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Scorpion Summons

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Walter; The Adventurer

Level: 1

Name: Walter

Appearance: Walter is the younger of the family of Scorpions that called Sunagakure their home. The harsh environment that makes Suna's desserts deadly give life and foster the right habitat for these creatures to live. Walter is dark brown with pincers quite large that make him un-proportional but he is still growing into his older form.

Personality: Playful by nature, being one of the youngest of his brethren he loves exploring and doing his best to assist in anyway he can but can often lead to him being in the way.

Skills:

 
Savior -1
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 Defense. Cannot be used against Genjutsu.

 

Subtle Elements; Wind -1
 
Chakra Barrier -2
Chakra based attacks just seem to fizzle as they near you. Your chakra causes other chakra based attacks to weaken as they come near.
You take 90% of total Ninjutsu damage.

 

Jutsu

 

Armor of Sand: Rank 1 | Suna no Yoroi
Type: Ninjutsu [suna; Sand] 
Rank: Chuunin 
Cost: 120 Chakra 
Effect: Creates a shield around the user with 200 health points. The user may repair the shield to full health points for 90 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May only be activated twice per battle. 
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. 
Points: 5

 

Desert Coffin | Sabaku Kyuu
Type: Ninjutsu [suna; Sand] 
Rank: Chuunin 
Cost: 120 Chakra; 80 Chakra Upkeep  
Damage: 20  
Effect: Opponent may attempt to break free every Response phase at the cost of 5% of their total Stamina OR Chakra; roll d100 + opponent's level - user's level. If roll is equal to 50 or greater, opponent breaks free. For every turn they are trapped inside within the Jutsu they are dealt 40 unmodified damage. The trapped may not do anything other than attempt to break free while trapped, and they may not be targetted by jutsu (enemy or ally) with the exception of Desert Graveyard. This jutsu may be disengaged in the set-up phase, but the user may not attack the target in the turn that they do so.  
Description: The hand of sand that strangles the life out of those unwary. This is one of the most diabolical jutsus in the wind ninjas arsenal and had best be avoided at all costs. 
Points: 4

 

Sand Release; Changing Sands 
Type: Ninjutsu [suna; Sand] 
Rank: Gennin 
Cost: 80 Chakra 
Damage: N/A  
Effect: Changes battlefield to “Sand”. Requires a certain amount of sand to be on the field already. Lasts 5 turns.  
Description: Using their natural ability to manipulate the element sand the Shinobi amplifies the amount of sand on the field by using existing sand and multiplying that. After so long though the chakra deminishes and the sand retreats back within the ground. 
Points: 3

 

-Stats- 3500
(Health Power) 600
(Stamina) 100
(Chakra) 500
(Taijutsu) 0
(Defense) 600
(Ninjutsu) 600
(Resistance) 0
(Genjutsu) 0
(Concentration) 0
(Speed) 500
(Accuracy)600
(Evasion)0

Edited by Ichigo
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Julius; The Iron Carapace

Level: 2

Name: Julius

Appearance: Julius is roughly the size of the shinobi that is able to summon him, albiet longer. His glaring face and red eyes make him look menacing and his shell is dark black, nearly as dark as night. As a younger adult of his species he had matured into his body. His pincers take up half of his frame with his towering stinger is always poised to strike.

Personality: With his dark black frame and glowing eyes he can be mistaken for an evil creature but infact he is the opposite, he his kind and gentle and very protective of the summoner.

Skills:

 
Savior -1
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 Defense. Cannot be used against Genjutsu.

 

Iron Skin -2
You are built strong and built tough, it would take more than a bar fight or two to see you on the ground.
You take 90% of total Taijutsu damage.
 
Chakra Barrier -2
Chakra based attacks just seem to fizzle as they near you. Your chakra causes other chakra based attacks to weaken as they come near.
You take 90% of total Ninjutsu damage.

 

Subtle Elements; Wind -1

 

 

Jutsu

 

Armor of Sand: Rank 1 | Suna no Yoroi
Type: Ninjutsu [suna; Sand] 
Rank: Chuunin 
Cost: 120 Chakra 
Effect: Creates a shield around the user with 200 health points. The user may repair the shield to full health points for 90 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May only be activated twice per battle. 
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. 
Points: 5

 

Desert Coffin | Sabaku Kyuu
Type: Ninjutsu [suna; Sand] 
Rank: Chuunin 
Cost: 120 Chakra; 80 Chakra Upkeep  
Damage: 20  
Effect: Opponent may attempt to break free every Response phase at the cost of 5% of their total Stamina OR Chakra; roll d100 + opponent's level - user's level. If roll is equal to 50 or greater, opponent breaks free. For every turn they are trapped inside within the Jutsu they are dealt 40 unmodified damage. The trapped may not do anything other than attempt to break free while trapped, and they may not be targetted by jutsu (enemy or ally) with the exception of Desert Graveyard. This jutsu may be disengaged in the set-up phase, but the user may not attack the target in the turn that they do so.  
Description: The hand of sand that strangles the life out of those unwary. This is one of the most diabolical jutsus in the wind ninjas arsenal and had best be avoided at all costs. 
Points: 4

