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This a guild based off the popular anime and manga Naruto. We hope you enjoy your stay. 

Tags: Naruto, Ninja, RP guild, Roleplaying, Shinobi 

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Lovely Windows

PostPosted: Sun Mar 10, 2013 5:00 pm


~RULES~

1. The summon can NOT have multiple elements
2. Create at least one minor summon and the boss summon
3. Summons have to have a weakness
4. Your summons are not at a level where they can fight a high level shinobi by themselves. Jounin and above

[b]Summon Type:[/b]
[b]Summon Appearance:[/b]
[b]Summon Description:[/b]

[b]Summon (non boss) Name:[/b]
[b]Summon (non boss) Appearance:[/b]
[b]Summon (non boss) Description:[/b]

[b]Summon Boss Name:[/b]
[b]Summon Boss Appearance:[/b]
[b]Summon Boss Description:[/b]


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This is to make it so you don’t have to troll through the pages looking for something please try to keep this updated as i will do my best also. Please not the deference between denied and pending is that pending is waiting for something or no one has said anything on. Denied mean it was not accepted but could still be edited into being approved.

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Approved
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PostPosted: Wed May 08, 2013 11:52 pm


Western Dragons


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Summon Description:
Dragons, in general, are serpentine creatures, the most well-known being of legendary size. Although, younglings tend to be comparably small, some no larger than a kitten, before growing through a number of centuries into the massive sizes of their older counterparts. There are three main kinds: generic, wyvern, and feathered.

As they grow in size, their other physical aspects also grow more formidable. The teeth and claws of the average full-grown dragon are capable of easily rending through a layer of steel armor. Scales become as tough as two or more layers of steel plate armor. Although, this all assumes that the dragon has these physical aspects. Some types, noticeably the elusive feathered dragons, don't have scales and instead possess more potent magic. It's even possible for dragon to not have usable claws, such as the few wyverns that look particularly serpentine.

All dragons share two characteristics, though: wings and magic. Both share the common link of being necessary for flight. Dragons require wings to release the magic that allows them to traverse the air (they are not physically built to naturally fly). Although, their wings are free to be damaged as simply opening them and keeping them open is enough to allow the magic to activate. Another universal magic among dragons is regeneration. All dragons recover from wounds at abnormally fast rates, particularly when resting. This allows them to be summoned in tip-top shape frequently. Although, excluding those with amazing healing, the healing abilities of dragons only extend to themselves and are not strong enough to be noticeable in battle. Feathered dragons, specializing in magic, tend to be more talented and diverse with their abilities in spell-casting, and do share a few more magic abilities within their own species. Likewise, wyverns, with their wings serving as their arms, tend to be the best at flight once fully grown. Although, in the early years, their feathered cousins, with their better grasp on magic, are more agile.

With physical power, magical abilities, and even flight at their command, Western dragons are a proud and noble race. They are also honorable and intelligent, with even younglings being able to speak the human tongue in addition to the language of the dragons, describe in human as Draconic. With such skills, it is no surprise that dragons are so used to looking down upon lower beings.

Though, just as they share common strengths, so do all dragons share a common weakness: the eyes. Even those dragons with special eyes will have their eyes as a complete weakness. Regardless of age, a dragon's eye will always be as weak as when it has first hatched, and the eye will always be an open target because dragons do not blink. At least, not in the sense humans do. A thin, transparent membrane does sweep over each eye periodically to wipe away any dust, etc. but that is the extent of blinking. Furthermore, summoned dragons will immediately retreat upon having even one eye damaged. To hit the eye means the ability to hit the brain, a sure-kill spot even for the hardy dragons. In a sense, this also extends to other internal organs. Although, those are difficult to hit for obvious reasons.

Socially amongst themselves, dragons can be fairly territorial, with the younger ones snarling and snapping at each other if summoned together. The older dragons will express mild irritation, but have matured enough to deal with it for the short period of time required by their summoner. As per their territorial nature, dragons don't have much care for the concept of family either, with hatchlings being left to fend for themselves as soon as they viably can. Though the time for this may differ between species, coming latest for the late-to-mature feather dragons, the general action doesn't change. For this reason, younglings agree to be summoned as it provides valuable experience and a potential break that may save their lives.

Wealth and pride being a dragon's two most precious possessions, this leaves very few willing to be summoned. This aura of supremacy among dragons only allows the aforementioned younglings and the legends as summons, leaving a gaping lack of variety in mid-level summons (B-rank). Younglings (C-rank), as expected, amount to little more than messengers and side helpers with not much variation between individuals of the same rank. Some, particularly the larger generics, can be used as battle companions, but they're about as helpful as a genin. The legends (S-rank) are all immensely powerful, each individual one equal to the boss summons of other contracts. They are the main combat force behind the contract, but the skill and chakra needed to summon them leaves them only available to higher-ranking shinobis.

For a dragon summoner, this focus of battle ability in the S-rank tier is a huge wall to mount. The Western dragons have high standards of their summoners in some aspects. They could care less who summons them, really, as long as the summoner puts them to good use. What they're interested in is that they get only the newest, that they're not received as some second-hand summon. The place of "first" holds a special place in these prideful creatures. This means that their summoner must be completely fresh and untainted by other summons. Not only will the dragons listen only to those who have learned to summon them first, but only those who've begun summoning them from the very start of their own rise in the ranks. In human terms, only a genin of the summoner class can learn to summons dragons, and even then only if they have made no contract with any other summons. After initiating the dragon contract, though, the summoner is free to learn whatever other summons they choose. In the long-term, such requirements are only a benefit, the dragon contract being full of some of the strongest summons. As a genin, though, this requirement proves difficult to swallow as there is very little in the contract that a genin can summon.

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Generic Dragon Youngling
Generic dragon younglings are the generic, scaly dragon with membrane wings and of varying colors and shapes. Being young, they are not very large, with the largest being as big as a large eagle. Despite their youth, they have already developed the greed of their kind as well as a good portion of the strength, being stronger than they appear. Their scales have also developed enough to give them a decent defense. They can sniff out money and other valuables just like a dog can sniff out a scent, and will follow any scent of gold upon catching the first whiff. The range of this sense of smell extends for about half a kilometer. While they can be used as messengers, but are not very reliable as they are easily distracted.

