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(Venom is just treated as a void element, just wanted to have the name different, if that's fine.)

Kiyohime - {Level 0}

{Description}

Small in stature, strength, and intelligence, Kiyohime is considered an outcast among her snake brethren, even for one so young. Unlike the rest of her clan, she has no aspirations for power or dominance, only interested in her own enjoyment. Trying to pin an attitude on her is an impossibility, since she has a myriad of different moods, which are all depending on countless things themselves. The only thing that seems to remain constant with her is her general dislike of the human race. While bearing no actual ill will toward them, she finds them to be slow in movement as well as speech.

The young snake is roughly a foot in length, but is quite a bit heavier than one would think for a creature of her size. When summoned, Kiyohime has the habit of curling around a wrist or ankle of her summoner and shifts her weight as her summoner moves, using her own speed and momentum to increase the speed of the person who summons her. Kiyohime obviously prefers to end battles she's involved in quickly, at the very least knowing that the sooner it's over the sooner she can get back to her own business.

{Stats}

-(0|100)-

(Health Power)
90

(Stamina)
5

(Chakra)
5

(Taijutsu)
0

(Defense)
0

(Ninjutsu)
0

(Genjutsu)
0

(Concentration)
0

(Speed)
0

(Accuracy)
0

(Evasion)
0

{Special}

Summoning Kiyohime gives the summoner a 100 point boost in the summoner's speed stat.

Edited by Major
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Jakotsu - Level {1}

{Description}

Probably one of the most boisterous and proud snakes, Jakotsu's skills are centered on genjutsu and inflicting various ailments on opponents. He has a dark green shade, and has the hood of a cobra, which he is incredibly proud of. Jakotsu thinks he is more powerful than he actually is, and often times attacks opponents without caring about their strength or gauging their skills. He doesn't follow orders very well, and for the most part thinks he is better than everyone else.

As said before, he is fairly skilled with genjutsu and prefers to use those skills in ranged attacks on the mind instead of close ranged melee attacks. His eyes are oddly a solid white, and most of his genjutsu attacks are eye-based, using a form of hypnosis.

{Stats}

-(0|3500)-

(Health Power)
600

(Stamina)
100

(Chakra)
500

(Taijutsu)
0

(Defense)
200

(Ninjutsu)
0

(Genjutsu)
700

(Concentration)
600

(Speed)
400

(Accuracy)
0

(Evasion)
400

{Weapon}

Type:
 Jakotsu's Eyes

Size:
 Medium

Level:
 10

Special: 

-Adds 10% chance to hit with all genjutsu attacks.

-Wielder is unable to use Ninjutsu or Taijutsu attacks, including basic attacks, or hybrid jutsu.

Description:
 Jakotsu's attacks are all on the mind, using snake-like hypnosis to inflict ghost damage or to fool opponents into believing they are inflicted with status ailments.

{Skills}

-(0/5)-

Genjutsu Shaper (rank II)

Effect:
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.

Cost:
(-4)

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.

Cost:
(-1)

{Techniques}

-(0/30)-

=(gennin)=

=(3 chuunin)=

Disassociative Mirror

Type:
 Genjutsu [Venom]

Rank:
 Chuunin

Cost:
 150 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with 1 turn of ‘Confused', 'Afraid', 'Exposed', 'Dizzy', and 'Distracted'.

Description:
 After the user of this jutsu sends their chakra into the mind of their opponent, the target of this jutsu's view of the battle is third person. They can see their own self as well as their opponent, as if they were watching the fight from the outside. The problem is that their opponent looks identical to them, and mimics every move that they make. This gives a chance of damaging themself with their next attack, not knowing which ‘them' is their opponent.

Points:
 5

Hypnotizing Stare

Type:
 Genjutsu [Venom]

Rank:
 Chuunin

Cost:
 150 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with ‘Stunned' for one turn, then ‘Immobilized' and 'Vulnerable' the turn after that.

Description:
 The user manipulates their opponent's mind to effectively ‘slow' down time for them, hypnotizing them with a stare. This causes them to lose the ability to move for a short time, and as the jutsu wears off leaves them only able to move slightly.

Points:
 5

Flood of Snakes

Type:
 Genjutsu [Venom]

Rank:
 Chuunin

Cost:
 150 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with "Bound [Paired Arms]”, "Shackled [Paired Legs]”, and "Vulnerable" for one turn.

