The Shinobi Wars Rpg
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The Shinobi Wars Rpg

This site is Based mostly about war between the great clans. Will there be a large clash between all of the clans?
 
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 Setoshi's Summonings

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AuthorMessage
Bliss
The First Raikage
The First Raikage
Bliss


Posts : 73
Reputation : 3
Join date : 2010-01-02
Age : 30
Location : I'll know yours before you find mine. . .
Bloodline : Chouzetsugan • Hanbusshitsu Chouzetsugan • Shinnyogan • Ekiryougan • Kinsei Ekiryougan
Married/Dating : -Single-

Setoshi's Summonings Empty
PostSubject: Setoshi's Summonings   Setoshi's Summonings EmptySun Jan 03, 2010 4:22 pm

[ Kuchiyose | Summonings ]

Name: Kuchiyose no Jutsu [Spiritualism Technique]
Rank: C
Range: -
Jutsu Type: Ninjutsu
Elemental Affinity: -
Clan: -
Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals, objects and the dead to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows them to summon different size and skill levels of creature. The ability to summon more advanced animals largely depends upon the amount of chakra the ninja can muster to perform the jutsu. To summon the creature the ninja will wipe blood on the hand, perform the necessary handseals and then touch their hand to the ground or another object. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground.

[ Bats | Masters of the Dark ]

Setoshi obtained the summoning contract for bats while traveling in the forests near Konohagakure for personal training. Setoshi had returned to the general location that she had found in her Chuunin Exam and continued to explore the mountain. However, things suddenly took a turn for the worst when an incoming storm began to pour torrents of rain. Setoshi quickly found a cave near the peak of the mountain and took refuge within it. Setoshi began moving farther back into the cave in order to properly find a place to take shelter. Setoshi was able to find a suitable place deep within the cave and used her Chouzetsugan to guide her way. However, after Setoshi had been sleeping for a number of hours, she was suddenly awoken by two incredibly large bats. Setoshi , firstly, was disoriented and still half asleep when the large bats disturbed her. Merely on instinct, to protect herself, Setoshi let out a might blast of Fuuton chakra which knocked the bats backward into the other side of the cave. One of the bats that had been surprised by her sudden attack had snapped a portion of its wing and called for execution of the girl immediately. Without time to waste they bound Setoshi and told her that if she moved or attempted to escape that she would meet her death. Setoshi knew that she had to handle this situation delicately and decided to simply go along with what they wanted for now. The two bats took Setoshi deeper into the cave until they finally came upon the underground city of the bats, Kakudai. The two bats pushed Setoshi to the palace where she would meet Arda the God King of the bats. Arda decided that in order to be granted her freedom, Setoshi would have to aid the bats into blowing away a portion one of the central passageways because it had caved it. Her two bat "escorts" took Setoshi to the portion of the cave and Setoshi was able to clear it using her powerful tags. Setoshi was brought back to Arda with notification of her completion of the task and Arda offered her a contract with the bats. The God King said that he could tell, as he was wise, that she was a powerful shinobi and that she would become even more powerful in the future. Setoshi agreed to sign a contract with the bats and they showed her a variety of half-summons among other important summons that she would be given access to. Setoshi left that cave a number of days later and returned to Konoha. This time, however, she had wings.

[ Bats | The Summons ]

[ Koumorijutsu | Bat Art ]

Name: Koumorijutsu: Yami Hora [Bat Art: Darkness of the Cave]
Rank: C
Range: Close to Mid
Jutsu Type: Ninjutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: A type of lesser summoning, which Hiro will perform on the environment. Simulating the usual resting place and home of bats [caves] Hiro can create an almost ultimate darkness within a ten meter radius around herself. The only sense disrupted by this jutsu is sight for it creates complete darkness. Hiro can only sustain this jutsu for about six posts, at which point the summon will disappear.

Name: Koumorijutsu: Ishuu [Bat Art: Swarm]
Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: By performing a unique set of handsigns known only to those with bat summoning contracts, Hiro will smash her foot into the ground instantly opening a fissure about three feet wide. Pouring from the fissure will be a large group of bats that can shield her from attacks [up to C-Rank] and take basic orders. The bats will have one instinct, however. The bats will attack the target, cutting and slashing it, until Hiro indicates otherwise.