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Wyvern Youngling
Similar in appearance to the generic dragon youngling, the main difference with wyverns is that the arms merged with the wings and usually with thinner, more fragile bodies. They are rarer than their cousins, but have as much variety in color and shape. As these wyverns are also younglings, they share the same size spectrum as the generic dragon younglings. Also like the generic dragon younglings, wyvern younglings are not as helpless as they seem. They are not stronger than they appear, but they are faster. Their scales, though, aren't as developed as the generic dragons. Also unlike their generic counterparts, wyverns, while they do appreciate shiny, are not nearly as obsessed with gold and riches as their generic counterparts and can shrug off any such distractions. This, combined with their speed, make them ideal messengers.

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Feathered Dragon Youngling
Feathered dragon younglings have the generic dragon shape and wings, but with scale and membrane replaced with feathers and flesh. The younglings do share the same size as their generic counterparts, though, with a max size of a large eagle before they grow too proud to be tied to a contract with humans. Feathered dragons are amongst the rarest dragons, due to their low survival rates among their other Western counterparts. They don't look very threatening either, looking a lot like a fuzzy feather ball when curled up. Although, surprisingly enough, the feathered dragon youngling has the sharpest, most matured teeth out of the three dragon youngling types. This is about their only combat-ready trait. Out of the three main Western dragon types, Feathered dragons have the most belated ability growth rate. Their abilities lie heavily in magic amplified by their feathers, but such skills do not become anything of consequence until after they have matured. As a result, feathered dragon younglings are the most cautious of the three. They love gold and pride as much as the other kinds, but have learned to cope with suppressing the urges in order to survive. They might not hold magic or even the speed of the wyvern or strength of the generic dragon, but they are the most acrobatic, agile, and silent in the air thanks to their feathered wings and bodies. They also hold various useful communication tricks.

Summon Techniques

Telepathy
The feathered dragon youngling will channel energy into a feather it'll then give to a specific person. The rightful holder of the feather, while holding the feather, will be able to communicate with youngling as well as any others who rightfully hold a feather from the same summon. This link only lasts for as long as the dragon remains summoned and cannot be renewed once it ends. After creating the feather, the feathered dragon youngling doesn't need to do anything more to sustain the technique.
Rank C

Kuchiyose - Gentoushin no Jutsu (Summoning - Lit Apparition Technique)
Like the original Gentoushin no Jutsu, this version is a ninjutsu technique created for long-distance communication. Rather than meeting from different parts of one world, though, the Gentoushin created by a young feathered dragon creates a meeting from two different worlds, allowing the summoner to communicate with any one of the other dragon summons in the same way that the original jutsu allowed for meetings, apparitions and all. The medium is the feathered dragon youngling, who will fall unconscious for the duration of the jutsu. After performing this technique, the youngling will also return home with a poof, his/her energy having been depleted by this technique.
Rank A


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The Pale One
An old wyvern, one of the oldest, but not decrepit. Dragons never grow decrepit. Though, as the Pale One demonstrates, they may grow deaf. Despite this minor handicap, he remains a sight to fear. She stands at 20 feet tall and 40 feet long with a wing span of 40 feet, complete with deadly-looking talons and a whip-like tail that contains a large bone spike at the end for extra damage. Among even his territorial kind, the Pale One is a respected figure, his age and experience making him a legend among his kind, and is often sought out for advice. However, he does not possess the power, and thus does not carry the same summoning cost, as the younger legends. This lack of power has him classified as a regular summon rather than a boss summon. He remains plenty strong, anyone his size would. It's just that, instead of appearing stronger than he looks, he's actually slightly weaker than his size would give away. It seems, in exchange for strength, this wyvern has gained a calm and serenity completely unlike his kind. He has long forgotten his name, explaining why he goes by a title, but is perfectly fine with each new summoner assigning him a pet name, an act most other dragons would consider simply rude and distasteful.

Summon Techniques

Heat Blast
The Pale One also has the ability to blast out extremely hot streams of air, enough to severely burn anyone standing in the line of attack and even kill. Although the heat blast is not visible, it is possible to tell when it will be used thanks to the loud, high-pitched noise made by the wyvern before firing.
Rank A

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Boss Summon:
Saskia

A generic dragon of gigantic proportions toned to perfection, Saskia is a menacing sight to see. In addition to her immense physical strength, she can also breathe raging hot flames of incredible size. Past her gleaming scales, scars from many past battles can be seen upon closer inspection, marks of her past that she's intentionally preserved. Although, few enemies ever reach close enough to see such trophies. Those who do, though, don't have much more luck than those who don't. Barring her eyes, a weakness shared with her kin, Saskia is like a living fort. Matching her immense strength are near-impenetrable scales. Only three methods exist for breaching these scales: an attack equivalent in power to a dragon of Saskia's level, furiously attacking one of the scars already etched into the scales, or a piercing S-rank attack. Not even her underbelly is left vulnerable, as the same scales coat the underbelly, despite being different in color and arrangement. Technically, the wings are also a weak point, but little more than irritating Saskia with pain and maybe discouraging using the wings as a weapon is accomplished by attacking the wings; magic, rather than physical lift provided by the wings, is used to maintain flight. Even with the wings, though, only an attack of decent strength has a chance of piercing through the thick, leather-like membrane.

Of course, defenses like these come at the cost of weight, making the slim dragon much heavier than she seems. Each step she makes slightly shakes the ground. She is heavy to the point that even the magic-driven flight of dragons can become a chore after enough time. They do not impede Saskia's flight by much, but she does prefer to fight after landing and cannot take off so easily as to do it in the middle of the heat of battle. Of course, if she doesn't land in the first place, she's free to fight an aerial battle, but she is unused to using anything but her breath and tail in such situations. Even on land, she encounters problems with her weight. She'll slowly sink in sand, marsh terrains, and such. Improperly supported earth will also crumble beneath her. Placing her on the edge of a cliff… Well, chances are her size would let her easily survive the fall, but the cliff would likely no longer exist.

Personality-wise, Saskia isn't much different from other dragons. She holds herself aloof from even other dragons. In fact, other than those who can summon her--who've gained her respect by simply being able to summon her--she will only respect those who can even land a single scratch on her gleaming scales. Despite all this, she isn't completely irreproachable. She'll talk to those she considers under her, just not very politely, and she shares her wit and sarcasm with all around her. She especially likes to make little jokes off of stereotypical views on dragons, saying jokes like, "I actually prefer virgin males over maidens."