Description:
 The user fools their opponent into seeing hundreds of smaller snakes surrounding them, and effectively shackling their arms and legs together while swarming them.

Points:
 5

Water Leech

Type:
 Genjutsu [Venom]

Rank:
 Gennin

Cost:
 80 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with 1 turn of ‘Dehydrated' and 'Dizzy'.

Description:
 The user of this jutsu fools their opponent into seeing a pair of snake-like leeches break through the ground around them and bite into them. Both leeches ‘suck' the water directly from the opponents body, leaving them feeling dehydrated until the genjutsu wears off.

Points:
 4

Blinding Wave

Type:
 Genjutsu [Venom]

Rank:
 Gennin

Cost:
 80 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with 1 turn of ‘Ensnared', ‘Fazed', and 'Exposed'.

Description:
 The user of this jutsu appears to explode in a flare of light, distracting their opponent long enough for them to call forth small snakes to wrap around the limbs of their enemy, hindering their movement until the genjutsu wears off.

Points:
 4

Ninjutsu Lock

Type:
 Genjutsu [Venom]

Rank:
 Gennin

Cost:
 80 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with ‘Quarantine; Ninjutsu' and 'Receptive' for 1 turn.

Description:
 The user manipulates their opponents chakra to effectively ‘block' their opponents memories of all Ninjutsu learned for a short time, making them unable to use Ninjutsu and more prone to other Genjutsu until this Genjutsu wears off.

Points:
 4

Peripheral Manipulation

Type:
 Genjutsu [Venom]

Rank:
 Gennin

Cost:
 60 Chakra

Damage:
 n/a

Effects:
 Target is inflicted with one turn of ‘Distracted' and two turns of ‘Afraid'.

Description:
 The user fools their opponent into seeing ‘clones' of the user out of the corner of their eye, coming at them from both sides at random intervals. This distracts the opponent somewhat from the opponent they're actually fighting, and causes a little fear of what the user is capable of as well.

Points:
 3

Edited by Major
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Seiryu - Level {2}

{Description}

Seiryu is probably the most amiable snake in the Snake Clan, and the most talkative when it comes to interacting with humans. While he doesn't have as much experience with fighting as some of his older counterparts, he seems to naturally be intuitive and has a very good sense of strategy and tactics. Often times he'll be sarcastic and chide his summoner for making mistakes, but overall his demeanor is a lot more pleasant than his brethren's.

In fighting, Seiryu prefers speed and precision in his attacks more than brute force and raw power. His strikes never waste stamina or chakra, and he uses his speed to counter more powerful foes. While he doesn't seem to harbor any dislike towards humans, he does not hesitate to kill an opponent at any and all opportunity. He simply chooses to choose the right moment to do so.

Having no distinguishing marks, Seiryu is a green snake. The only feature that sticks out is his size, which would be considered rather large for a normal snake. As wide as an adult human torso, he's roughly twenty feet in length and when coiled upright he would ‘stand' at the same height of an average adult human.

{Stats}

-(0|5500)-

(Health Power)
1240

(Stamina)
100

(Chakra)
2000

(Taijutsu)
0

(Defense)
400

(Ninjutsu)
260

(Genjutsu)
0

(Concentration)
0

(Speed)
800

(Accuracy)
500

(Evasion)
200

{Weapon}

Type:
 Seiryu's Fangs

Size:
 Large

Level: 
20

Special: 

-Uses chakra instead of stamina.

Description:
Lacking the brute strength and physical power required to keep up a physical fight, Seiryu has taken to pumping his chakra directly into his opponent to cause damage.

{Skills}

-(0/8)-

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.

Cost:
(-1)

The Seeing Mind (Rank I)

Effect:
Once per your rank in this skill you may negate either the damage or the effect from one Genjutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own.

Cost:
(-2)

Knowing the Elements (Rank I)

Effect:
Once per your rank in this skill you may negate the damage from a Ninjutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.

Cost:
(-2)

Inner Calm (Rank III)

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

Cost:
(-3)

{Techniques}

-(0/48)-

=(gennin)=

=(chuunin)=

=(1 jounin)=

Chakra Infusion: Agility Improvement

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's speed is increased by 180 for the duration of this jutsu, cannot be used on self

Description:
The user sends chakra into their ally that boosts overall agility and increases the target's speed.

