. If this technique is followed with another Iwa element technique that causes damage, they take 10% more damage from it.

Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in synch with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.

Points: 2

Earth Type; Jaws of the Mother

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40 Chakra

Damage: 10

Effect:s: Opponent gains the Numb status effect for one turn. If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then the numb effect of this technique lasts one more turn.

Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.

Points: 3

Earth Type; Avalanche

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40

Damage: 10

Effect:s: AoE

Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.

Points: 2

Earth Type; Inner Decapitation Skill (Doton Shinjuu Zanshu no Jutsu)

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 50

Effect:: Opponent is vulnerable next turn.

Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.

Points: 3

Iwa Type; Pinpoint Fault

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 90 Chakra

Damage: 40

Effect:s: Target character is unequipped of all pieces of equipment that are not attached to their body. Unequipped equipment may be picked up during their setup phase, but only one piece of equipment a turn time. Opponent gains the Prone status effect for one turn.

Description: Creating a temporary fault line running beneath the opponent, the user taps into the line and begins to make the earth immediately around it shift. This causes a small scale earthquake that basically knocks the target off their feet and flings their equipment every which way. While it’s not particularly impressive to see, it is still very effective and is fantastic for setting up combos against over-equipped opponents. After all, people seem to like it shaken, not stirred.

Points: 3

Earth Type: Earthshatter

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 65 Chakra

Damage: 30

Effect:s: If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then this technique deals 15% more damage. Target also gains the Startled status effect for two turns.

Description: Carefully collecting a hand of soil or terrain, the user gathers it in their palm and lightly blows upon it. Upon doing so, it then covers the target and suddenly coagulates all over them, as though squirming. With one final handseal, the hardening soil finally settles, only to violently shatter; impacting the target with shards of galvanized soil and terrain. Quite visually impressive, it is a perfect demonstration of a shinobi’s progression from Gennin to Chuunin rank.

Points: 2

Body Freeze Skill (Kanashibari no Jutsu)

Type: Ninjutsu

Rank: Chuunin

Cost: 100

Effects:

- Cannot be dodged. Opponent rolls 1d100.

- If they roll higher than 25, then they skip their next response and main phase. - May only target the same opponent with this technique after 4 turns since they were last effected by it.

- May only be used once a battle per enemy by Gennin, two times by Chuunin and three times by Jounin.

- If target is of two ranks or higher than the user, they are unaffected by this technique.

Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas seem to know this technique.

Points: 4

Trap Type; Sword Breaker Mine

Type: Genjutsu

Rank: Chuunin

Cost: 125

Damage: N/A

Effect:: Victim is -75 Taijutsu, Ninjutsu, and Genjutsu 1 turn, Impaired Touch 1 turn

Description: The victim perceives four wires - One red, orange, yellow, and blue - two of which bind around each arm. While these do not tether the victim, they do slighly numb the hands enough to disorient.

Points: 5

Energy Absorbtion (Chakra Kyuushuu)

Type: Ninjutsu

Rank: Chuunin

Cost: x Ninjutsu (x <= 80)

Effect:s: Opponent looses x chakra.

Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.

Points: 3

Name: Fear of the Dragon

Type: Genjutsu [Personal to Odjn, Level 5 Dragon Summon]

Rank: Jounin

Cost: 310 Genjutsu

Damage: 240 Ghost Damage

Effects: Petrified for three turns.

Description: When Odjn casts this Genjutsu on his victim, their mind suddenly sees Odjn's already spiked and massive form as a truly horrifying enemy that will most certainly destroy them. The world seems as darkness and light fades, and then Odjn appears to be breathing a great jet of crimson and black flame that scorches the targets body inside their mind. The pain is most exquisite and only serves to further terrify, petrify, and stupify Odjn's enemy.

Points: 8

Feathery Sleep

Type: Genjutsu

Rank: Jounin

Cost: 50 Chakra per person per turn. (Max of 500 chakra can be spent on this.)

Effect:s: Target(s) are asleep.

Description: This Jutsu is used to put one or even a very large group of people into a long deep sleep.