Summon Techniques

Fire Breath
Saskia uses any breath-/mouth-based fire jutsu.
Rank Varies

Seismic Stomp
Saskia performs a simple stop, one with enough force to not just cause the ground to shake uncontrollably but to even crack it open. Despite the name, this technique can be used with just about any body part of Saskia's that she can pound forcefully into the ground, such as her tail.
Rank A

Dreadful Roar
A thunderous roar, filled with ferocity, is made by Saskia. No tricks or whatnot are added in, but that's the beauty of a simple roar. It establishes dominance and power, sending lesser creatures scurrying. This includes most summons, who will return to their lands once they hear this roar. Only boss summons stand much of a chance.
Rank A

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Boss Summon:
Beowulf

Born for the waters, Beowulf is "small" for being a generic dragon of such age and status but still generally quite large. If he were to stand on his hind legs, which he cannot without some sort of support, he'd be able to put his front claws onto the shoulders of the likes of Gamabunta. Despite his size, he is a fantastic swimmer, fast as any barracuda and nimble as any dolphin with blade-like teeth, the sharpest among the dragon summons, to take advantage of his mobility. His fin-like wings (still capable of aerial flight), webbed feet, and gills all make him perfect for water battles, rivaling even the fish summons. In some situations, he's even better, his tough scales making him impervious to even extreme temperature changes. His scales also continuously change in hue to match perfectly with the water surrounding Beowulf so that Beowulf simply seems to meld into the water. They are the perfect camouflage.

What sets him apart from other dragons and even the fish summons, though, is his blindness. Beowulf lost his eyes to a fight in his younger days and had to learn to cope without them, a trial integral to his rise to power. Normally, a young dragon with such a disadvantage would have died, but crafty Beowulf knew better. He retreated to his home turf and learned to cope with it. Then, as in all success stories, he succeeded. Taking advantage of water's ever-present touch when underwater, Beowulf learned to accurately read the tremors in liquid. Combined with smell, hearing, and even taste, he gained a form of 360 degree sight. In the air, he can perform a similar feat; albeit, with a much rougher vision as the sensation of touch granted by air is greatly reduced compared to water.

Summon Techniques

Steam Breath
Beowulf uses any steam or heated water moves from the suiton jutsu list. These jutsus are expelled from the mouth, like any breath move.
Rank Varies

Steam Cover
Beowulf breathes out a heavy, unfocused cover of steam. The steam burns those who dare to enter it and is impossible to see through, making it perfect for escapes. When used underwater, this ability can heat the water while creating numerous bubbles of heat, causing a similar end result.
Rank C

Typhoon
When on/above the surface of a body of water, Beowulf can use his wings and roar to create a mini storm of wind and water that has been kicked up by the wind. Despite all the strength put into it, though, this storm is more forced than anything, making it relatively weak considering just who is creating the artificial storm. That isn't to say, though, that it won't blow back the unprepared or that the water doesn't sting like pebbles.
Rank B

Charybdisl
While underwater, Beowulf can suck in unthinkable volumes of water to create a giant whirlpool. This can last for up to three posts. Any time during that process, he can spit the water out to create an equally powerful water spout that can potentially last for the same number of posts.
Rank A

Seismic Tail I
Beowulf performs a 360 to swing his tail about forcefully, to create tremors through the water that quickly form into a giant wave. The wave doesn't only affect the surface of the water, but also underneath the surface, creating a giant wall of a current below and just as strong as the visible wave. The wings may also be flapped underwater to create the same effect.
Rank A

Seismic Tail II
With enough distance and time, the effects of Seismic Tail can be multiplied with more thorough preparation. Instead of simply swinging his tail through the water, Beowulf swims to the bottom of the body of water and slams his tail into the ground, maybe even slamming his feet into it as well while he's at it, to create an underwater earthquake. This naturally initiates a tsunami.
Rank S

Sonic Roar
Water's knack for carrying sound waves is taken advantage of by Beowulf's roar, which is loud, loud, and more loud. While not threatening in tone, the waves sent from the roar disorients those in the path of the attack and disables the sense of hearing for a little bit. The roar extends in a cone shape, becoming wider in range but also less effective the farther it goes from Beowulf. If willing, Beowulf could also cause the roar to affect the entirety of the body of water he's in by aiming the attack at something that can bounce off the sound waves (ex: the ground). This tactic sends Beowulf back to the dragon realm, though.
Rank S

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Boss Summon:
Anima

A fiery feathered dragon with as watery a personality as possible, Anima is not motivated to do much. He likes his gold and pride and everything but… he just doesn't feel that any of his stash is threatened and is quite content with the gigantic pile he's gathered. Indeed, he has the largest stash of treasures among the dragons, and as treasure can equal pride, he has a good deal of respect from his fellow kin. His stash isn't compromised in the least either, because it's well-known among dragons not to get near Anima. Wary of their own greed, no dragon wants to provoke Anima into actually trying. While not very large (most feathered dragons don't go very big; being a bit smaller than Beowulf, Anima is of average height for his species), Anima is known to hold very potent flames and is immune to fire as well. Only those dragons with a water attribute, and thus the ability to render Anima's dust and feathers useless for his skills, really have nothing to fear. Who knows what he'll be capable of after putting in some effort if he's already capable of so much without it.

Thing is, Anima has already reached his peak. He doesn't say because 1) too much trouble and 2) there's no reason to simply let go of such and advantage. If he can strike fear into the hearts of his peers this way, then he'll definitely take advantage of it. Maybe it isn't very fair or noble, but feathered dragons had to grow up not playing fair. Without any protective scales or astounding physical strength, they have nothing else to rely on but their minds until their magical abilities reached a usable point. For Anima and many other feathered dragons, using intelligence culminated in a knack for lies and deceits.

Despite this tricky personality, though, Anima will do what his summoner asks of him when called upon. Might as well since he signed up for this summoning business. He's particularly prone to listen to females. Although, this only applies to his summoners and other dragons. In the usual aloof manner of his reptilian kind, Anima doesn't care much for those he doesn't respect. Funny, really, because most people who meet Anima for the first time assume that he is a female himself. The naturally graceful movements and soft appearance of his kind does not help with his case in the least.