Name: Koumorijutsu: Haku Sakini [Bat Art: Fade Away]
Rank: C
Range: Range of hearing
Jutsu Type: Genjutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: By clicking her tongue a number of times, simulating a bat's echolocation, Hiro can initiate a Genjutsu. The clicks will be very high-pitched, and will border on the range of the human ear. Under the Genjutsu, Hiro will seemingly fade away and then burst into a few bats. The bats will then disappear in the air. This, however, as only appeared to the opponent. Hiro will, ultimately, be in the same place she started. Hiro will then walk, run, or basically move to another location to attack an opponent unaware. The Genjutsu ends the moment Hiro moves to make another attack against the opponent. Hiro can do this multiple times expending little chakra.

Name: Koumorijutsu: Rubi Hone [Bat Art: Ruby Bone]
Rank: C
Range: Self
Jutsu Type: Supplementary
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: By performing a number of handsigns known to only those with bat summoning contracts, Hiro can grow razor sharp claws and fangs. This jutsu will most often start with her teeth and then end with her fingernails. Koumorijutsu: Rubi Hone will cause Hiro's teeth to almost double in size and will expand her mouth a bit to accommodate the change. The teeth will become razor sharp, pointed and will be able to rip through metal with an ample amount of force. Next the jutsu will cause Hiro's fingernails to grow and gain a grayish-black color. Her fingernails will grow to about one and 1/2 inches in length and will become much more pointed. Her "claws" will be somewhat weaker than her teeth and will be able to cut through only some metals. The claws, however, will be able to slice through wood and bones quite easily. The whole transformation process takes about ten seconds, at which time Hiro can simply call off the transformation with another set of handsigns.

Name: Koumorijutsu: Tsubasa Koumori [Bat Art: The Wings of Bats]
Rank: B
Range: Self
Jutsu Type: Supplementary
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: A type of greater summoning, which Hiro performs on herself in order to give her bat wings. This "summoning" is initiated like most summonings, except Hiro must place her hand on her heart in order to give the blood donation. Once the summoning is completed, Hiro will be able to use her wings to fly like a bat. Her wings will be large and will have a wingspan of about two lengths of her body. The wings will be strong and powerful as they are a form of greater summoning. The wings will burst from Hiro's back, through her kimono, and will expand outwards. They will be gray, leathery, and slightly translucent. Hiro will be able to carry the weight of one full grown man or anything equal to that weight. The wings will stay as long as Hiro has chakra. Once her chakra is used, the wings will disintegrate and disappear. Hiro can also use the wings as a shield if she applies additional chakra to them. They can block up to three C-Ranked attacks before disintegrating and one B-Ranked attack before disintegrating. Because Hiro can use a single wing for additional jutsu, sometimes only one wing will be destroyed.

Name: Koumorijutsu: Umarekawaru [Bat Art: Chaos Reborn]
Rank: -
Range: Self
Jutsu Type: -
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: This is an extension of Koumorijutsu: Tsubasa Koumori. By using a few precursor handsigns, Hiro will be able to remove a single wing from either side of her body. As the wings continually circulate chakra, as if they are a part of her body, this jutsu costs no chakra to perform. Once the wing is removed, it will roll and condense into the form of an incredibly sharp gray spear-like weapon. On one end will be the claws at the top of the wing and the other end is somewhat pointed, like a blade. The wing spear is about six feet long and incredibly lightweight and durable. The spear, like the wings, can suffer a good amount of damage before breaking. When Hiro releases the wings then the spear will disappear as well. Alternatively, if Hiro dispels the spear then the single wing will disappear as well. Hiro cannot fly with a single wing. She can jump greater distances and heights, but she will not be able to fly. The spear can channel chakra but has no other additional abilities.

Name: Koumorijutsu: Ooinaraku [Bat Art: Shroud of Hell]
Rank: A
Range: Self//Close to Mid
Jutsu Type: Ninjutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: After performing the correct handsigns, Hiro will stop her foot against the ground drawing about twenty bats from their world. This bats, at first, will seem quite small and very fast. Upon their release the small, black bats will zoom around Hiro and circle her. When an attack or anything that could be potentially harmful comes toward Hiro a single bat will move towards the attack and then suddenly expand and consume the attack before disappearing. A single bat can completely neutralize all C-ranked attacks. Two bats are required to neutralize all B-ranked attacks. Five bats are required for A-Ranked attacks. S-Ranked attacks can be consumed by ten bats. The bats can move independently from Hiro's command or at her command. The bats will continue to zoom around Hiro until she calls them off or they block attacks. Physical attacks at stopped by the black bats wrapping themselves around the offending attack and then attempting to force it some direction away from Hiro. At any rate, it simply allows her to escape. Chakra attacks will simply fall away as the bat consumes it with it's body and disappearing after the attack has been neutralized. Only certain attacks can be stopped and not all will be neutralize. Hiro learned this technique from training within Kakudai.

