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1 Summoning Guideline on Sun Sep 18, 2016 2:12 am

Bokuden

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S-rank
Summoning:





The Summoning Technique is a space–time ninjutsu that allows the summoner to transport creatures or objects across long distances instantly, using blood as a sacrifice. The Summoning Technique itself is simply a base technique for a much larger and diverse pool of techniques obtained through individual contracts. Each unique summon would come with its own additional summoning cost and maintenance costs, but all summoning techniques must pay the base costs of the Summoning Technique in addition to their own. Using this technique without an existing contract is impossible under all normal circumstances, but learning it is necessary to perform any summoning-related techniques.

The Summoning Technique is a combination Ninjutsu & Fuuinjutsu technique, requiring at least C-Rank proficiency in both specializations. Each summoned creature counts as a jutsu individually and requires proficiency in both Ninjutsu & Fuuinjutsu up to their own rank. For example, an A-Rank summon would require the summoner to have and be capable of using A-Rank techniques in both Ninjutsu & Fuuinjutsu. In addition, S & SS-Rank summons count as jutsu towards your limit for those ranks.


Name: Kuchiyose no Jutsu {口寄せの術 ~ Summoning Technique}
Canon/Custom: Canon
Rank: C
Type: Supplementary
Element: n/a
Range: Contact
Specialty: Ninjutsu/Fuuinjutsu
Duration: Maintainable (-5 chakra per post)
Cooldown: 3 posts after summon is removed.
Description: The Summoning Technique is a space–time ninjutsu that allows the summoner to transport creatures or objects across long distances instantly, using blood as a sacrifice. The Summoning Technique itself is simply a base technique for a much larger and diverse pool of techniques obtained through individual contracts. Each unique summon would come with its own additional summoning cost and maintenance costs, but all summoning techniques must pay the base costs of the Summoning Technique. Using this technique without an existing contract is impossible under all normal circumstances, but learning it is necessary to perform any summoning-related techniques.

Code:
[b]Name:[/b] Kuchiyose no Jutsu {口寄せの術 ~ Summoning Technique}
[b]Canon/Custom:[/b] Canon
[b]Rank:[/b] C
[b]Type:[/b] Supplementary
[b]Element:[/b] n/a
[b]Range:[/b] Contact
[b]Specialty:[/b] Ninjutsu/Fuuinjutsu
[b]Duration:[/b] Maintainable (-5 chakra per post)
[b]Cooldown:[/b] 3 posts after summon is removed.
[b]Description:[/b] The Summoning Technique is a space–time ninjutsu that allows the summoner to transport creatures or objects across long distances instantly, using blood as a sacrifice. The Summoning Technique itself is simply a base technique for a much larger and diverse pool of techniques obtained through individual contracts. Each unique summon would come with its own additional summoning cost (per rank) and maintenance costs, but all summoning techniques must pay the base costs of the Summoning Technique. Using this technique without an existing contract is impossible under all normal circumstances, but learning it is necessary to perform any summoning-related techniques.

It is possible to summon two summons at once, but when doing this the chakra that these summons can use will be cut in half.

A summoned companion has to be applied for as if it were a jutsu; however, they have their own costs to pay, Ryo-wise and wordcounts.

D Rank: 230 Ryo + 1250 words
C Rank: 340 Ryo + 2250 words
B Rank: 440 Ryo + 2750 words
A Rank: 710 Ryo + 4000 words
S Rank: 1110 Ryo + 7000 words
SS Rank: 1660 Ryo + 11500 words


Summoning Creatures:

By far the most common application of the summoning technique involves the summoning of creatures to the contract’s location, typically to aid the summoner in battle or perform some necessary function. Summons are capable of using specializations and elements not possessed by the summoner, but these are generally limited by what is present on the contract itself.


Summoned creatures are sentient characters with their own, unique personalities. As a result, summoned creatures are not always beneficial to their summoner. For example, in the anime Kabuto noted that Manda obeyed Orochimaru only because of his perceived power. Kabuto was terrified at the prospect of Manda discovering that Orochimaru had been crippled by the 3rd Hokage’s seal, due to the fact that had Manda learned Orochimaru had summoned him, but was no longer powerful enough to control him, the summon would have turned on and devoured his summoner. Similarly, Gamabunta refused to acknowledge a summoner until he felt they had proven themselves worthy (as shown when he continuously tried to throw Naruto off of his head). It is important to clearly define the summons’ personalities upon creation to provide the best rp experience for all parties involved.