Summon Techniques

Dust Breath
Anima breathes out copious amounts of his unique dust in whatever general form (e.g. cone, pan, sphere) he chooses. Of course, the power behind the dust blown out can vary just as widely. Though, at most, it will do little more than sting the skin.
Rank Varies

Telepathy
The same move used by a feathered dragon youngling. However, it no longer requires any effort on Anima's part. Additionally, his feather share the same properties as his dust. In fact, the dust comes from the feathers.
Rank Passive (does not take up a technique use)

Kuchiyose - Gentoushin no Jutsu (Summoning - Lit Apparition Technique)
The same move used by a feathered dragon youngling. However, it no longer requires any effort on Anima's part.
Rank Passive (does not take up a technique use)

Teeth Flint
If a large spark is needed for whatever reason, Anima can gnash his teeth together to create said spark.
Rank Passive (does not take up a technique use)

Dust Storm
By flapping his wings vigorously, Anima can release a torrent of his unique dust combined with his unique feathers. It can obscure view, but not completely or very well. It is irritating to get in the eyes, though, and gets everywhere.
Rank B

Fire Storm
Anima combusts all his feathers, setting himself on fire, and then tackles his target. While being hit by this attack will surely feel like being hit by a storm of fire, the name actually originates from the side-effect. By the time Anima actually goes in for a direct attack, he's already spread a good portion of his dust and maybe even feathers, creating a zone filled with highly flammable materials that are then set on fire by this technique. It's not strange for a dust explosion to occur. Being immune to fire himself, Anima remains unharmed from this seemingly suicidal attack. In fact, with the rapid regrowth of his feathers, he looks quite unchanged.
Rank A

Spontaneous Roar
Sometimes, Anima just doesn't want to move, but he needs to set his preparations in motion. He's found a solution to this in roaring. Despite his fire affinity, Anima cannot breathe fire, but he can heat his normal breath to extremely high temperatures, temperatures high enough that, when released, they're essentially heat waves capable of spontaneously igniting ridiculously flammable objects conveniently like Anima's feathers and dust.
Rank S

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Boss Summon:
Siegurd

Siegurd's body isn't much to see. She's an average-sized wyvern, in between the heights of Saskia and Beowulf, and even of the kind that doesn't have legs. However, her wingspan spans wider than even giant Saskia's wings. In fact, in order for her wings to be comfortably stored when not in use, they have one more joint than the norm. The extra wing joint allows for aerial maneuvers not possible among most other dragons, and her legless body has only improved her aerial abilities. She's the master of the skies among the dragons, and don't let her silence or her serene manner fool you into thinking otherwise. She's still as haughty as any dragon, thinking she knows better than humans, and loves shiny things as much as the next wyvern. In fact, she will be distracted by shiny and likes it very much. She especially likes using shiny, dangerous shiny. Indeed, even more that Anima, Siegurd is seen as a threat one must not approach. Anima, at least, is content. Siegurd, on the other hand, is known to create giant storms filled with shinies (lightning), her wings alone blotting out the sun, simply to get something she wanted. She has average scales for a wyvern, but they're hardly ever marred, unlike Saskia's. Siegurd flies too high and too well for most to think about wounding her, and while her wings may seem like an easy target, the gusts of wind they make with one unnecessary flap is enough to knock away most things heading to them.

Summon Techniques

Acid Breath
Siegurd blows out varying amounts of acid in different formations--ranging from a large, widespread drizzle to a bulky wave to a concentrated sniper shot--and properties--liquid and gas. The acid burns and melts at the skin, even corroding steel. Although, corroding steel is the most it can do.
Rank Varies

Whiplash
By loosening her third joint and allowing it to fling about naturally, Siegurd can cause it to whiplash with much more force than actually controlling the joint would have done. This not only creates a powerful close-range attack against anyone in range of the giant wings but also a wide-spread, storm-like gust of wind. A little bit of magic gives the already strong winds a cutting property, creating an attack filled with both blunt and slashing damage.
Rank A

Storm Call
Not to be confused with her roar--although, the two are easily mixed up--Saskia bellows to call forth a storm. The exact method is unknown, whether it really is just calling or somehow a storm is spontaneously created. All that's known is that the result is a devastating storm regardless of the terrain. The type of storm does vary, though, with the exception of lightning and thus thunder. The two are present in every storm. Areas near water will be found to be completely flooded with a good several feet of water while areas completely devoid of it will find themselves spared of any sort of rain. Powerful and frequent gusts of wind will kick up spiteful sandstorms and freezing blizzards if the right materials are present. Storms near cliffs will likely have falling rocks involved. The structure of canyons tend to somehow twist the winds into tornadoes. The magnitude of this ability is so high that after its usage, Siegurd will return to the world of dragons.
Rank S

Thundering Roar
A loud roar with enough strength to send those caught in its path flying away. The sheer force of the sound can be felt vibrating through the body, shaking it so hard that it becomes numb and paralyzed for a bit. Even vision becomes blurry because of this. Although, hearing remains largely unaffected for whatever reason.
Rank S

Original Summoner

Contract Signers

 

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

ShadowNaga

PostPosted: Tue May 14, 2013 11:20 am


Summon Type: Lizards (In progress)
Summon Appearance:
Summon Description:

Summon (non boss) Name:
Summon (non boss) Appearance:
Summon (non boss) Description:

Summon Boss Name:
Summon Boss Appearance:
Summon Boss Description:
PostPosted: Wed Nov 27, 2013 1:33 pm


Kagetsukiko
Western Dragons


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Summon Description:
Dragons, in general, are serpentine creatures, the most well-known being of legendary size. Although, younglings tend to be comparably small, some no larger than a kitten, before growing through a number of centuries into the massive sizes of their older counterparts. There are three main kinds: generic, wyvern, and feathered.

As they grow in size, their other physical aspects also grow more formidable. The teeth and claws of the average full-grown dragon are capable of easily rending through a layer of steel armor. Scales become as tough as two or more layers of steel plate armor. Although, this all assumes that the dragon has these physical aspects. Some types, noticeably the elusive feathered dragons, don't have scales and instead possess more potent magic. It's even possible for dragon to not have usable claws, such as the few wyverns that look particularly serpentine.