Name: Kourmorijutsu: Narihibiku [Bat Art: Perfect Echolocation]
Rank: - [Jounin level]
Range: 250 meters
Jutsu Type: Ninjutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: Kourmorijutsu: Narihibiku [Bat Art: Perfect Echolocation] is an offset the original Echo Pulse Reconnaissance. Hiro learned Echo Pulse Reconnaissance from her former sensei, Sadao Zatoichi. However, her use and understanding of the ability was imperfect. Through the teachings of the bats, Hiro had learned a new ability that increases her range and the depth at which she can process hearing sensory information. Hiro, before, had trouble distinguishing heartbeats between individuals. Now, Hiro can easily distinguish between different heartbeats and accurately distinguish their pace. Hiro has the same range as from Echo Pulse Reconnaissance. Unlike Zatoichi's ability, which is pure hearing manipulation, Hiro has obtained true echolocation.

Name: Kourmorijutsu: Chuuten [Bat Art: Rising into the Heavens]
Rank: A
Range: Physical contact
Jutsu Type: Ninjutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: Kourmorijutsu: Tenmou [Bat Art: Heaven's Vengeance] allows the user to siphon chakra from other individuals. Physical contact, whether through skin or clothes, is necessary in order to use this ability. The moment contact is made, the user may begin siphoning chakra from the target. The mouth can siphon the most chakra in a set amount of time. The hands are about half as fast as using the mouth. It is easier to siphon chakra from open wounds, especially recent wounds. The user can only siphon one-quarter of the users total capacity with one application of this technique. The user cannot siphon chakra more than twice in a five post period. There is also a danger in absorbing too much chakra from an opponent. If this occurs, the user will undergo a sort of chakra heatstroke that leaves them unable to manipulate chakra past the B-Ranked level for a period of two posts.

The chakra that is absorbed by the user may be reused for their own purposes. If the user siphons chakra from an individual that does not share their affinities it takes a period of two posts in order for the chakra to be usable within their system. If the user siphons chakra from an individual that does share their affinities it takes a period of one half of a post in order for the chakra to be usable. This facet of the siphoning ability is why the user is taught Kourmorijutsu: Tenshi [Bat Art: Heavenly Gift]. If the user only touches the target for a quarter of a post, they will gain one-sixteenth of their chakra. If the user only touches the target for one half of a post, they will gain one-eighth of their chakra. If the user touches the target for one whole post, they will gain one-fourth of their chakra. Anything less than a quarter of a post dictates that the user will not be able to employ the chakra. It will be removed from the target, but it cannot be used by the user.

A completely one-quarter capacity siphon from an individual will grant the user the ability to use the following. If taken from a Genin target, the user will be able to use four additional C-Ranked techniques. If taken from a Chuunin target, the user will be able to use five additional C-Ranked techniques and one B-Ranked technique. If taken from a Jounin target, the user will be able to use six additional C-Ranked techniques, three additional B-Ranked techniques, and one A-Ranked techniques. All values are doubled if the user is able to steal another quarter and double again and again once more until the total capacity of the target is consumed. The user may trade the use of all the additional techniques they gain from Chuunin for one S-Ranked attack. The user may trade the use of one A-Rank, three B-Ranked, and three C-Ranked attacks that they gain from Jounin for one S-Ranked attack.

Name: Kourmorijutsu: Tenmou [Bat Art: Heaven's Vengeance]
Rank: - [Jounin level]
Range: Close
Jutsu Type: Taijutsu
Elemental Affinity: -
Clan: Summon specific [Bats]
Description: Tenmou, of Heaven's Vengeance, has long been in use by the bats. Tenmou, traditionally, was a rarely practiced style. The coordination, speed, and accuracy needed to effectively use the Taijutsu style was often far beyond the scope of many bats. The art was lost, for many years, and has only resurfaced with Onoda Hiro. It was determined by Arda, The God King, that she would be able to use Tenmou effectively and that has proved true. After months of precise, grueling, and careful training, Hiro can now use Tenmou to nearly its full extent. Tenmou, as a Taijutsu style, focuses on open palm reception strikes that drain an opponent's chakra while staving off damage.