Points: 8

Trap Type; Shield Breaker Mine

Type: Genjutsu

Rank: Jounin

Cost: 130

Damage: N/A

Effect:: Victim -60 Defense, Resistance, Concentration, Evasion, and Immobilized for 1 turn

Description: The victim of this trap has four strands wires onto them - One red, green, blue, and purple - that keep them bound to the ground for one turn. Each strand seems to drain the victim of their body's defenses against everything. On rare occasions, interrogators of the most extreme degrees will set this trap up and throw a prisoner into it to soften them up for torture.

Points: 3

Weapon:

Name: Odjn's Battle Katana

Weapon: Sword, (Katana)

Size: Large

Level: 20

Base Damage: 80

-Stats- (11000)

(Health Power) 1000

(Stamina) 200

(Chakra) 1400

(Taijutsu) 100

(Defense) 400

(Ninjutsu) 800

(Resistance) 400

(Genjutsu) 2000

(Concentration) 700

(Speed) 1000

(Accuracy) 2000

(Evasion) 1000

Edited by Baromosa
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Level 6

Ladon, the Dragon Lord

Appearance: Ladon, The Lord of this Dragon family is by far the most majestic, colossal, and powerful Dragon still in existence today. In all Ladon is 120 feet long from the tip of his tail outstretched to the front of his nose while his neck is errect. From his front claws to his head he is sixty feet tall. Bright hues of gold and copper glitter his thick plated scales smoothed by sand over his body that hulks over broad shoulders and muscular legs. His knuckles are thick making large spreading feet, with long claws that are fully retractable. Ladon's fangs are neatly aligned in his mouth that boasts a brutish maw of a jaw and two flashing golden eyes that strike fear into any heart. Ladon is not a savage Dragon however, and his aged face is full of wisdom and understanding. A single scar slashes over the skin near his left eyes, and the only noticeable spikes show around his collar as bony protectors. It is noted Ladon's Wingspan is over 100 feet.

Personality: The Elder Dragon's personality may be aged and wise, but his tone when speaking is always militant and stoic. As the leader of the Dragon family Ladon is responsible for their safety and expects fully that those allowed to summon him will take that into grave consideration. He is generous with his powers however and will aide those worthy enough to summon him to his fullest provided that they show respect to him. Abusing his power or using it foolishly will most certainly be met with disapproval. Ladon only approves of matters concerning good and evil, the most dire of situations, defending ones clan or village, and matters that threaten his Dragon family's well being. As far as Ladon is concerned, if the summoner is too weak to defend his own life then he is not strong enough to be able to serve a dragon. As far as humor, Ladon has no sense of it and comments only about his conservative views on any topic.

Skills: 15/15

The Path of the Warrior

Warrior's Way:

-Ninjutsu: May take 2 ranks of 'Ninjutsu Mastery' for 1 skill point.

-Claw Specialist: The skill 'Warrior: Claw' no longer has the level/2 restriction. May take 2 Ranks of 'Warrior (weapon)' for 1 skill point. Must select a certain type of weapon for this path.

Cost: -1

Taijutsu Style (Ox Style): The user has managed to learn the basics of a taijutsu style, and, knowing this, the path is opened to powerful techniques. User is able to access techniques of Ox Style. Cost: -1

Strategist: Once a battle, and only once, you may choose to have any one of your attacks become a critical hit for 1.5 times its usual damage.

Cost: -3

Ninjutsu Mastery (Earth): Ninjutsu of your home village element will do an extra +5 damage. This is inclusive of modifiers.

Ranks: 10

Cost: -5

Name: Shiva, The Destroyer

Effect: Offensive Ninjutsu from the user deal an additional 20% damage. This multiplier applies to the base damage of the technique, and in this case and this case only - allows you to break the base damage cap. The taker of this skill may not use Genjutsu.

i.e.; Damage = 100[base] *1.2 +100[Ninjutsu] = 220, 220 - 100[Resistance] = 120 Damage.

Cost: -3

Second Wind: Upon reaching 0 health, user regains 1Hp, but only once per battle.

Cost: -2

Techs: 103/120 JP

Shooting Star (Ryuusei)

Type: Taijutsu

Rank: Gennin

Cost: 35

Damage: 10 per hit. (3 hits)

Effect:s: 3 hits. If all three attacks hit, opponent can only perform attacks that are long range during their next phase.