Points:
5

Chakra Infusion: Movement Improvement

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's evasion is increased by 180 for the duration of this jutsu, cannot be used on self

Description:
The user sends chakra into their ally that boosts body movement and increases the target's evasion.

Points:
5

Chakra Infusion: Sensory Improvement

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's accuracy is increased by 180 for the duration of this jutsu, cannot be used on self

Description:
The user sends chakra into their ally that boosts the senses and increases the target's accuracy.

Points:
5

Chakra Infusion: Agility Disruption

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's speed is decreased by 180 for the duration of this jutsu

Description:
The user sends chakra into their opponent through a minor physical touch that hinders overall agility and disrupts the target's speed.

Points:
5

Chakra Infusion: Movement Disruption

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's evasion is decreased by 180 for the duration of this jutsu

Description:
The user sends chakra into their opponent through a minor physical touch that hinders body movement and disrupts the target's evasion.

Points:
5

Chakra Infusion: Sensory Disruption

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's accuracy is decreased by 180 for the duration of this jutsu

Description:
The user sends chakra into their opponent through a minor physical touch that hinders the target's senses and disrupts the target's accuracy.

Points:
5

Chakra Infusion: Chakra System Halt

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
140 Chakra

Effect:
‘Metabolic Break Down' and ‘Quarantine; Ninjutsu' for one turn.

Description:
The user melds and builds up their own chakra (usually in their mouth, hands, or feet, whichever part of their body they plan on attacking with), then sends it into their opponent. It moves in the reverse direction of the natural flow of the target's, effectively stopping the body's natural regenerative abilities and blocking the usage of Ninjutsu for a brief period.

Points:
5

Chakra Infusion: Chakra System Overflow

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
150 Chakra

Effect:
Full Opening (Chakra Venom), ‘Stunned' for 1 turn

Description:
The user melds and builds up their own chakra (usually in their mouth, hands, or feet, whichever part of their body they plan on attacking with), then in a direct attack sends it all at once into their opponent's own chakra reserve quickly, causing a painful surge that leaves the victim stunned after the attack and leaves them open for a stronger attack.

Points:
5

Chakra Infusion: Chakra Venom

Type:
Ninjutsu [Venom]

Rank:
Jounin

Cost:
254 Chakra, 204 Chakra upkeep for a maximum of 4 turns

Effect:
The user chooses the accuracy, evasion, or speed of their opponent, declared while attacking, and subtracts 380 from that stat. This technique can't be used on more than two stats at the same time, i.e. accuracy on one turn, then evasion on the next, keeping them both up for the full four turns.

Description:
The user melds and builds up their own chakra (usually in their mouth, hands, or feet, whichever part of their body they plan on attacking with) in a way that will effectively hinder a certain aspect of their opponent's body/chakra functions. They then attack their opponent, forcing their own chakra into them.

Points:
8

Edited by Major
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Jatai - Level {3}

{Description}

When the first Lord Manda was killed, Jatai was the obvious and most capable snake to take over the throne. No one objected to her ascending to being the boss, even though she would be the first female to do so. To the surprise of the entirety of the snake clan, Jatai instantly declined. When asked why, she simply responded, "I exist to kill, not to lead.”

As size goes, she is rather large for a summoned creature, but is still beaten by Lord Manda. Her scales are a deep, dark red, and her entire length is covered with scars from past battles. While that may make it seem like her scales are weak and easy to pierce, the reality of the situation is much different. If one were to try to pierce her carapace, they would find it near impossible. Her scales are comparable to the hardest of metals, her obvious strength being her defense. In addition to that, she wears a thick yet flexible armor, with plenty of space between links for movement, but still offering a good protection. Her armor is covered with dents and scratches, further testament to her experience. She also often uses her armor in her attacks, as it's covered in jagged edges that easily lacerate opponents. Her eyes are deep black, and it's obvious by just looking into them that the creature is hardened by battle, if the scars weren't enough.

Personality-wise, Jatai is a focused warrior. She hardly speaks, and when she does, it's often short and important. She is one of the most elder snakes in the Snake Clan, and it shows. When summoned, she is much like Lord Manda, in the way that she normally requires a testament of her summoner's strength once. After that though, she seems to almost take an enjoyment in fighting any opponent, creature or human.