These creatures are generally divided into two subgroups that determine the possible nature and/or limitations of their abilities. These categories are as follows:



Traditional Summons-

Traditional summons are standard animals brought forth by a summoner. Their forms and abilities are innumerable and these creatures make up the vast majority of contracted summons. Due to the fact that summons are independently acting entities who choose to aid (or hinder) a summoner in combat, their capabilities in a combat setting must also be clearly defined, just as any player character’s would be.

Specializations & Elements:

Traditional Summons’ specializations and elements are not given hard ranks and can not be trained. It is assumed that their mastery of their own specializations and elements are up to par with their own rank, enabling them to use jutsu their rank allows. On the topic of bukijutsu, summons may have one weapon or piece of armor of up to one rank below their own rank upon creation if they are bukijutsu users. These items may not have any special or secondary abilities. Anything additional will have to be applied and paid for from the summoner’s own funds.

Summons of B-Rank and below may have one element and up to two specializations.

Summons of A-S-Rank may have up to two elements and three specializations (contract permitting)

Summons of SS-Rank may have up to three elements and four specializations (contract permitting)

Stats:

Traditional summons’ base stats are set at a default of their own rank across the board unless stated otherwise. Players do, however, have the option of tuning the summon’s stats to better fit the theme of that summon, but do so at the expense of power elsewhere. I.e. If one wanted to emphasize the raw power of a summon, they could add power into the summon’s strength and endurance, but would then have to remove an equal amount of power from another area. This can be done up to a maximum of three times boosting any one stat, reaching (base rank)-3, but as with player characters, their base stats can not exceed their own rank.

Jutsu:

As with any character in the Sagaverse, jutsu are often an integral part of any summon’s arsenal. At a given rank, a summon is given a max number of jutsu they can possess. These jutsu do not all need to be present at creation and can be apped through one’s jutsu list at a later time. These jutsu can not, however, be unlearned  or replaced under any circumstance. Once these summons have learned these jutsu, they have learned them permanently. Summons may not learn or use jutsu beyond their own rank and may never possess an SS-Rank jutsu. At SS-Rank, a summon may possess one S-Rank jutsu and no more. S-Rank standard summons can not use jutsu above A-Rank.

At C-Rank and below, traditional summons may possess up to 3 jutsu.

At B-A Rank, traditional summons may possess up to 5 jutsu.

At S-Rank, traditional summons may possess up to 7 jutsu.

At SS-Rank, traditional summons may possess up to 10 jutsu.

Chakra:

Obviously with the ability to use jutsu comes the ability to mold chakra as well. Summon chakra reserves, however, as being considerably smaller than shinobi of equal rank.

At C-Rank and below, traditional summons possess a chakra pool of 50.

At B-A Rank, traditional summons possess a chakra pool of 100.

At S-Rank, traditional summons possess a chakra pool of 150.

At SS-Rank, traditional summons possess a chakra pool of 200.



Giant Summons-

Giant summons, as the name would imply, are massive creatures brought forth with the summoning technique, often many times larger than a traditional summoning. In fact, it is not uncommon for Giant summons to tower even over small to medium sized buildings. Giant summons, typically due to either their age or raw power, are often extremely high ranking within the hierarchy of their summoning species and are usable only by extremely talented, experienced, and/or powerful summoners. Likewise, the very act of summoning such a creature to a battle is often a test of judgment, typically necessitated by the situation, as the collateral damage brought forth by these titanic forces can be immense. Giant summons begin at A-Rank.

Specializations & Elements:

Giant Summons’ specializations and elements are not given hard ranks and can not be trained. It is assumed that their mastery of their own specializations and elements are up to par with their own rank, enabling them to use jutsu their rank allows. On the topic of bukijutsu, summons may have one weapon or piece of armor of up to one rank below their own rank upon creation if they are bukijutsu users. These items may not have any special or secondary abilities. Anything additional will have to be apped and paid for from the summoner’s own funds.

Summons of A-S-Rank may have up to one element and two specializations

Summons of SS-Rank may have up to two elements and three specializations (contract permitting)

Stats:

Due to the sheer power their massive bodies are capable of producing, Giant summons do not operate on the same stats scale as any other character type on the site. When measuring the physical capabilities of a giant summon, it is often only relevant to do so if pitted against another giant entity. For example, obviously a larger, higher ranked summon would generally have the strength advantage over a smaller, lower ranked creature. When compared to human characters however, even a “weak” giant summon is likely as strong, if not stronger than even the strongest human character without the aid of some manner of jutsu to artificially enhance their strength.