Description: An attack where the user delivers a swift punch to the stomach followed by kick to the rib, finally following up with a powerful kick to the opponent's jaw sending them flying.

Points: 3

Uzumaki Naruto Combo (Uzumaki Naruto Rendan)

Type: Taijutsu

Rank: Chuunin

Cost: 50 Taijutsu

Effect: Does 70 damage. +5 damage per ninjutsu clone made at the time.

Description: With the creation of clones, this combo includes punches and kicks very much like Lion Rendan except its many on one. This is the self-named combination that Naruto used to defeat Inuzuka Kiba in the Chuunin Exam's Third Test Preliminaries.

Points: 2

Energy Absorbtion (Chakra Kyuushuu)

Type: Ninjutsu

Rank: Chuunin

Cost: x Ninjutsu (x <= 80)

Effect:s: Opponent looses x chakra.

Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.

Points: 3

Dead Soul Skill (Shikon no Jutsu)

Type: Ninjutsu

Rank: Jounin

Cost: 300 to activate, 10% total Chakra per body per turn. Advanced chakra regeneration skills can not be active during this time.

Effect: Must have a dead body to manipulate. The body is under the control of the user like a bunshin or summon. Has 75% of the user's stats.

Description: With this Jutsu the user can make the dead seem lifelike. Allowing dead bodies to move around as a diversion or decoy. This skill causes the dead bodies' hearts to beat allowing the user to control them for a few minutes.

Points: 7

Five Part Seal (Goguoufuuin)

Type: Sealing (Powerful)

Rank: Sennin

Cost: 400 Ninjutsu

Effect:s: Opponent cannot use target stat. This lasts until the seal is released using Five Part Seal Release (Goguoukaiin). The stat is treated as if it was 0, though you do not pass out if it is stamina/ chakra. Cannot target HP.

Description: An elemental seal appears on each of the users fingers, one for each of the five elements (water, metal, earth, fire and wood). Upon contact with the target it disrupts their chakra flow, sealing it from further use; though this technique has been known to be used to seal other abilities.

Points: 6

Earth Type; Inner Decapitation Skill (Doton Shinjuu Zanshu no Jutsu)

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 50

Effect: Opponent is vulnerable next turn.

Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.

Points: 3

Earth Type; Minor Tremor

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 35 Chakra

Damage: 5

Effect: Opponent gains the Prone status effect for one turn. If this technique is followed with another Iwa element technique that causes damage, they take 10% more damage from it.

Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in synch with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.

Points: 2

Earth Type; Jaws of the Mother

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40 Chakra

Damage: 10

Effect: Opponent gains the Numb status effect for one turn. If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then the numb effect of this technique lasts one more turn.

Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.

Points: 3

Earth Type; Avalanche

Type: Ninjutsu (Earth)

Rank: Gennin

Cost: 40

Damage: 10

Effect: AoE

Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.

Points: 2

Name: Doton: Maeba Kansei (Earth Type; Tooth Trap)

Type: Ninjutsu [Earth][Clan]

Rank: Gennin

Cost: 80 Ninjutsu

Damage: 30

Effects: Shackled Paired Legs for One Turn.

Description: When an earth dragon does not bite with its teeth, it may wish to trap the victim in a toothy trap of sharp rock teeth. The terrain near the left and right of the target fold up into slabs of earth, leaving the inside jabbed and sharp like teeth. The two slabs then fall into the targets lower half, rooting the opponent to the ground and crushing their bodies to stop leg movement.

Points: 4

Earth Type; Tracking Fang Skill (Doton Tsuiga no Jutsu)

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 50

Effect: When used along with "Kuchiyose No Jutsu", this technique automatically allows your summon to hold down your enemy for 1 post, making them immobilized. Requires your summon to have fangs or some kind of appendages to be able to hold someone. +40 Accuracy when calculating this attack

Description: This technique is used to incorporate the "Kuchiyose No Jutsu". It uses it as a fast-paced tracking system by sending your summon underground to the area where your opponent is. It takes them by surprise and allows your summon to hold them down long enough for you to perform another attack on your opponent.