Tenmou [Heaven's Vengeance] is characterized by swift, cross body reception strikes that preemptively attempt to find an opponent's attack and intercept it. The cross body strikes allow the user to expand the area and the overall length at which they can absorb the attack, staving off some damage that would otherwise by harmful. The main facet of Tenmou [Heaven's Vengeance] is that it has a foundation in Kourmorijutsu: Chuuten [Bat Art: Rising into the Heavens]. By expanding on this ability, it allows the user to absorb the chakra used within an attack to a certain extent. For example, if one is battling an Onoda and they attempt to reach inside the user, the user can then use this technique to absorb the small amount of chakra used for a phasing blow and minimize the damage caused by the opponent.

Absorbed chakra, with this technique, cannot be used. It will simply be absorbed and dissipate over a period of time. Because of the absorbing facet, it is also possible to experience a chakra overload, which can cause the user to become incapable of using any techniques over a B-Rank for a period of two posts. The chakra absorption capabilities, for this technique, are rather small. It is only associated with Taijutsu attacks that require a small to moderate amount of chakra. For example, while this technique may be able to minimize the damage of Gouwan, the amount of chakra used within the technique will usually ensure that some damage is sustained. The effect of Gouwan would be reduced to above average strength, but not abnormal as seen usually with Strong Fist. This is often combated by, in addition to the cross body shots, the user will spin their wrists and arms to the outside to push an opponent's attack outward and away from their body. So, even if the chakra within the technique is not completely absorbed, the damage will still be minimized.

The disadvantages to this technique are, of course, power considerations. With very strong opponents, this technique may not be incredibly helpful. While the chakra within their techniques may be absorbed to some extent, the power behind the attack may still be able to cause damage. Another disadvantage, as aforementioned, is that it cannot be used indefinitely or the user may experience a chakra overload [at about seven posts of use]. Finally, chakra absorbing abilities are exclusively localized to the hands and feet. Heavier chakra reliant techniques may be able to over power the user, after taking in rank considerations.

[ The Bats ]

Name: Ningenmi
-Nickname: Mi
Rank: D
Physical Description: Mi is considered the very lowest of the low in the Kakudai. Mi is most often summoned as a sacrifice or a distraction and he has gotten hurt on multiple occasions because of this. Mi has an indomitable spirit, however, and is not easily crushed or discouraged. Mi is a fairly large bat, about four feet in height, and has an incredibly large wingspan. He's a lanky bat, as compared to others, and isn't very smart. After one particular accident he was just never the same. Mi is a mostly black bat, but it is up for debate if that is his natural color. Soot is black as well, you know. Mi has small ears with multiple wounds and a small pointed noise, making him look especially rodent-like. Mi has a set of slightly dulled teeth that have otherwise maintained their sharpness and whiteness. Mi has mangy fur and his wings have a few holes in them at portions. Mi is still a fairly lighthearted animal and is happy to do work when he is summoned. Mi only wants to be useful. Mi wears a small brown sash that runs from his right shoulder to his left hip. When talking, Mi has a bit of a stutter. Again, this is a result from the accident.
Spoiler:

Type of Summon: Blood donation
Species: Bat
Story: - [See above]
Elemental Affinity: -
Clan: -
Abilities:
-Wings: Mi can fly and lift heavy objects.
-Razor sharp teeth: Mi possesses teeth than can cut through most metals, but not all.
-Summoning rate: Mi has very little need to rest or repair himself. It is a natural ability, if you will. He can be summoned multiple times during a battle [five at the most] and can even be summoned twice in rapid succession.