All dragons share two characteristics, though: wings and magic. Both share the common link of being necessary for flight. Dragons require wings to release the magic that allows them to traverse the air (they are not physically built to naturally fly). Although, their wings are free to be damaged as simply opening them and keeping them open is enough to allow the magic to activate. Another universal magic among dragons is regeneration. All dragons recover from wounds at abnormally fast rates, particularly when resting. This allows them to be summoned in tip-top shape frequently. Although, excluding those with amazing healing, the healing abilities of dragons only extend to themselves and are not strong enough to be noticeable in battle. Feathered dragons, specializing in magic, tend to be more talented and diverse with their abilities in spell-casting, and do share a few more magic abilities within their own species. Likewise, wyverns, with their wings serving as their arms, tend to be the best at flight once fully grown. Although, in the early years, their feathered cousins, with their better grasp on magic, are more agile.

With physical power, magical abilities, and even flight at their command, Western dragons are a proud and noble race. They are also honorable and intelligent, with even younglings being able to speak the human tongue in addition to the language of the dragons, describe in human as Draconic. With such skills, it is no surprise that dragons are so used to looking down upon lower beings.

Though, just as they share common strengths, so do all dragons share a common weakness: the eyes. Even those dragons with special eyes will have their eyes as a complete weakness. Regardless of age, a dragon's eye will always be as weak as when it has first hatched, and the eye will always be an open target because dragons do not blink. At least, not in the sense humans do. A thin, transparent membrane does sweep over each eye periodically to wipe away any dust, etc. but that is the extent of blinking. Furthermore, summoned dragons will immediately retreat upon having even one eye damaged. To hit the eye means the ability to hit the brain, a sure-kill spot even for the hardy dragons. In a sense, this also extends to other internal organs. Although, those are difficult to hit for obvious reasons.

Socially amongst themselves, dragons can be fairly territorial, with the younger ones snarling and snapping at each other if summoned together. The older dragons will express mild irritation, but have matured enough to deal with it for the short period of time required by their summoner. As per their territorial nature, dragons don't have much care for the concept of family either, with hatchlings being left to fend for themselves as soon as they viably can. Though the time for this may differ between species, coming latest for the late-to-mature feather dragons, the general action doesn't change. For this reason, younglings agree to be summoned as it provides valuable experience and a potential break that may save their lives.

Wealth and pride being a dragon's two most precious possessions, this leaves very few willing to be summoned. This aura of supremacy among dragons only allows the aforementioned younglings and the legends as summons, leaving a gaping lack of variety in mid-level summons (B-rank). Younglings (C-rank), as expected, amount to little more than messengers and side helpers with not much variation between individuals of the same rank. Some, particularly the larger generics, can be used as battle companions, but they're about as helpful as a genin. The legends (S-rank) are all immensely powerful, each individual one equal to the boss summons of other contracts. They are the main combat force behind the contract, but the skill and chakra needed to summon them leaves them only available to higher-ranking shinobis.

For a dragon summoner, this focus of battle ability in the S-rank tier is a huge wall to mount. The Western dragons have high standards of their summoners in some aspects. They could care less who summons them, really, as long as the summoner puts them to good use. What they're interested in is that they get only the newest, that they're not received as some second-hand summon. The place of "first" holds a special place in these prideful creatures. This means that their summoner must be completely fresh and untainted by other summons. Not only will the dragons listen only to those who have learned to summon them first, but only those who've begun summoning them from the very start of their own rise in the ranks. In human terms, only a genin of the summoner class can learn to summons dragons, and even then only if they have made no contract with any other summons. After initiating the dragon contract, though, the summoner is free to learn whatever other summons they choose. In the long-term, such requirements are only a benefit, the dragon contract being full of some of the strongest summons. As a genin, though, this requirement proves difficult to swallow as there is very little in the contract that a genin can summon.

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Generic Dragon Youngling
Generic dragon younglings are the generic, scaly dragon with membrane wings and of varying colors and shapes. Being young, they are not very large, with the largest being as big as a large eagle. Despite their youth, they have already developed the greed of their kind as well as a good portion of the strength, being stronger than they appear. Their scales have also developed enough to give them a decent defense. They can sniff out money and other valuables just like a dog can sniff out a scent, and will follow any scent of gold upon catching the first whiff. The range of this sense of smell extends for about half a kilometer. While they can be used as messengers, but are not very reliable as they are easily distracted.

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Wyvern Youngling
Similar in appearance to the generic dragon youngling, the main difference with wyverns is that the arms merged with the wings and usually with thinner, more fragile bodies. They are rarer than their cousins, but have as much variety in color and shape. As these wyverns are also younglings, they share the same size spectrum as the generic dragon younglings. Also like the generic dragon younglings, wyvern younglings are not as helpless as they seem. They are not stronger than they appear, but they are faster. Their scales, though, aren't as developed as the generic dragons. Also unlike their generic counterparts, wyverns, while they do appreciate shiny, are not nearly as obsessed with gold and riches as their generic counterparts and can shrug off any such distractions. This, combined with their speed, make them ideal messengers.

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Feathered Dragon Youngling
Feathered dragon younglings have the generic dragon shape and wings, but with scale and membrane replaced with feathers and flesh. The younglings do share the same size as their generic counterparts, though, with a max size of a large eagle before they grow too proud to be tied to a contract with humans. Feathered dragons are amongst the rarest dragons, due to their low survival rates among their other Western counterparts. They don't look very threatening either, looking a lot like a fuzzy feather ball when curled up. Although, surprisingly enough, the feathered dragon youngling has the sharpest, most matured teeth out of the three dragon youngling types. This is about their only combat-ready trait. Out of the three main Western dragon types, Feathered dragons have the most belated ability growth rate. Their abilities lie heavily in magic amplified by their feathers, but such skills do not become anything of consequence until after they have matured. As a result, feathered dragon younglings are the most cautious of the three. They love gold and pride as much as the other kinds, but have learned to cope with suppressing the urges in order to survive. They might not hold magic or even the speed of the wyvern or strength of the generic dragon, but they are the most acrobatic, agile, and silent in the air thanks to their feathered wings and bodies. They also hold various useful communication tricks.