{Stats}

-(0|8000)-

(Health Power)
1000

(Stamina)
1200

(Chakra)
100

(Taijutsu)
1200

(Defense)
2000

(Ninjutsu)
0

(Genjutsu)
200

(Concentration)
500

(Speed)
800

(Accuracy)
1000

(Evasion)
0

{Weapon}

Type:
 Jatai's Scale Armor

Size:
 Large

Level:
 30

Special: 

-Increases defense by 100.

Description:
Using her size and hardness to her advantage, Jatai has taken to attacking opponents with her body rather than her fangs, finding it difficult to strike accurately with her fangs on more ‘quick' opponents.

{Skills}

-(0/10)-

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.

Cost:
(-1)

Knowing the Elements (Rank I)

Effect:
Once per your rank in this skill you may negate the damage from a Ninjutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.

Cost:
(-2)

Iron Skin (Rank I)

Effect:
You take 90% Taijutsu damage.

Cost:
(-2)

Chakra Barrier (Rank I)

Effect:
You take 90% Ninjutsu damage.

Cost:
(-2)

Steadfast Durability (Rank III)

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

Cost:
(-3)

{Techniques}

-(8/70)-

=(gennin)=

=(chuunin)=

=(3 jounin)=

Constrict

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
124

Damage:
80

Effects:
Full opening for Tail Smash

Description:

While she may be large and weighed down with armor, Jatai has the experience to be able to box her foes in and almost crush them with her coils.

Points:
5

Tail Smash

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
100

Damage:
150

Description:

Jatai whips her tail at the target, using the spiked armor there to hit the enemy with as much force as possible.

Points:
4

Swallow Whole

Type:
Taijutsu [Void]

Rank:
Jounin

Cost:
150 [300] stamina, 135 stamina upkeep

Damage:
n/a

Effects:

- The summoned creature holds the summoner in their mouth, effectively shielding them from damage while this jutsu is maintained. The summoned creature takes all damage/effects for the target it's ‘swallowed'.

- The summoned creature's evasion is decreased by 300 while this technique is active.

- The summoner can still perform their own jutsu but their speed is considered to be their summoned creature's normal speed for the duration of the jutsu. They can choose to attack or not attack.

- The technique can be activated during the summoner's response phase, but the original cost is raised to 300, and the summoner must also pay an additional cost of 100 stamina as well. The technique is normally activated in the summoned creature's main phase.

- When the summoner does choose to attack, they roll at d10. If they roll a 1 or 2, they are able to be attacked until their next main phase like they would normally if this technique wasn't being used.

Description:

Sometimes a summoned creature becomes more protective of it's summoner, more so than they normally would be. As strange as it might be, the summoned creature sometimes offers it's protection by hiding the summoner in it's mouth. While this increases the overall defense of the ‘team', the creature is unable to move like it normally would, not risking injury while the summoner is inside. Being so close and in tune with each other, it's also easier to perform jutsu that involve the both of them as well.

Restrictions:

- Must be a level 3 or 4 summon to learn.

- Has to make sense with the description of the summoned creature.

Points:
5

Destructive Momentum

Type:
Taijutsu [Void]

Rank:
Jounin

Cost:
X

Damage:
X

Effects:
Used in the response phase, Jatai takes critical hit damage from the opponent's non-genjutsu attack without a dodge roll, where X is the DP cost of the technique this jutsu is used in response to. Jatai does .75x damage in return, sacrificing her setup and main phase. This technique gives the effect of full opening toward the summoner's next attack, jounin or below. The technique this is applied to can't have full/half chain opening or full/half opening. This technique can only be used in response to jounin level techniques and below.

Description:

Jatai moves directly into an opponent's attack, taking it with more than full force, using her momentum as a retaliation attack of her own. This leaves the opponent open for the summoner to attack.

Points:
8

Coil Slam

Type:
Taijutsu [Venom]

Rank:
Jounin

Cost:
190

Damage:
380

Effects:

The target is inflicted with two turns of clobbered.

Description:

Jatai slams her entire weight into the opponent, which is surprisingly fast for how long and heavy she is. Her scales as well as armor covering them leave no give, knocking the opponent senseless for a short while.

Points:
5

Armored Tail Slap

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
130

Damage:
60

Effects:

Target is burned for three turns.

Description:

Jatai whips the enemy with the very tip of her tail, causing a stinging sensation similar to burning.

Points:
5

Armored Headbutt

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
100

Damage:
150

Description:

Jatai uses her own leverage to slam her head against the opponent, a very basic strike.