All Giant summons default to a “base” level of stats for their rank, which is used to compare them against each other. Giant summons of equal rank will generally be at a stalemate in terms of physical ability, while a summon of a higher rank will generally be at an advantage. Differences in “specialization” in terms of physical abilities are often (but not always) determined by their species. For example, snakes, despite their massive size, are typically quicker and more mobile than something like a toad, which leverages its mass to generate great power.

Perception and Reaction Time for giant summons are not able to be modified regardless of species. It is assumed that the summon has the ability to react to any situation, within reason, so long as their rank is not vastly overshadowed (unlikely given where they start). When not competing directly against each other, the strength of giant summons as a whole is immense due to their massive size. Any direct attack on another, non-giant character would likely mean instant death or incapacitation due to being crushed by the sheer mass and force of the Giant summon without a defensive technique or some other powerful method of increasing their durability. They are capable of smashing and crushing structures such as homes and buildings with relative ease, especially when armed. Speed is often only relevant when in direct combat with other giant enemies, as their size makes them too large of a target to reliably dodge smaller attacks. Giant summons are often capable of clearing large distances very quickly due to the scale of their movements as well.

Their massive size also comes with massive endurance. Without the augmentation of some kind of jutsu, physical strikes from a normal character will be hard pressed to deal any meaningful damage to a giant summon. Even jutsu of lower ranks will simply be almost completely brushed off. It usually requires a jutsu of at least B-Rank for a giant summon to even register it as real damage. Smaller scale techniques that deal in piercing, cutting, or impact in particular tend to struggle to do any meaningful damage to giant summons do the sheer size and weight they would have to cleave through/displace without stopping.

Jutsu:

As with any character in the Sagaverse, jutsu are often an integral part of any summon’s arsenal. At a given rank, a summon is given a max number of jutsu they can possess. These jutsu do not all need to be present at creation and can be apped through one’s jutsu list at a later time. These jutsu can not, however, be unlearned  or replaced under any circumstance. Once these summons have learned these jutsu, they have learned them permanently. Giant summons however, have a great deal of their power budget loaded into their titanic size and strength, which means that power must be sacrificed elsewhere. In this case, Giant summons are able to learn less jutsu and have the ranks of jutsu they can learn hard-capped.

Giant summons may only learn offensive & defensive jutsu up to C-Rank. The reason for this is that their jutsu also scale with their size, becoming giant in their own right and having power that far exceeds what that jutsu could normally accomplish. Individual jutsu sizes will vary, but Giant summons’ offensive & defensive jutsu deal damage and interact as if they were two ranks higher, along with their enormous size. This does, however, come at a cost, as Giant summons also pay triple the normal chakra cost for these jutsu.Giant summons can learn personal & supplementary jutsu up to A-Rank, which cost double the normal chakra cost.

At A-Rank, Giant summons may have up to four jutsu.

At S-Rank, Giant summons may have up to five jutsu.

At SS-Rank, Giant summons may have up to six jutsu.


Chakra:

Obviously with the ability to use jutsu comes the ability to mold chakra as well. A summon’s chakra reserves, however, are considerably smaller than shinobi of equal rank.


At A-Rank, Giant summons possess a chakra pool of 100.

At S-Rank, Giant summons possess a chakra pool of 150.

At SS-Rank, Giant summons possess a chakra pool of 200.


Contracts:

In order to summon any creature, the summoner must first have a contract made with that species and creature. This can be done in two ways: performing the summoning technique without a contract will result in that character being temporarily transported to the “home” area of the summing animal they hold a natural affiliation for. In order to begin this process, the summoner must begin a thread labeled [Contract] in the title. This can not be done in the middle of another thread. The means through which they form this contract is up to the writer’s imagination, but a minimum of 5000 words must be met in order for the contract to be validated.The second method for characters to obtain a contract is to simply have a contract holder for another species add them on to their own, existing contract. A process that possesses the exact same requirements as the establishing a contract with one’s animal affinity, except with another person and without the need to be transported to that location.

All “natural” contracts (those made with one’s natural affinity animal through the first option) begin with one element (of the user’s choosing) and two specializations (of which one must be ninjutsu). At A-rank, with A-Rank in both Ninjutsu & Fuuinjutsu, a summoner can return to the home of their contract animals to restructure the terms of their contract. At this point, the summoner is eligible to be a contract holder and may add one additional element & specialization, respectively, should they choose to become one. At S-Rank, with S-Rank in both Ninjutsu & Fuuinjutsu and at least one S-Rank summon in their possession, a contract holder may restructure their contract one final time, adding in a third element and fourth specialization.

Contracts acquired through another character must take on the exact same terms as the original contract holder.