 

Sand Release; Changing Sands 
Type: Ninjutsu [suna; Sand] 
Rank: Gennin 
Cost: 80 Chakra 
Damage: N/A  
Effect: Changes battlefield to “Sand”. Requires a certain amount of sand to be on the field already. Lasts 5 turns.  
Description: Using their natural ability to manipulate the element sand the Shinobi amplifies the amount of sand on the field by using existing sand and multiplying that. After so long though the chakra deminishes and the sand retreats back within the ground. 
Points: 3

 

Armor of Sand: Rank 2 | Suna no Yoroi
Type: Ninjutsu [suna; Sand] 
Rank: Jounin 
Cost: 200 Chakra 
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May be used any amount of times per battle. 
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. 
Points: 5 (Evolving 2; Armor of Sand: Rank 1)
 
Wind Release; Desert King (Fūton; Sabakuou)
Type: Ninjutsu [suna; Wind] 
Rank: Chuunin 
Cost: 85 Chakra 
Damage: 60 
Effect: Opponent is "Dizzy" for 1 turn. 
Description: The user forms the seals for Tiger, Horse and finally Bird. On the final seal, the user inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the opponent and then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.
Points: 3

 

 

 

 

 

-Stats- 5500
(Health Power) 1000
(Stamina) 200
(Chakra) 900
(Taijutsu) 0
(Defense) 1000
(Ninjutsu) 1000
(Resistance) 0
(Genjutsu) 0
(Concentration) 0
(Speed) 800
(Accuracy)600
(Evasion)0

Edited by Ichigo
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Riddick; The Devour

Level: 3

Name: Riddick

Appearance: Riddick is a massive scorpion, his black shell is only slightly darker then the massive shaodw he casts. His lower torso and stinger takes up over half of his slender body. For his size his pincers are slightly smaller then they should be but he makes up for it with his massive ichor stinger.

Personality: Loves to fight, he is the scrapper of the family, his carapace is covered in battle scars. Several missing scales have been hacked out over the years of battle. His loyality the summoner that calls him into battle in unwavering. 

Skills:

 
Savior -1
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 Defense. Cannot be used against Genjutsu.

 

Iron Skin -2
You are built strong and built tough, it would take more than a bar fight or two to see you on the ground.
You take 90% of total Taijutsu damage.
 
Chakra Barrier -2
Chakra based attacks just seem to fizzle as they near you. Your chakra causes other chakra based attacks to weaken as they come near.
You take 90% of total Ninjutsu damage.

 

Subtle Elements; Wind -1

 

Subtle Elements; Earth-1

 

Combinatorial; Sand -1

 

 

Jutsu

 

Armor of Sand: Rank 1 | Suna no Yoroi
Type: Ninjutsu [suna; Sand] 
Rank: Chuunin 
Cost: 120 Chakra 
Effect: Creates a shield around the user with 200 health points. The user may repair the shield to full health points for 90 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May only be activated twice per battle. 
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. 
Points: 5

 

Desert Coffin | Sabaku Kyuu
Type: Ninjutsu [suna; Sand] 
Rank: Chuunin 
Cost: 120 Chakra; 80 Chakra Upkeep  
Damage: 20  
Effect: Opponent may attempt to break free every Response phase at the cost of 5% of their total Stamina OR Chakra; roll d100 + opponent's level - user's level. If roll is equal to 50 or greater, opponent breaks free. For every turn they are trapped inside within the Jutsu they are dealt 40 unmodified damage. The trapped may not do anything other than attempt to break free while trapped, and they may not be targetted by jutsu (enemy or ally) with the exception of Desert Graveyard. This jutsu may be disengaged in the set-up phase, but the user may not attack the target in the turn that they do so.  
Description: The hand of sand that strangles the life out of those unwary. This is one of the most diabolical jutsus in the wind ninjas arsenal and had best be avoided at all costs. 
Points: 4

 

Sand Release; Changing Sands 
Type: Ninjutsu [suna; Sand] 
Rank: Gennin 
Cost: 80 Chakra 
Damage: N/A  
Effect: Changes battlefield to “Sand”. Requires a certain amount of sand to be on the field already. Lasts 5 turns.  
Description: Using their natural ability to manipulate the element sand the Shinobi amplifies the amount of sand on the field by using existing sand and multiplying that. After so long though the chakra deminishes and the sand retreats back within the ground. 
Points: 3

 

Armor of Sand: Rank 2 | Suna no Yoroi
Type: Ninjutsu [suna; Sand] 
Rank: Jounin 
Cost: 200 Chakra 
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May be used any amount of times per battle. 
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. 
Points: 5 (Evolving 2; Armor of Sand: Rank 1)
 
Wind Release; Desert King (Fūton; Sabakuou)
Type: Ninjutsu [suna; Wind] 
Rank: Chuunin 
Cost: 85 Chakra 
Damage: 60 
Effect: Opponent is "Dizzy" for 1 turn. 
Description: The user forms the seals for Tiger, Horse and finally Bird. On the final seal, the user inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the opponent and then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.
Points: 3

 

 