Name: Ishuu
-Nickname: -
Rank: C [50 Bats] – B [100 Bats] – A [500 Bats]
Physical Description: Unlike other bats summons, which summons and individual bat, this summons many bats at once in a swarm. The bats will be a myriad of colors, from brown and black, and will range from small to medium in size. The bats will be rather fast and will have rather sharp fangs. The goal of the this summon is to swarm and overwhelm the opponent. The bats do not have to be summoned all at once. The main downside to this type of summon is that only a certain never of bats can appear at once. Thusly, the user must keep their hand applied to the summoning surface until all the bats have exited.
Spoiler:

Type of Summon: Blood donation
Species: Bat
Story: - [See above]
Elemental Affinity: Hyouton - Ice
Clan: -
Abilities:
-Razor sharp teeth: These bats possess teeth than can cut through dense timber.
-Wings: These bats have the power to fly.
Jutsu List:
Name: Joubutsu [Bridge to Heaven]
Rank: D
Range: Close to Far
Jutsu Type: Supplementary
Elemental Affinity: -
Clan: -
Description: Joubutsu [Bridge to Heaven], as a supplementary jutsu, is more like an instruction mechanism than anything else. Upon the activation of Joubutsu [Bridge to Heaven], the bats will form into a single file line that moves at a steady incline toward the sky. Through the use of this jutsu, Hiro can then step on the bats like a makeshift bridge in order to reach heights that she would not be normally able to reach. A bat, once stepped on, can then moved to the head of the line in order to keep the bridge continuing. However, there are associated risks with this technique. Namely, the user must always be moving or risk that the bats will not be able to support their weight. There is also the risk of a misstep, leaving the user to fall from an increased height.

Name: Hyouton: Enkyou Bakuha [Ice Release: Mirror Explosion]
Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: Enkyou Bakuha [Mirror Explosion] will explode all of the bats into a grand shower of razor sharp ice pieces once they are near an opponent. This technique can be used upon any time after the initial release of the bats. The ice pieces will be about senbon size and shape, with an intense variation between larger and small pieces. The user may determine the number of bats that will explode, though the minimum amount is twenty. When a bat explodes, the ice crystals will flow in all directions from the center point, making this a rather dangerous jutsu in high numbers.

Name: Hyouton: Shi-rudokouhou [Ice Release: Shield Method]
Rank: C
Range: Close
Jutsu Type: Ninjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: Hyouton: Shi-rudokouhou [Ice Release: Shield Method] allows each of the bats to make a small ice shield that is not bigger than themselves. The shield will be about one inch thick. The bats will, then, connect each of the shields they have made for a much larger shield. The maximum size of the shield is twenty feet by twenty feet, regardless of the amount of bats. With more bats present, it allows them to fortify the shield. The shield can only be fortified to a maximum of three inches of thickness with 500 bats. If can only be fortified to a maximum of two inches in thickness with 100 bats.

Name: Kinkou
-Nickname: Kin
Rank: C
Physical Description: Kinkou, or Kin, is one of the more slimmer bats of Kakudai. Kin is usually Hiro's greatest ally. He is fast, incredibly so, and can carry her with amazing directional ability and sense. Kin is considerably quiet, most of the time, but he has the heart of a lion. Kin is a gentleman, really, and treats those around him with considerable respect. Kin is a brown colored bat that is about six feet in height. His wings are slightly smaller than normal, which allows him to move considerably faster. Kinkou carries very little weight around with him, save Hiro from time to time, to make sure he can most as quickly as possible. Kin uses Oton in order to both confuse opponents with Genjutsu and Ninjutsu, but to manipulate the air particles around him to even faster than normally possible. Kin's pride and joy is his speed and without it is certain that he wouldn't feel whole. Kin has an incredibly durable leather belt around his neck that Hiro grabs onto when Kin is moving at incredibly fast speeds.
Spoiler:

Type of Summon: Blood donation
Species: Bat
Story: - [See above]
Elemental Affinity: Oton - Sound
Clan: -
Abilities:
-Wings: Kin can fly incredibly fast and lift heavy objects.
-Razor sharp teeth: Possesses teeth that can cut through metal.
-Acidic saliva: Kin has poisonous saliva that he can spit. Is enough to cause temporary blindness, when shot near the face, or mild burns, when shot on the skin.
-Echolocation: Kin can sense the depression objects make with sound waves. It is his greatest sense and makes it so that Kin is rarely surprised by an attack.
Jutsu List:

Name: Reppuu Himei - Gale Scream
Rank: C
Range: Close to Mid
Jutsu Type: Ninjutsu
Elemental Affinity: Oton - Sound
Clan: -
Description: A Ninjutsu technique that has its base in using Oton - Sound as a viable form of defense. Kin will first gather a large amount of Oton - Sound chakra in his mouth and lungs and then he will expel it very quickly. The chakra held within his gullet will be expelled in a violent wave, or a short ranged sonic burst, that can and will disrupt the flight path of all incoming or outgoing projectiles around the user. Additionally, because it is almost like a solid wall of Oton - Sound, it can partially block some more physical forms of Ninjutsu attacks. This Oton - Sound disruption is more than enough to cause most projectiles, if not all, to miss.