Contract Holders-

When a summoner reaches the minimum threshold of skill necessary to begin restructuring the terms of their contract, they must apply on their contract animal thread to become a contract holder. Only contract holders may restructure their contracts at the given points.

There may only be three Contract Holders for a species at any given time, who may each have their own, unique contract with the species. Summoners of this species beyond the three who wish to have their contract possess more than the base number of specializations and elements must either sign under the holder’s contract or wait for another contract holder slot to become available. One condition of being a contract holder is that the physical contract must be in your possession (I.e. Jiraiya’s giant scroll & Orochimaru’s arm). Should the contract itself ever be destroyed, the contract is void and all those who signed it become invalid. Natural summoners of that species would still be capable of summoning that species, but would lose access to any summons that possessed specializations and elements beyond the base limitations. Summoners who do not possess a natural affinity for that summon type would lose the ability to summon them completely.

Creating a Custom Summoning Jutsu:

Name: (Name of summoned creature or technique)
Canon/Custom: (Was the jutsu a canon technique or a member creation?)
Rank: (Rank of summoned creature or technique)
Species: (Animal species if applicable)
Appearance: (A description of the summon in question, including size. A picture may to substitute a general appearance description.)
Personality: (Self-explanatory)
Element: (Elements possessed by summon)
Specializations: (Specializations possessed by summon)
Duration: (Maintenance cost of summoned creature, or “Instantaneous” if applicable)
Items: (If applicable)
Jutsu: (Jutsu possessed by summon)

Code:
[b]Name:[/b] (Name of summoned creature or technique)
[b]Canon/Custom:[/b] (Was the jutsu a canon technique or a member creation?)
[b]Rank:[/b] (Rank of summoned creature or technique)
[b]Species:[/b] (Animal species if applicable)
[b]Appearance:[/b] (A description of the summon in question, including size. A picture may to substitute a general appearance description.)
[b]Personality:[/b] (Self-explanatory)
[b]Element:[/b] (Elements possessed by summon)
[b]Specializations:[/b] (Specializations possessed by summon)
[b]Duration:[/b] (Maintenance cost of summoned creature, or “Instantaneous” if applicable)
[b]Items:[/b] (If applicable)
[b]Jutsu:[/b] (Jutsu possessed by summon)



Name: Gamabunta
Canon/Custom: Canon
Rank: S
Species: Toad
Appearance: Gamabunta is coloured a dull, rusty red, but around his eyes and on his lips and chest are brighter red markings. Over his left eye, he received a scar at some point in the past. His tongue, has a series of stud-like piercings on both the upper and lower side. He often wears a large blue happi vest that has the kanji 蝦 (ebi) on the back, and always carries a massive dosu blade at his hip. He also carries a large kiseru pipe which he often smokes. At rest Gamabunta stands just over 17m tall.

Gamabunta:


Personality: Gamabunta is a grumpy and highly apathetic toad. He does not like to take orders from anyone, unless the summoner is highly talented and earns his respect. While he is quite confident of his abilities as a fighter, he is well aware of his limitations and perceptive of the power of his enemies, shown in his apprehension when confronting Shukaku head-on.

He speaks in Hiroshima dialect and uses some Japanese words that only a yakuza gangster would use, but he is portrayed as an ultimately powerful and positive force. He is fiercely protective of his kind, where in one instant only decided to fight Shukaku after hearing the opponent attacked his children despite believing it to be suicidal only moments before. He hates to be underestimated by anyone, both of which take precedence over his normal apathy. Often, it is one or a combination of these two factors that entices him to fight.

Element: Suiton
Specializations: Ninjutsu, Bukijutsu
Duration: -10 chakra per turn
Items:

Spoiler:
Name: Gamabunta’s Tanto
Type Of Weapon: Tanto
Rank: A
Elemental Alignment: n/a
Quantity: 1
Ability/Function: Due to the sheer size and weight behind its swings, this weapon is able to cleave through most things quite easily. It is able to cut through the flesh of other giant creatures, trees, and even crush or do significant damage to rock formations and constructs such as buildings and walls.
Appearance:


History: A giant Yakuza-style weapon wielded by the Chief Toad of Mount Myoboku.

Jutsu: (Jutsu possessed by summon)


____


"Good and evil are just words. It is not my place to judge their worthiness."

Character Bio | Jutsu List | Item Locker

Bukijutsu-SS|Ninjutsu-SS|Fuuinjutsu-D|Medical-D||Raiton-SS|Suiton-SS|Katon-S|Doton-D

Mission List: D:12 | C:4 | B:3 | A:6 | S:2 | SS:0

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