Summon Techniques

Telepathy
The feathered dragon youngling will channel energy into a feather it'll then give to a specific person. The rightful holder of the feather, while holding the feather, will be able to communicate with youngling as well as any others who rightfully hold a feather from the same summon. This link only lasts for as long as the dragon remains summoned and cannot be renewed once it ends. After creating the feather, the feathered dragon youngling doesn't need to do anything more to sustain the technique.
Rank C

Kuchiyose - Gentoushin no Jutsu (Summoning - Lit Apparition Technique)
Like the original Gentoushin no Jutsu, this version is a ninjutsu technique created for long-distance communication. Rather than meeting from different parts of one world, though, the Gentoushin created by a young feathered dragon creates a meeting from two different worlds, allowing the summoner to communicate with any one of the other dragon summons in the same way that the original jutsu allowed for meetings, apparitions and all. The medium is the feathered dragon youngling, who will fall unconscious for the duration of the jutsu. After performing this technique, the youngling will also return home with a poof, his/her energy having been depleted by this technique.
Rank A


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The Pale One
An old wyvern, one of the oldest, but not decrepit. Dragons never grow decrepit. Though, as the Pale One demonstrates, they may grow deaf. Despite this minor handicap, he remains a sight to fear. She stands at 20 feet tall and 40 feet long with a wing span of 40 feet, complete with deadly-looking talons and a whip-like tail that contains a large bone spike at the end for extra damage. Among even his territorial kind, the Pale One is a respected figure, his age and experience making him a legend among his kind, and is often sought out for advice. However, he does not possess the power, and thus does not carry the same summoning cost, as the younger legends. This lack of power has him classified as a regular summon rather than a boss summon. He remains plenty strong, anyone his size would. It's just that, instead of appearing stronger than he looks, he's actually slightly weaker than his size would give away. It seems, in exchange for strength, this wyvern has gained a calm and serenity completely unlike his kind. He has long forgotten his name, explaining why he goes by a title, but is perfectly fine with each new summoner assigning him a pet name, an act most other dragons would consider simply rude and distasteful.

Summon Techniques

Heat Blast
The Pale One also has the ability to blast out extremely hot streams of air, enough to severely burn anyone standing in the line of attack and even kill. Although the heat blast is not visible, it is possible to tell when it will be used thanks to the loud, high-pitched noise made by the wyvern before firing.
Rank A

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Boss Summon:
Saskia

A generic dragon of gigantic proportions toned to perfection, Saskia is a menacing sight to see. In addition to her immense physical strength, she can also breathe raging hot flames of incredible size. Past her gleaming scales, scars from many past battles can be seen upon closer inspection, marks of her past that she's intentionally preserved. Although, few enemies ever reach close enough to see such trophies. Those who do, though, don't have much more luck than those who don't. Barring her eyes, a weakness shared with her kin, Saskia is like a living fort. Matching her immense strength are near-impenetrable scales. Only three methods exist for breaching these scales: an attack equivalent in power to a dragon of Saskia's level, furiously attacking one of the scars already etched into the scales, or a piercing S-rank attack. Not even her underbelly is left vulnerable, as the same scales coat the underbelly, despite being different in color and arrangement. Technically, the wings are also a weak point, but little more than irritating Saskia with pain and maybe discouraging using the wings as a weapon is accomplished by attacking the wings; magic, rather than physical lift provided by the wings, is used to maintain flight. Even with the wings, though, only an attack of decent strength has a chance of piercing through the thick, leather-like membrane.

Of course, defenses like these come at the cost of weight, making the slim dragon much heavier than she seems. Each step she makes slightly shakes the ground. She is heavy to the point that even the magic-driven flight of dragons can become a chore after enough time. They do not impede Saskia's flight by much, but she does prefer to fight after landing and cannot take off so easily as to do it in the middle of the heat of battle. Of course, if she doesn't land in the first place, she's free to fight an aerial battle, but she is unused to using anything but her breath and tail in such situations. Even on land, she encounters problems with her weight. She'll slowly sink in sand, marsh terrains, and such. Improperly supported earth will also crumble beneath her. Placing her on the edge of a cliff… Well, chances are her size would let her easily survive the fall, but the cliff would likely no longer exist.

Personality-wise, Saskia isn't much different from other dragons. She holds herself aloof from even other dragons. In fact, other than those who can summon her--who've gained her respect by simply being able to summon her--she will only respect those who can even land a single scratch on her gleaming scales. Despite all this, she isn't completely irreproachable. She'll talk to those she considers under her, just not very politely, and she shares her wit and sarcasm with all around her. She especially likes to make little jokes off of stereotypical views on dragons, saying jokes like, "I actually prefer virgin males over maidens."

Summon Techniques

Fire Breath
Saskia uses any breath-/mouth-based fire jutsu.
Rank Varies

Seismic Stomp
Saskia performs a simple stop, one with enough force to not just cause the ground to shake uncontrollably but to even crack it open. Despite the name, this technique can be used with just about any body part of Saskia's that she can pound forcefully into the ground, such as her tail.
Rank A

Dreadful Roar
A thunderous roar, filled with ferocity, is made by Saskia. No tricks or whatnot are added in, but that's the beauty of a simple roar. It establishes dominance and power, sending lesser creatures scurrying. This includes most summons, who will return to their lands once they hear this roar. Only boss summons stand much of a chance.
Rank A

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Boss Summon:
Beowulf

Born for the waters, Beowulf is "small" for being a generic dragon of such age and status but still generally quite large. If he were to stand on his hind legs, which he cannot without some sort of support, he'd be able to put his front claws onto the shoulders of the likes of Gamabunta. Despite his size, he is a fantastic swimmer, fast as any barracuda and nimble as any dolphin with blade-like teeth, the sharpest among the dragon summons, to take advantage of his mobility. His fin-like wings (still capable of aerial flight), webbed feet, and gills all make him perfect for water battles, rivaling even the fish summons. In some situations, he's even better, his tough scales making him impervious to even extreme temperature changes. His scales also continuously change in hue to match perfectly with the water surrounding Beowulf so that Beowulf simply seems to meld into the water. They are the perfect camouflage.

What sets him apart from other dragons and even the fish summons, though, is his blindness. Beowulf lost his eyes to a fight in his younger days and had to learn to cope without them, a trial integral to his rise to power. Normally, a young dragon with such a disadvantage would have died, but crafty Beowulf knew better. He retreated to his home turf and learned to cope with it. Then, as in all success stories, he succeeded. Taking advantage of water's ever-present touch when underwater, Beowulf learned to accurately read the tremors in liquid. Combined with smell, hearing, and even taste, he gained a form of 360 degree sight. In the air, he can perform a similar feat; albeit, with a much rougher vision as the sensation of touch granted by air is greatly reduced compared to water.