Points:
4

Crippling Coil

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
120

Damage:
150 to Stamina

Description:

Jatai aims her coils at the opponent's chest and stomach, knocking the wind out of them and lowering their stamina.

Points:
4

Surrounding Coil

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
114

Damage:
110

Effects:

Target is distracted for 2 turns.

Description:

Jatai uses her length to surround the opponent before striking with a normal blow from her body armor.

Points:
4

Crushing Coil

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
125

Damage:
50

Effects:

Target is immobilized for two turns.

Description:

Jatai coils herself around the opponent, suspending their movement for as long as she can manage.

Points:
5

Snake Train

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
140

Damage:
N/A

Effects:

Used on an ally, target is inflicted with Haste for 4 turns.

Description:

Moving as quickly around the battlefield as possible, Jatai allows the summoner to ride her scaled armor, giving them a slight boost to speed in their attacks and movements, her own momentum pushing the summoner forward.

Points:
5

Armor Trap: Leg Clamp

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
120

Damage:
N/A

Effects:

Target is inflicted with Shackled [Leg] for three turns.

Description:

Jatai uses the joints in her armor to clamp down on the opponent's leg, causing the opponent's speed to lessen for a while, until the pain from the crushing scales subsides.

Points:
4

Armor Trap: Arm Clamp

Type:
Taijutsu [Venom]

Rank:
Chuunin

Cost:
120

Damage:
N/A

Effects:

Target is inflicted with Bound [Arm] for three turns.

Description:

Jatai uses the joints in her armor to clamp down on the opponent's arm, causing the opponent's arm to be useless for a while, until the pain from the crushing scales subsides.

Points:
4

Edited by Major
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Lord Manda - Level {4}

{Description}

The original Lord Manda was a cruel and rapacious being, demanding human lives in exchange for his service. Of course, even to the most mighty creatures in existence, karma has a way of delivering retribution. The first Manda was made into nothing more than a shield for one Uchiha Sasuke, the renegade shinobi of Konohagakure No Sato. With his death, the Snake Clan was thrown into disarray. Infighting began amongst the snake nobles, as to who would preside as Snake-Boss. Many tried to seize the throne, and then the assassinations began. Powerful snake after powerful snake found an end after trying to take control of the clan. The bickering of the noble houses wasn't quelled until one ebony serpent rose from the ranks of the common snakes, garnering respect with such power that no other snake complained. Such a thing had not occurred since the original King of Snakes. All others quickly fell into line, despite much bickering and threats of murder. No assassin would dare rise against one who is respected by the masses.

This new beast took up the mantle of his predecessor, calling himself Lord Manda. His rule however proved to be radically different from that of the tyrant before him. His first act of rulership was to extend a proverbial hand of friendship to the Toads, apologizing to Master Gamabunta for the enmity that had been shared between the two species. This caused outrage among the majority of the pernicious snakes. They had trouble accepting a sensible ruler, much less one with a glimmer of kindness within his serpentine heart.

It should not be assumed that Lord Manda is a loveable or benevolent creature. The huge, black snakes gazes over all it surveys with calculating yellow eyes that have beheld many a murder in the name of power. Summoning him might well be considered an err in judgement, unless one plans to offer sacrifice. This is not necessarily the destruction of countless lesser lives, but the summoner must bring a testament to the summoner's power. Often times this equates to the offering of a Hitai-ate of a powerful shinobi, covered in it's owner's blood.

In stature, the second Manda is fully the first's equal. A long scar from a battle long forgotten runs across the creatures snout, leaving a lasting white mark. The creatures appearance is visually intimidating, and with his mastery of combat, he is an imposing creature to all who lay eyes upon him.

{Stats}

-(0|10,000)-

(Health Power)
1,200

(Stamina)
650

(Chakra)
1,300

(Taijutsu)
150

(Defense)
1,300

(Ninjutsu)
2,000

(Genjutsu)
0

(Concentration)
0

(Speed)
1,400

(Accuracy)
1,000

(Evasion)
1,000

{Weapon}

Type:
 Lord Manda's Jaw

Size:
 Large

Level:
 50

Special: 

-10% chance on a successful hit to cause the status effect 'Terrified' for 3 turns. Effect can only be used 3 times per battle.

-Uses chakra instead of stamina.

Description:
When confronted Lord Manda's size and speed, even the most hardened and brave opponents tend to feel uneasy. Feeling the raw strength behind his attacks, those who are weak willed often lose some of their strength to fight back.

