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Ichigo

Scorpion Summons level 2 ; Julius

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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:

 
6/8
 
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.

 

Knowing the Elements -2
They say to know your enemy, but you take it one step further. A deep understanding of Ninjutsu allows you to premeditate the enemies attack in a moment of pure brilliance, allowing for an almost perfect defense.
Once per your rank in this skill you may treat your evasion and defense as if they were 1.5x their current value for a single Ninjutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be mentioned that it is being used when the dodge roll is made.

 

Subtle Elements; Wind -1

 

 

Jutsu

 

15/48

 

 

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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