Summon Techniques

Steam Breath
Beowulf uses any steam or heated water moves from the suiton jutsu list. These jutsus are expelled from the mouth, like any breath move.
Rank Varies

Steam Cover
Beowulf breathes out a heavy, unfocused cover of steam. The steam burns those who dare to enter it and is impossible to see through, making it perfect for escapes. When used underwater, this ability can heat the water while creating numerous bubbles of heat, causing a similar end result.
Rank C

Typhoon
When on/above the surface of a body of water, Beowulf can use his wings and roar to create a mini storm of wind and water that has been kicked up by the wind. Despite all the strength put into it, though, this storm is more forced than anything, making it relatively weak considering just who is creating the artificial storm. That isn't to say, though, that it won't blow back the unprepared or that the water doesn't sting like pebbles.
Rank B

Charybdisl
While underwater, Beowulf can suck in unthinkable volumes of water to create a giant whirlpool. This can last for up to three posts. Any time during that process, he can spit the water out to create an equally powerful water spout that can potentially last for the same number of posts.
Rank A

Seismic Tail I
Beowulf performs a 360 to swing his tail about forcefully, to create tremors through the water that quickly form into a giant wave. The wave doesn't only affect the surface of the water, but also underneath the surface, creating a giant wall of a current below and just as strong as the visible wave. The wings may also be flapped underwater to create the same effect.
Rank A

Seismic Tail II
With enough distance and time, the effects of Seismic Tail can be multiplied with more thorough preparation. Instead of simply swinging his tail through the water, Beowulf swims to the bottom of the body of water and slams his tail into the ground, maybe even slamming his feet into it as well while he's at it, to create an underwater earthquake. This naturally initiates a tsunami.
Rank S

Sonic Roar
Water's knack for carrying sound waves is taken advantage of by Beowulf's roar, which is loud, loud, and more loud. While not threatening in tone, the waves sent from the roar disorients those in the path of the attack and disables the sense of hearing for a little bit. The roar extends in a cone shape, becoming wider in range but also less effective the farther it goes from Beowulf. If willing, Beowulf could also cause the roar to affect the entirety of the body of water he's in by aiming the attack at something that can bounce off the sound waves (ex: the ground). This tactic sends Beowulf back to the dragon realm, though.
Rank S

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Boss Summon:
Anima

A fiery feathered dragon with as watery a personality as possible, Anima is not motivated to do much. He likes his gold and pride and everything but… he just doesn't feel that any of his stash is threatened and is quite content with the gigantic pile he's gathered. Indeed, he has the largest stash of treasures among the dragons, and as treasure can equal pride, he has a good deal of respect from his fellow kin. His stash isn't compromised in the least either, because it's well-known among dragons not to get near Anima. Wary of their own greed, no dragon wants to provoke Anima into actually trying. While not very large (most feathered dragons don't go very big; being a bit smaller than Beowulf, Anima is of average height for his species), Anima is known to hold very potent flames and is immune to fire as well. Only those dragons with a water attribute, and thus the ability to render Anima's dust and feathers useless for his skills, really have nothing to fear. Who knows what he'll be capable of after putting in some effort if he's already capable of so much without it.

Thing is, Anima has already reached his peak. He doesn't say because 1) too much trouble and 2) there's no reason to simply let go of such and advantage. If he can strike fear into the hearts of his peers this way, then he'll definitely take advantage of it. Maybe it isn't very fair or noble, but feathered dragons had to grow up not playing fair. Without any protective scales or astounding physical strength, they have nothing else to rely on but their minds until their magical abilities reached a usable point. For Anima and many other feathered dragons, using intelligence culminated in a knack for lies and deceits.

Despite this tricky personality, though, Anima will do what his summoner asks of him when called upon. Might as well since he signed up for this summoning business. He's particularly prone to listen to females. Although, this only applies to his summoners and other dragons. In the usual aloof manner of his reptilian kind, Anima doesn't care much for those he doesn't respect. Funny, really, because most people who meet Anima for the first time assume that he is a female himself. The naturally graceful movements and soft appearance of his kind does not help with his case in the least.

Summon Techniques

Dust Breath
Anima breathes out copious amounts of his unique dust in whatever general form (e.g. cone, pan, sphere) he chooses. Of course, the power behind the dust blown out can vary just as widely. Though, at most, it will do little more than sting the skin.
Rank Varies

Telepathy
The same move used by a feathered dragon youngling. However, it no longer requires any effort on Anima's part. Additionally, his feather share the same properties as his dust. In fact, the dust comes from the feathers.
Rank Passive (does not take up a technique use)

Kuchiyose - Gentoushin no Jutsu (Summoning - Lit Apparition Technique)
The same move used by a feathered dragon youngling. However, it no longer requires any effort on Anima's part.
Rank Passive (does not take up a technique use)

Teeth Flint
If a large spark is needed for whatever reason, Anima can gnash his teeth together to create said spark.
Rank Passive (does not take up a technique use)

Dust Storm
By flapping his wings vigorously, Anima can release a torrent of his unique dust combined with his unique feathers. It can obscure view, but not completely or very well. It is irritating to get in the eyes, though, and gets everywhere.
Rank B

Fire Storm
Anima combusts all his feathers, setting himself on fire, and then tackles his target. While being hit by this attack will surely feel like being hit by a storm of fire, the name actually originates from the side-effect. By the time Anima actually goes in for a direct attack, he's already spread a good portion of his dust and maybe even feathers, creating a zone filled with highly flammable materials that are then set on fire by this technique. It's not strange for a dust explosion to occur. Being immune to fire himself, Anima remains unharmed from this seemingly suicidal attack. In fact, with the rapid regrowth of his feathers, he looks quite unchanged.
Rank A

Spontaneous Roar
Sometimes, Anima just doesn't want to move, but he needs to set his preparations in motion. He's found a solution to this in roaring. Despite his fire affinity, Anima cannot breathe fire, but he can heat his normal breath to extremely high temperatures, temperatures high enough that, when released, they're essentially heat waves capable of spontaneously igniting ridiculously flammable objects conveniently like Anima's feathers and dust.
Rank S