Name: Reppuu Chikara - Gale Force
Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu // Genjutsu
Elemental Affinity: Oton - Sound
Clan: -
Description: By beating his strong wings, and releasing chakra, Kin can create a powerful wave that also has a variety of Genjutsu effects. The moving chakra will hit the opponent first and can block a variety of solid attacks while additionally pushing opponents back or down. The Genjutsu effects are initiated as soon as the sound of the wing beats reaches their eyes. It will first sound like a deadly echo, confusing opponents greatly. They will start to see double and will feel incredibly nauseous. As this Genjutsu is initiated by sound, conventional means of removing the effects will be useless [Kai, for example]. As soon as the Genjutsu is realized, it will be reapplied again as the next wave of sound reaches the opponent's ears. The only way to disrupt the Genjutsu effects is to attack the source or for Kin to simply stop. Kin cannot hold this jutsu for long, however, and can only use it in small increments.

Name: Itten Tanshuku- Air Particle Reduction
Rank: C
Range: Self
Jutsu Type: Supplementary
Elemental Affinity: Oton - Sound
Clan: -
Description: By decreasing the air resistance around his body, using the element of Sound, Kin can move at unprecedented speeds. Kin can use the jutsu to avoid attacks or to move faster to scare opponents. Additionally, this jutsu does not always have to be used when flying. Kin can use this jutsu while moving, by walking, so that he might move almost near the threshold of human sight. He can still be traced, of course, but most of the time it will be hard for an opponent to catch up. This is one of Kin's most used jutsu.

Name: Silent Stalker
Rank: C
Range: Self
Jutsu Type: Ninjutsu
Elemental Affinity: Oton - Sound
Clan: -
Description: Kin uses his exceptional hearing to "view" the soundwaves. He then emits counter-acting waves from the natural vibrations in his body in a two feet area from his body, muting all sounds within that area. This allows Kin to walk or fly with complete silence. The drawbacks of this jutsu are his inability to perform any other sound jutsu while this is in effect, and that all sounds approaching him will silence within that same six inch radius; meaning that while he is able to extrapolate the path of an incoming kunai or shuriken, if anything were to change that direction within his radius he would not be able to detect that change.

Name: Orei
-Nickname: -
Rank: B
Physical Description: Orei is one of the most antisocial bats from Kakudai. Orei most often will take to the inner caves and spend his time alone, contemplating. Orei does not liked to be summoned, at all, and hates the sun more than any of the other members. However, once Orei respects a master he is a valuable ally. Orei is about six feet in height and has an incredibly large wingspan. Orei is a brown bat, a little on the lighter side, and almost always has wet fur. Orei spends a lot of his time the caves where it is naturally damp. Orei has very large ears and eyes that almost appear white, as they have adapted to the harsh darkness of the inner caves. Orei has adept echolocation and it reaches for about half a mile with incredible clearness. Orei can reach even further upon the application of chakra. Orei has virtually no sense of humor and prefers to get things done quickly and efficiently. Orei wears a small black lioncloth and a chest plate, made from a strong metal.
Spoiler:

Type of Summon: Blood donation
Species: Bat
Story: - [See above]
Elemental Affinity: Purton - Plasma
Clan: -
Abilities:
-Wings: Orei can fly and lift heavy objects.
-Razor sharp teeth: Orei possesses teeth that can cut through almost all metals with relative ease.
-Echolocation: Orei has some of the most powerful echolocation of all of his bretheren. His echolocation, at normal, can reach about half a mile. As his best Orei has echolocation so powerful that is can transcend through solid objects, even the earth.
-Chest plate: Can block some C-Ranked attacks [three of them before breaking] and B-Ranked attacks [one of them before breaking] with proper form.
Jutsu List:
Name: Purton: Oudanmen Hakaana [Plasma Release: Cross Grave]
Rank: C
Range: Close
Jutsu Type: Ninjutsu
Elemental Affinity: Purton - Plasma
Clan: -
Description: By channeling plasma chakra to the user’s fingers-tips, they will be able to create cross-like scars on their target which will flare and then detonate, wounding the target. The most common way to effectively use this jutsu is by simply scratching the target, or grasping the target. The user will be able to detonate the crosses on command within a seven minute time period. Once the seven minutes are up the crosses will automatically detonate. The user will be able to produce wounds that will be small and look similar to a horrible scalding or a bad burn.