Points: 2

Soil Clone (Iwa Bunshin no Jutsu)

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 75 per clone (max of 3 clones on the field)

Effect: Each Soil Clone has 1/4 stats of the user, but only 1hp. They are automatically hit by any attack that includes them as a target (they get no dodge roll).

Description: In similar fashion with any other clone technique, Iwa Bunshin No Jutsu can make up to several clones made out of soil from the ground. Used to trick the opponent in a clever way. When the opponent hits one of these clones, it turns back into soil but latches onto the opponent, thus hindering his/her movement.

Points: 3

Iwa Type; Pinpoint Fault

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 90 Chakra

Damage: 40

Effect:s: Target character is unequipped of all pieces of equipment that are not attached to their body. Unequipped equipment may be picked up during their setup phase, but only one piece of equipment a turn time. Opponent gains the Prone status effect for one turn.

Description: Creating a temporary fault line running beneath the opponent, the user taps into the line and begins to make the earth immediately around it shift. This causes a small scale earthquake that basically knocks the target off their feet and flings their equipment every which way. While it's not particularly impressive to see, it is still very effective and is fantastic for setting up combos against over-equipped opponents. After all, people seem to like it shaken, not stirred.

Points: 3

Earth Type: Earthshatter

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 65 Chakra

Damage: 30

Effect:s: If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then this technique deals 15% more damage. Target also gains the Startled status effect for two turns.

Description: Carefully collecting a hand of soil or terrain, the user gathers it in their palm and lightly blows upon it. Upon doing so, it then covers the target and suddenly coagulates all over them, as though squirming. With one final handseal, the hardening soil finally settles, only to violently shatter; impacting the target with shards of galvanized soil and terrain. Quite visually impressive, it is a perfect demonstration of a shinobi's progression from Gennin to Chuunin rank.

Points: 2

Name: Doton: Sokubaku Eikyuujiba (Earth Type; Binding Field)

Type: Ninjutsu [Earth][Clan]

Rank: Jounin

Cost: 280 Ninjutsu

Damage: N/A

Effects: Metabolic Shock, Sickened, Ensnared, and Tired for two turns.

Description: Sokubaku Eiyuujiba is preformed by charging chakra into the field between the user and the target. This method then focuses the charge and rushes it immediately on the target, simulating an increase in earth's pull on them and causing a sickly environment to form that greatly effects humans and most living things. A victim of this technique sees a purplish pulse glow on the earth between the two shinobi if they are aware of the technique being preformed, then the purple charge advances rapidly under the target's feet. Victims ensnared experience conditions similar to high pressure environments including fatigue, difficultly moving, disturbing or racing thoughts, and stress maintaining homeostasis. An additional effect of the field besides attempting to entrap the victim in the earthly field is that the chakra charged earth resonates into the air surrounding them which is the real reason they feel so sick, weakened, and disturbed since gravity is not actually being changed but simulated through malicious chakra use.

Points: 7

Name: Doton: Ishi Hyoushi no Jutsu (Earth Type: Stone Binding Technique)

Type: Ninjutsu

Rank: Jounin

Cost: 220

Damage: 100

Effects: Shackled: [Paired Legs] (Three turns)

Description: The user of this technique will form several hand seals. Rocks will rise up and crush the target's legs together. This effectively hobbles the target for a brief time.

Points: 6 [Evolving]

Name: Doton: Kenma Maru no Jutsu (Earth Type: Grinding Disc Technique)

Type: Ninjutsu; Seal less

Rank: Jounin

Cost: 215

Damage: 320

Effects: None

Description: The user of this technique will raise a disc of earth out of the ground. By giving it a quick spin, the user will temper the edge will chakra making it razor sharp. The user will then throw the disc onto the ground, propelling it through the earth at blinding speeds towards their target.

Points: 7

Doton: Tsuchi Shindou (Earth Release: Earth Tremor)

Type: Ninjutsu [Earth]

Rank: Jounin

Cost: 160

Damage: 60

Effects: AoE. Opponent(s) 'Distracted' for 2 turns.

Distracted: -25% penalty to evasion.

Description: After a couple of handseals, the user will plant his or her palm on the ground, then exert chakra from this hand and disrupt movement under the earth causing a small earthquake with earth shooting up from the ground.