Gaea's Maw
Type: Ninjutsu [iwa; Earth] 
Rank: Jounin 
Cost: 300 Chakra 
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
 
Hand of the Earth God | Ibuki no Haniyasu-hiko
Type: Ninjutsu [Earth] 
Rank: Jounin 
Cost: 150 Chakra 
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 Release; Rising Earth Wall | Doton; Doryuuheki
Type: Ninjutsu [Earth] 
Rank: Jounin 
Cost: 350 Chakra 
Effect: Used in the Response Phase or Main Phase. Creates a barrier with 700 health points. May be used two times per battle. 
Description: 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

 

 

 

 

 

-Stats- 8000
(Health Power) 1900
(Stamina) 500
(Chakra) 1000
(Taijutsu) 0
(Defense) 1500
(Ninjutsu) 1000
(Resistance) 0
(Genjutsu) 0
(Concentration) 0
(Speed) 1000
(Accuracy)1000
(Evasion)0

Edited by Ichigo
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Anubis; The Matriarch

 

Level: 4

Name: Anubis

Appearance: The only female, the mother of the family. Anubis is solid white, her pincers are the size of a small house with her massive tail looming into the sky. She had narrow judgmental eyes, a behemoth among the summons.

Personality: She hates to be summoned away from her kin but will fight when needed. considers most things to be trivial but loyal none the less.

Skills:

 

Savior -1

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 Defense. Cannot be used against Genjutsu.

 

Iron Skin -2

You are built strong and built tough, it would take more than a bar fight or two to see you on the ground.

You take 90% of total Taijutsu damage.

 

Chakra Barrier -2

Chakra based attacks just seem to fizzle as they near you. Your chakra causes other chakra based attacks to weaken as they come near.

You take 90% of total Ninjutsu damage.

 

Subtle Elements; Wind -1

 

Subtle Elements; Earth-1

 

Combinatorial; Sand -1

 

Jutsu:

 

Armor of Sand: Rank 1 | Suna no Yoroi

Type: Ninjutsu [suna; Sand]

Rank: Chuunin

Cost: 120 Chakra

Effect: Creates a shield around the user with 200 health points. The user may repair the shield to full health points for 90 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May only be activated twice per battle.

Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.

Points: 5

 

Desert Coffin | Sabaku Kyuu

Type: Ninjutsu [suna; Sand]

Rank: Chuunin

Cost: 120 Chakra; 80 Chakra Upkeep

Damage: 20

Effect: Opponent may attempt to break free every Response phase at the cost of 5% of their total Stamina OR Chakra; roll d100 + opponent's level - user's level. If roll is equal to 50 or greater, opponent breaks free. For every turn they are trapped inside within the Jutsu they are dealt 40 unmodified damage. The trapped may not do anything other than attempt to break free while trapped, and they may not be targetted by jutsu (enemy or ally) with the exception of Desert Graveyard. This jutsu may be disengaged in the set-up phase, but the user may not attack the target in the turn that they do so.

Description: The hand of sand that strangles the life out of those unwary. This is one of the most diabolical jutsus in the wind ninjas arsenal and had best be avoided at all costs.

Points: 4

 

Sand Release; Changing Sands

Type: Ninjutsu [suna; Sand]

Rank: Gennin

Cost: 80 Chakra

Damage: N/A

Effect: Changes battlefield to “Sand”. Requires a certain amount of sand to be on the field already. Lasts 5 turns.

Description: Using their natural ability to manipulate the element sand the Shinobi amplifies the amount of sand on the field by using existing sand and multiplying that. After so long though the chakra deminishes and the sand retreats back within the ground.

Points: 3

 

Armor of Sand: Rank 2 | Suna no Yoroi

Type: Ninjutsu [suna; Sand]

Rank: Jounin

Cost: 200 Chakra

Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May be used any amount of times per battle.

Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.

Points: 5 (Evolving 2; Armor of Sand: Rank 1)

 


Wind Release; Desert King (Fūton; Sabakuou)
Type: Ninjutsu [suna; Wind]
Rank: Chuunin
Cost: 85 Chakra
Damage: 60
Effect: Opponent is "Dizzy" for 1 turn.
Description: The user forms the seals for Tiger, Horse and finally Bird. On the final seal, the user inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the opponent and then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.
Points: 3


Gaea's Maw
Type: Ninjutsu [iwa; Earth]
Rank: Jounin
Cost: 300 Chakra
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

Hand of the Earth God | Ibuki no Haniyasu-hiko
Type: Ninjutsu [Earth]
Rank: Jounin
Cost: 150 Chakra
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 Release; Rising Earth Wall | Doton; Doryuuheki
Type: Ninjutsu [Earth]
Rank: Jounin
Cost: 350 Chakra
Effect: Used in the Response Phase or Main Phase. Creates a barrier with 700 health points. May be used two times per battle.
Description: 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



 

-Stats- 10000
(Health Power) 2000
(Stamina) 500
(Chakra) 1000
(Taijutsu) 0
(Defense) 2000
(Ninjutsu) 1500
(Resistance) 0
(Genjutsu) 0
(Concentration) 0
(Speed) 1500
(Accuracy)1500

(Evasion)0

Edited by Ichigo
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