Name: Purton: Kaminari no Jutsu [Plasma Release: God-Spear Technique]
Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Purton - Plasma
Clan: -
Description: After forming the proper hand seals, Orei will extend a finger (to create a focal point) and then release an intermediate amount of chakra in a fraction of a second. By releasing all of the chakra at once it supercharges the ions of the air, allowing Orei to create and then direct a lightning bolt made of plasma. The bolt, when traveling from Orei's finger or hand, will reach its destination almost instantaneously. The lightning bolt causes great pain and usually temporarily overwhelms the nervous system in the area of impact as well as giving the target second degree burns. This usually causes numbness and temporary paralysis until Orei's opponent's nervous system recovers from the overload of electrical and fire energy. Numbness from a hit will last for two posts. Paralysis will occur if a strike is sustained to the head or chest.

Name: Purton: Kuroi Kuuki no Justu [Plasma Release: Black Air Technique]
Rank: B
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Purton - Plasma
Clan: -
Description: The user takes a full breath of air into their lungs and then mixes it with Purton chakra. Once mixed the user will reintroduced the altered air into the atmosphere. This “black air”, as it is called ((not actually black)), is exceedingly hot and can cause a variety problems if inhaled (i.e. difficulty breathing, lack of oxygen, etc.). The user is unaffected by the altered air as long as they maintain some Purton chakra within their lungs. Once they release the Purton chakra from their lungs, they will be affected by the altered atmosphere as well. This technique lasts a period of five posts.

Name: Purton: Honoo no Bunretsu [Plasma Release: Flame Fragmentation]
Rank: B
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Purton - Plasma
Clan: -
Description: This technique allows the user to combine lightning and fire within their lungs and fragment the individual embers from one another and infuse their chakra with the embers. The user may then control the embers individually or in a single mass by directing them with their hands. This jutsu can be used both offensively and defensively. The embers can dissipate the force of most attacks and they can also burn opponents on contact. At higher levels the embers are easier to control and will move much faster.

Name: Araina - The God King's Daughter
-Nickname: -
Rank: A
Physical Description: Araina, the beloved daughter of Arda, is the princess of the Kakudai throne. She is one of the only Kenjutsu users among all of the residents of the city and is in charge of training those selected few for the Kakudai military. Araina is a strong-willed woman and lets nothing get in her way. She had a militarist type of attitude and matches well with Hiro. Araina is one of the few lighter colored bats, being a white-ish gray, and is considered to be quite beautiful... for a bats standards. Araina has a somewhat more flattened snout, characteristic of her father, and incredibly pointy ears. Araina is about fifteen feet tall and has an incredibly large wingspan to match her size. Her claws and teeth are deadly sharp and can pierce even metal. Araina wears the armor of the throne proudly, which consists of a head-piece, chest-piece, wing-guards, and leg-guards. Araina also carries two large swords which are attacked to her back by black leather strips. Araina uses her Hyouton affinity to freeze her opponents and then finish them off. She takes no prisoners and is a force to be reckoned with.
Spoiler:

Type of Summon: Blood donation
Species: Bat
Story: - [See above]
Elemental Affinity: Hyouton - Ice
Clan: -
Abilities:
-Wings: Araina can fly incredibly and lift heavy objects.
-Razor sharp teeth: Possesses teeth that can cut through metal.
-Acidic saliva: Araina has poisonous saliva that she can spit. The saliva is acidic enough to dissolve through most thin metals and can easily dissolve flesh. However, the more poison Araina uses the less concentrated it becomes.
-Echolocation: Araina can sense the depression objects make with sound waves. It is her greatest sense and makes it so that Araina is rarely surprised by an attack.
-Kenjutsu: Araina is skilled in Kenjutsu and possesses two white swords which she hangs in a holster on her back. The swords, additionally, have two ribbons at their ends that are snow white as well.
Jutsu List:

Name: Hyouton: Touketsu Kire - Ice Release: Frozen Shards
Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: By aligning Hyouton chakra along the insides of her wings, Araina can then push her wings forward and send a number of extremely sharp ice shards at an opponent. Araina can collect the ice needed with her wings either opened or closed. The ice shards are about seven inches in length and about 3/4 of an inch thick. In other words, one wouldn't want to be hit by one of these. Araina can create about thirty with one application of this technique. The shards are quite resilient and can be used as a hand-held weapon if the need arises. The frost shards are fairly clear, much like icicles, though they can be somewhat more opaque depending on Araina's specific choice. As in, clearer ice shards might be helpful on a clear, sunny day to reflect sunlight and potentially blind an opponent.