Points: 4

Doton: Akunochimata Torappingu (Earth Release: Underworld Trapping)

Type: Ninjutsu [Earth]

Rank: Jounin

Cost: 280

Damage: 60

Effects: AoE. Opponent(s) are 'Immobilized' for 2 turns. May only be used three times a battle by Chuunin and six times by Jounin.

Immobilized: Suspends opponent's movement for one turn. They can still block and attack you if you are in range. No Taijutsus using any leg movement are permitted during this time. Evasion is cut in half for the opponent during this time

Description: Once the correct handseals are made, the user will expel chakra out onto the field and into the ground, as deep as they need to, and use the earth in order to trap the opponent with hardened earth by catching them by their legs. The earth will continue to rise until the opponents stop moving.

Points: 7

Name: Doton: Hikitsuduki Dotou (Earth Type; Surging Waves Without Break)

Type: Ninjutsu [Earth][Clan]

Rank: Jounin

Cost: 270 Ninjutsu

Damage: 45

Effects: Drowning for 6 Turns.

Drowning: Speed is at 70% and if this effect is kept up for more than 4 of their turns the target takes 50 damage a turn for every turn afterwards.

Max Duration: n/a

DP: 40/turn

Description: Quite simply, the earth creates torrenting waves of mud and earth that constantly collapse on top of the target in a spinning mini-cyclone. The earth rises above the victim as the cyclone burrows into the earth and makes the waves ever more drowning until hopefully the target is incapacitated. The jutsu uses earth as fluid like as water, and the cyclone effect will continue to travel with the impeded victim.

Points: 6

Earth Type; Rising Earth Wall (Doton Doryuuheki)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 350

Effect:: Used in the Response Phase. Creates a wall with 700 health points that absorbs damage from all non-Genjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu. If all damage is absorbed by the wall, effects are negated too; user suffers damage that is not negated by the wall. This wall crumbles after the turn in which it was used ends even if damage sustained did not destroy the wall. May be used three times per battle. Descripition: The user "vomits" a small wave of mud, which suddenly turns into a large wall made out of that mud. The mud solidifies and is virtually impenetrable.

Points: 8

Gaea's Maw

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 300

Damage: 250

Effect:: Opponent is Stunned, Disorganized and Vulnerable. Can only be used once per battle.

Description: The ground beneath the target is split open, raised around the victim in a ring of jagged and razor-sharp spires. The opening is quickly pulled closed, stabbing the victim with the stones and trapping them beneath the earth.

Points: 7

Earth Release: Earth Dragon Bullet (Doton: Doryudan)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 220

Damage: 300

Effect:: -100 evasion to opponent the first time you use this attack in a battle, requires mud to be on the field.

Description: Used in conjunction with the field, this jutsu creates a likeness of a dragon's head that launches itself at the opponent from the mud on the field.

Points: 5

Hand of the Earth God (Ibuki no Haniyasu-hiko)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 150

Damage: 150

Effect: Target is Vulnerable.

Description: The user manipulates the ground to generate a gigantic wave of earth to wash over the target and crush them beneath all that dirt. This powerful attack is incredibly draining, thus, may only be used once per battle.

Points: 4

Earth Type; Stone Goliath

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 110 chakra, 70 upkeep

Effect: Enlarged, +40 Defense and Resistance while active. After the first successful hit this nin makes each round the enemy rolls a d10. If 5 or less the enemy is disorganized that turn.

Description: This nin coats him/herself with a thick stone carapace that increases their size as well as combat potency. The strong blows from this form send the opponent reeling backwards a few steps, forcing them to spend time (Setup Phase) recovering from the attack.

Points: 4

Weapons:

Weapon Name: Mighty Dragon Claws

Weapon: Claw

Size: Large

Base Damage: 200

Level: 50

-Stats- (15,000)

(Health Power) 2400

(Stamina) 400

(Chakra) 2000

(Taijutsu) 200

(Defense) 500

(Ninjutsu) 4000

(Resistance) 500

(Genjutsu) 0

(Concentration) 0

(Speed) 1400

(Accuracy) 2000

(Evasion) 1600

Edited by Baromosa
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Just a quick little suggestion that might help: your "Dragon Lord" doesn't have very powerful jutsu. Since you can't change your summons once they are approved, I'd recommend either making or taking a lot more Jounin techniques for your Level 6, maybe even some Sennin and Forbidden. In truth, my character has more powerful techniques than your strongest summon, and since he's only a Chuunin, that's saying something.