{Skills}

-(0/15)-

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.

Cost:
(-1)

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)

Strategist

Effect:
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)

Iron Skin

Effect:
You take 90% Taijutsu damage.

Cost:
(-2)

Chakra Barrier

Effect:
You take 90% Ninjutsu damage.

Cost:
(-2)

Ninjutsu Mastery [Venom] Rank IV

Effect:
Ninjutsu of the chosen type of element will deal a bonus +10 damage (per rank). This bonus damage is considered part of the modifiers.

Cost:
(-4)

{Techniques}

-(26/120)-

=(gennin)=

=(chuunin)=

=(jounin)=

=(1 sennin)=

Manda's Wrath: Perfect Strike

Type:
Ninjutsu [Venom]

Rank:
Sennin

Cost:
650

Damage:
390

Effects:
Opponent is inflicted with 3 turns of confused and 3 turns of metabolic breakdown. Can only be used three times per battle.

Description:

Manda's most powerful strike, using every muscle in his massive length to push himself toward the enemy, firing chakra imbued venom at them in the process. The venom has a startling effect, and the blow from Manda's jaw in addition does a considerable amount of damage as well.

Points:
10

Swallow Whole

Type:
Taijutsu [Void]

Rank:
Jounin

Cost:
150 [300] stamina, 135 stamina upkeep

Damage:
n/a

Effects:

- The summoned creature holds the summoner in their mouth, effectively shielding them from damage while this jutsu is maintained. The summoned creature takes all damage/effects for the target it's ‘swallowed'.

- The summoned creature's evasion is decreased by 300 while this technique is active.

- The summoner can still perform their own jutsu but their speed is considered to be their summoned creature's normal speed for the duration of the jutsu. They can choose to attack or not attack.

- The technique can be activated during the summoner's response phase, but the original cost is raised to 300, and the summoner must also pay an additional cost of 100 stamina as well. The technique is normally activated in the summoned creature's main phase.

- When the summoner does choose to attack, they roll at d10. If they roll a 1 or 2, they are able to be attacked until their next main phase like they would normally if this technique wasn't being used.

Description:

Sometimes a summoned creature becomes more protective of it's summoner, more so than they normally would be. As strange as it might be, the summoned creature sometimes offers it's protection by hiding the summoner in it's mouth. While this increases the overall defense of the ‘team', the creature is unable to move like it normally would, not risking injury while the summoner is inside. Being so close and in tune with each other, it's also easier to perform jutsu that involve the both of them as well.

Restrictions:

- Must be a level 3 or 4 summon to learn.

- Has to make sense with the description of the summoned creature.

Points:
4

Blinding Venom

Type:
Ninjutsu [Venom]

Rank:
Jounin

Cost:
304

Damage:
230

Effects:
Opponent is inflicted with 3 turns of blind.

Description:

Manda spits his venom into the opponent's face, specifically targeting their eyes and blinding them for a short while.

Points:
7

Deadly Venom

Type:
Ninjutsu [Venom]

Rank:
Jounin

Cost:
214

Damage:
320

Description:

Manda spits his venom at the opponent, causing a heavy amount of damage once it makes contact.

Points:
5

Chakra Drain

Type:
Ninjutsu [Venom]

Rank:
Jounin

Cost:
254

Damage:
380 to chakra

Description:

Manda clamps his jaw down on the opponent, using his own chakra to drain some of the opponent's chakra from them as well.

Points:
6

Stamina Drain

Type:
Ninjutsu [Venom]

Rank:
Jounin

Cost:
254

Damage:
380 to stamina

Description:

Manda clamps his jaw down on the opponent, using his chakra to drain some of the opponent's stamina from them.

Points:
6

Chakra Infusion: Agility Improvement

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's speed is increased by 180 for the duration of this jutsu, cannot be used on self

Description:
The user sends chakra into their ally that boosts overall agility and increases the target's speed.

Points:
5

Chakra Infusion: Movement Improvement

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's evasion is increased by 180 for the duration of this jutsu, cannot be used on self

Description:
The user sends chakra into their ally that boosts body movement and increases the target's evasion.

Points:
5

Chakra Infusion: Sensory Improvement

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's accuracy is increased by 150 for the duration of this jutsu, cannot be used on self

Description:
The user sends chakra into their ally that boosts the senses and increases the target's accuracy.