Name: Hyouton Sentou - Ice Spires
Rank: C
Range: Closer to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: By charging her Hyouton chakra anywhere on the field, Araina can create up to three ice swords that are nearly unbreakable. Extreme heat or extreme force is enough to break them. The swords, once created, cannot be moved by Araina except by physical contact, meaning she can't control them by additional chakra. The swords may also be used by Hiro, her armor enough to shield her hands from holding something so very cold. Araina can also use these swords as well in conjunction with her regular Kenjutsu swords. These ice swords are easy to wield and are quite sharp at one end while rather dull at the other. Allows for two types of attacks, slicing attacks and brunt force attacks. The swords are about four feet in length and are fairly light.

Name: Hyouton: Jacku Taihou - Ice Release: Jack Cannon
Rank: B
Range: Close to Far
Jutsu Type: Ninjutsu//Kenjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: By charging her Hyouton chakra into one or both of her swords, Araina can amplify her Hyouton chakra and shoot it off like a powerful cannon. Araina must first collect the Hyouton chakra onto her blade until it turns a bright white color. The, Araina will pushed the Hyouton chakra forward which produces a large burst of chakra and energy. To be hit by this cannon would not only freeze and opponet, but cut them and slice them with tiny shards of ice. Anything that the cannon blast touches will be partially frozen. The cannon makes a crackling sound as it travels, literally freezing molecules in the air as it moves along.

Name: Hyouton: Kabearano - Ice Release: Walls of the Wastelands
Rank: B
Range: Close
Jutsu Type: Ninjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: By gathering large amounts of Hyouton in front of her person or anywhere of her choosing, Araina can create large walls of nearly impenetrable ice. The ice is somewhat slow to form, going from the bottom of the wall to the top, but it is just as powerful when partially formed as it is fully formed. The end result is a wall that it about five feet in width and ten feet in height. Araina can create three walls with this jutsu. Any further walls require more chakra on her part. The walls will most be opaque, but will still hold a steady shine and can be used to reflect sunlight. These shields are not made of natural ice and will therefore not melt unless paired against a very strong Katon technique. These ice mirrors can remain of the battlefield until destroyed or dissolved by Araina. If Araina leaves the battlefield the mirrors she created will disappear. These shields can also be pushed by Araina to flatten opponents or otherwise hit opponents with a blunt object.

Name: Hyouton: Wanda-rando - Ice Release: Wonderland
Rank: A
Range: Three-hundred feet
Jutsu Type: Ninjutsu//Kenjutsu
Elemental Affinity: Hyouton - Ice
Clan: -
Description: Wanda-rando can be initiated one of two ways. Araina can charged her lungs with Hyouton chakra and spew it upon the field, or Araina can charge one of her blades with Hyouton chakra and jam it into the ground. Using the jutsu Araina can freeze an entire field and all animals and plants touching it up to ten feet. Meaning, any surface above ten feet will not be frozen. The speed of the ice is visible, of course, but still incredibly quick. The range of this jutsu depends on how much chakra Araina wishes to expend, but her maximum range is about three hundred feet from her current position. Anything caught in the path of Araina's ice will be frozen on the outside with a thick layer of ice. Not unbreakable, of course, but hard enough to make a quick escape extremely difficult.
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Kyōfu Uchiha
Konoha S-Rank jounin
Konoha S-Rank jounin
Kyōfu Uchiha


Posts : 47
Reputation : 1
Join date : 2010-01-02
Age : 30
Location : Leaf village

Setoshi's Summonings Empty
PostSubject: Re: Setoshi's Summonings   Setoshi's Summonings EmptySun Jan 03, 2010 8:01 pm

A P P R O V E D (damn you always making me read alot xD)
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