In addition, I'm not sure if a summon can take "Subtle Elements." I remember hearing that somewhere before, because the summons can only use the element they are "aligned" to.

Edited by Kodate
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Perhaps you are not aware I am only allowed 1 Sennin tech for a level 6, 3 Jounin techs at level 5 and 1 Jounin tech at level 4. Though true, I should re-evaluate some of my choices I am wondering how many techs of higher rank you have when they are limited as such.

Edit: Also, how do you spend 120 Jutsu points on just fire techs? Thats insane.... I read just now Mael argument in Cntr's summon but I seriously think this needs to be reconsidered. For sanity for one thing, but if a limit needs to be placed on what jutsu a summon can learn it needs to be defined. The main point of having the other elements are the other 'dragon missile techniques', if I had to give up the rest of my elemental techniques I would request those and to make others like them.

Edited by Baromosa
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I see...I guess I missed that bit. Anyway, I agree with you about the "Subtle Elements" thing. Maybe you could make different branches of the dragon summon, though staff may require you to take different contracts if they don't allow the use of any element of your choosing.

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Level 0: APPROVED

Level 1: APPROVED

Level 2: APPROVED

Level 4: No weapon?

Level 5: APPROVED

As for the whole debate regarding a Summon's ability to learn/use 'Subtle Elements', you should probably get Cntr's take on that. I don't think it's allowed, or really should be allowed, as most summons traditionally tend to stick with only one element.

Oh, and for any of those summons that I approved that are still waiting on a technique or two to pass, consider those approvals pending until those tech's are taken care of.

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My main argument is that summons are proficient in other types of techniques, though obviously specialize and prefer a certain type. It would be unreasonable for a summon to constantly use many types of jutsu, because from what I have read they almost seem lazy in nature or have some other reason of preferring one style to others. But I don't think its unreasonable if there is a good elemental connection to a summon for it to have a Primary and a subtle secondary. Wind is defiantly not the focus in their techniques. I would compromise and remove the sand techniques, though this makes me want to build sand dragons.

*nods* I could design only one element, but my base argument is this: That gives us about 120 jutsu points at level 6 to fill up without enough main site techs to possibly do the job with one element. At least with two elements or a combination, there is half a shot of using 2/3's of the points up.

All in all, I guess I'm saying is I will edit it. I'm a little sad to, since taking away elements will mean a lot more work and hours of making new jutsu, and even longer to get that jutsu looked at and everything. That's atleast 100 points of techs. But, I do want these to be fair, and I welcome any further opinions.

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By NA's standards, Gamabunta only uses Water-based techs, FMD. He has exactly one Oil-based tech, which can be argued as a biological capability of sorts.

The point is, according the NA's summoning rules, you can only have one set element per summoning set. I know it sucks, but that's how the current rules stand. Sorry.

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I respect that stand point, but being the person I am I hope you forgive me if I try for an exception here. I'm just opposed to the amount of work, when others have in the past been granted this exception with logical reasoning. But, I do know that there is a good reason for limiting the elements as well, so I will Edit my summons accordingly. The link below shows my old discussion, and two mod standpoints on it as well for my basis.

Summon Discussion

Making Earth Dragons was my primary goal. Large powerful reptiles with great command over nature manipulation concerning earth. My theory was, either Fire or Wind would be the only two acceptable possible secondary elements. Wind, from the dragon's connection to flight and their wings, and fire from the supposed ability to fire breathe. Fire I took out, under the premise not all dragons *have* to breathe fire, or breathe out special breath at all. Therefore Earth/Wind combination seemed pretty reasonable, being able to attack from the air or the ground.

Does this also seem reasonable? If not, perhaps if I created sand dragons instead, I could be allowed to have only sand jutsu (no earth or wind.) If I need to make all that jutsu, sand seems to make me more inspired to do so. ((I also know the whole dragon bit might seem a bit childish... what can I say? :) Have liked dragons since childhood))

Edited by Baromosa
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