Points:
5

Chakra Infusion: Agility Disruption

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's speed is decreased by 180 for the duration of this jutsu

Description:
The user sends chakra into their opponent through a minor physical touch that hinders overall agility and disrupts the target's speed.

Points:
5

Chakra Infusion: Movement Disruption

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's evasion is decreased by 180 for the duration of this jutsu

Description:
The user sends chakra into their opponent through a minor physical touch that hinders body movement and disrupts the target's evasion.

Points:
5

Chakra Infusion: Sensory Disruption

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
144 Chakra, 116 Chakra upkeep for a maximum of 4 turns

Effect:
Target's accuracy is decreased by 180 for the duration of this jutsu

Description:
The user sends chakra into their opponent through a minor physical touch that hinders the target's senses and disrupts the target's accuracy.

Points:
5

Chakra Infusion: Chakra System Halt

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
140 Chakra

Effect:
‘Metabolic Break Down' and ‘Quarantine; Ninjutsu' for one turn.

Description:
The user melds and builds up their own chakra (usually in their mouth, hands, or feet, whichever part of their body they plan on attacking with), then sends it into their opponent. It moves in the reverse direction of the natural flow of the target's, effectively stopping the body's natural regenerative abilities and blocking the usage of Ninjutsu for a brief period.

Points:
5

Chakra Infusion: Chakra System Overflow

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
150 Chakra

Effect:
Full Opening (Chakra Venom), ‘Stunned' for 1 turn

Description:
The user melds and builds up their own chakra (usually in their mouth, hands, or feet, whichever part of their body they plan on attacking with), then in a direct attack sends it all at once into their opponent's own chakra reserve quickly, causing a painful surge that leaves the victim stunned after the attack and leaves them open for a stronger attack.

Points:
5

Chakra Infusion: Chakra Venom

Type:
Ninjutsu [Venom]

Rank:
Jounin

Cost:
254 Chakra, 204 Chakra upkeep for a maximum of 4 turns

Effect:
The user chooses the accuracy, evasion, or speed of their opponent, declared while attacking, and subtracts 380 from that stat. This technique can't be used on more than two stats at the same time, i.e. accuracy on one turn, then evasion on the next, keeping them both up for the full four turns.

Description:
The user melds and builds up their own chakra (usually in their mouth, hands, or feet, whichever part of their body they plan on attacking with) in a way that will effectively hinder a certain aspect of their opponent's body/chakra functions. They then attack their opponent, forcing their own chakra into them.

Points:
6

Venomous Compression

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
150 Chakra

Damage:
n/a

Effects:
Target is inflicted with 1 turn of ‘Confused', 'Afraid', 'Exposed', 'Dizzy', and 'Distracted'.

Description:
Manda coils around his opponent and forcibly presses his chakra into them, leaving them extremely disoriented and a bit afraid to retaliate.

Points:
5

Conjure Snakes

Type:
Ninjutsu [Venom]

Rank:
Chuunin

Cost:
150 Chakra

Damage:
n/a

Effects:
Target is inflicted with "Bound [Paired Arms]”, "Shackled [Paired Legs]”, and "Vulnerable" for one turn.

Description:
The king of snakes calls his smaller brethren into battle, to bind the opponents arms and legs. The snakes come from out of the ground, making it difficult to see the attack coming.

Points:
5

Edited by Major
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Okay, this is as done as I'm going to do it. I'm sure there are mistakes in here, so let me know what I need to fix. Thanks!

I also know that level 4 and 5 still have JP. No sweat there.

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Pretty good job, from what I've skimmed over. I know that KC was working on them awhile back, so if you haven't, you might want to get with him to see what his plans were with them.

Also: Should clarify what basic elements or elemental properties "Venom" has/is composed of. Did you get the techniques approved beforehand? I think they need to be done so in the appropriate forums, if not.

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[Kc almost certainly knows as the Manda Section was almost written completely by him, also I'm not sure if it still is in effect but summons had a bit more of a loose technique creation process. If the second part needs to be in technique creation still just ignore that part.]

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KC knows I've been working on this and gave me the write up for the level 5, you can ask him if you want. :P Before even starting on this I asked around with everyone I knew so that I wouldn't step on any toes, I talked to the staff that I got to know after joining, etc, looked at who 'owned' them before... KC offered the description he wrote, I altered it slightly after asking him.

I was told that you didn't need to get summon techniques approved by a member of staff, that the approval process of approving a summon included approving the techniques as well. If I have to I'll repost all the ones here in the right forum, if I was told something wrong. I got a bunch of them approved before someone from staff told me I didn't have to do that.

Anyways, Venom should be considered Void, I thought I wrote that when I originally posted this thread however long ago but I guess after looking back I only posted it in a few of the techniques I had approved for this. It was another suggestion KC gave me when I started it, and it made sense to me.

Edited by Major
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I was told that you didn't need to get summon techniques approved by a member of staff, that the approval process of approving a summon included approving the techniques as well. If I have to I'll repost all the ones here in the right forum, if I was told something wrong. I got a bunch of them approved before someone from staff told me I didn't have to do that.

It does, but since that generally involves a lot of approving at one time, it might be easier/quicker if you get the techniques approved in batches, separately. It's not that your wrong, both ways are "correct", it's just different ways of getting the approval.

If all the techniques are pre-approved elsewhere, when it comes to approving the Summons, then the only thing the Moderator needs to worry about is if the amount Stats/Jutsu Points/Skill points are correct.

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Since I'm not really in a rush to get this approved now that it's finished, I think I'm fine with waiting for the moderators to look everything over. Half of the techniques are already approved in other threads, and the ones that are approved are the more difficult to ponder ones. The rest are simple math. I have full confidence the staff will do what they do best here, if I have to wait for it then so be it. Seems more complicated to spread approvals out everywhere. Especially since all of the approved summons so far have techniques not approved elsewhere.

This probably isn't the place, but that little 'rule' should be put somewhere on the main site.

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I'm not done, but I don't want you thinking people aren't looking at these. I'll look at 3-5 sometime this weekend.

Level 0 - d(・_・) approve'd

Level 1 - d(・_・) approve'd

Level 2 - .edit. d(・_・) approve'd

Edited by Rhap Sodos
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Nope, I was told pure DP is not scaled (or DP at all, for that matter). Only damage. None of Jakotsu's techniques do any damage, so none of them will scale. At least if memory serves... I did create these a while ago. Thanks for looking at 'em though.

Edited by Major
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:lolwut: Learn something new everyday. I know I said this weekend, buuuut, I was busy being sick with mono. ANYWHO:

Chakra Infusion: Sensory Improvement

Type: Ninjutsu [Venom]

Rank: Chuunin

Cost: 144 Chakra' date=' 116 Chakra upkeep for a maximum of 4 turns

Effect: Target's accuracy is increased by [b']150[/b] for the duration of this jutsu, cannot be used on self

Description: The user sends chakra into their ally that boosts the senses and increases the target's accuracy.

Points: 5

I believe that should be 180, also, might want to add the clause "effect cannot increase it's base stat by more then 1.5x it's base". It's a grandfather clause, but I think most jutsu's have that in the effect section just in case.

Other then that, Level 3 looks good to go.

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That's a good catch, especially since this was already approved. I'll go change it.

Also before you move on I'll just tell you that the technique 'swallow whole' was already approved a while ago, since it's the most complicated one these summons have. I keep forgetting to tell you which ones were approved. Sorry.

Edited by Major
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Ok~! Here it goes, for Level 4.

Constrict/Tail Smash

- Think you're using the wrong damage ratio for these ones. Chuunin Taijutsu uses 2:3, so..

Constrict:

20 + (5*10) = 70 For Full Opening

134-70 = 64 = 96 Damage.

Tail Smash

120 at 2:3 = 180

But! At a cost of 120 DP, the technique should only cost 4 JP, not 5, which means the cost for full opening in Constrict is only 60, which means that technique should be doing 111 [assuming my math is correct, which you are free to double check for everything mention]. So, correct that as you see fit [either up the damage in Tail Smash to make it a 5 JP technique, or fix Constrict {which still needs fixed, regardless (assuming my math is correct)}].

Coil Slam:

230 DP = 6 DP, not 8.

Armored Headbutt:

120 DP = 4 JP

Crippling Coil:

Chuunin Stat Subtraction - 4:5

100 DP = -125 Subtraction

100 DP = 4 JP

Crushing Coil:

100 DP = 4 JP.

Edited by Rhap Sodos
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I don't know what I was smoking when I did level 4, but I fixed it all, albeit not in the exact way you described. Mostly just increased the damage and DP to their maximums instead of lowering the JP. It should be good now.

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