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Boss Summon:
Siegurd

Siegurd's body isn't much to see. She's an average-sized wyvern, in between the heights of Saskia and Beowulf, and even of the kind that doesn't have legs. However, her wingspan spans wider than even giant Saskia's wings. In fact, in order for her wings to be comfortably stored when not in use, they have one more joint than the norm. The extra wing joint allows for aerial maneuvers not possible among most other dragons, and her legless body has only improved her aerial abilities. She's the master of the skies among the dragons, and don't let her silence or her serene manner fool you into thinking otherwise. She's still as haughty as any dragon, thinking she knows better than humans, and loves shiny things as much as the next wyvern. In fact, she will be distracted by shiny and likes it very much. She especially likes using shiny, dangerous shiny. Indeed, even more that Anima, Siegurd is seen as a threat one must not approach. Anima, at least, is content. Siegurd, on the other hand, is known to create giant storms filled with shinies (lightning), her wings alone blotting out the sun, simply to get something she wanted. She has average scales for a wyvern, but they're hardly ever marred, unlike Saskia's. Siegurd flies too high and too well for most to think about wounding her, and while her wings may seem like an easy target, the gusts of wind they make with one unnecessary flap is enough to knock away most things heading to them.

Summon Techniques

Acid Breath
Siegurd blows out varying amounts of acid in different formations--ranging from a large, widespread drizzle to a bulky wave to a concentrated sniper shot--and properties--liquid and gas. The acid burns and melts at the skin, even corroding steel. Although, corroding steel is the most it can do.
Rank Varies

Whiplash
By loosening her third joint and allowing it to fling about naturally, Siegurd can cause it to whiplash with much more force than actually controlling the joint would have done. This not only creates a powerful close-range attack against anyone in range of the giant wings but also a wide-spread, storm-like gust of wind. A little bit of magic gives the already strong winds a cutting property, creating an attack filled with both blunt and slashing damage.
Rank A

Storm Call
Not to be confused with her roar--although, the two are easily mixed up--Saskia bellows to call forth a storm. The exact method is unknown, whether it really is just calling or somehow a storm is spontaneously created. All that's known is that the result is a devastating storm regardless of the terrain. The type of storm does vary, though, with the exception of lightning and thus thunder. The two are present in every storm. Areas near water will be found to be completely flooded with a good several feet of water while areas completely devoid of it will find themselves spared of any sort of rain. Powerful and frequent gusts of wind will kick up spiteful sandstorms and freezing blizzards if the right materials are present. Storms near cliffs will likely have falling rocks involved. The structure of canyons tend to somehow twist the winds into tornadoes. The magnitude of this ability is so high that after its usage, Siegurd will return to the world of dragons.
Rank S

Thundering Roar
A loud roar with enough strength to send those caught in its path flying away. The sheer force of the sound can be felt vibrating through the body, shaking it so hard that it becomes numb and paralyzed for a bit. Even vision becomes blurry because of this. Although, hearing remains largely unaffected for whatever reason.
Rank S

Original Summoner

Contract Signers



I know you must of worked hard on this and for that I apologize. But no to the entire Summons. We don't allow Dragon Summons in the guild. No matter what you do with them they are always OP. Captain's orders.

Eleryia


Ultima228
Vice Captain

Loyal Friend

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PostPosted: Sat Jul 25, 2015 6:01 pm


Summon Type: Reptiles
Summon Appearance: User Image
Summon Description: The Reptile summon is often accociated with the dragons in olden times, many claim that their elder is the last living dragon, and well they aren't entirely wrong. Reptiles are a wide variety lot, some based off strength, some based off defense and some based off of speed. They are very flexible but also very picky in who they sign the contract with. Winning them over means you've shown you have a heart that is true and you have earned their respect.

Summon Elder Name: Terra
Summon Elder Appearance: User Image
Summon Elder Description:
Terra is ancient, the oldest summon of known history. This massive dragon-like reptile is known as an ancient speices of giant tortise known as Meiolania with him being the largest of all. Terra is older by far than even Kiyo Ikazuchi, a man who has lived over 2,000 years. When asked by Kiyo when Terra's last formed contract was, the only repsonse given was "When your mountains were nothing more than tiny hills dotting the landscape. In a time long before nations or villages. When the world itself was young." Terra will almost never head the call of the summons, even when the Sage Mode is active, he is ancient and powerful and does not like to exert to much effort, for fear of breaking the earth beneath him. He is the one who teaches Sage Mode and he is no easy mentor, however mastering it and proving yourself to the giant tortise will earn a wise and powerful ally to your side.
Sage Mode is required to summon Terra
Chakra Pool: 1600

Summon Boss Name: Croceros
Summon Boss Appearance: User Image
Summon Boss Description: Croceros is an ancient beast with Water and Earth Charka's, he resembles a giant salt water crocodile with many scars across his body, the most notible of which is a large X shape above the eye ridge of his left eye. Croceros is blunt, often very rude to those who show no respect at first. He is a very hard summon to please when a poor first impression is made. And his impressions are easily made, those who summon him without permission are often times given a verbal backlash as he makes some kind of demand to work or he will simply leave. However, earning his respect will gain a very wise and powerful friend. He is able to stand on two legs and use weaponry, though he prefers not to, he is able to.
Summon Techniques:
Suiryoku-ho (Hydro Cannon)
Croceros inhales sharply drawing up a powerful jet of water that is then unleashed in a massive burst of chakra and energy. This water is highly pressurized and can cause massive piercing damage, as though it were an artillery shot.

Tsuchi Ken (Soil Sword)
Croceros slams his hand to the ground drawing up the soil and earth and molds it together into a large two handed sword (for his size). This blade is composed of whatever ground material is around and chakra.

Doro Tsunami (Mud Tsunami)
Croceros unleashes a powerful burst of water chakra from around him, washing away the landscape with it or drawing upon a natural water source he pulls away the soil and ground in the area, mixing it up into the water with his chakra and letting it loose in one massive wave

Charka Pool: 1400

Summon (non boss) Name: Pyros
Summon (non boss) Appearance: User Image
Summon (non boss) Description: Pyros is the youngest of the Reptiles, often times seen as the "baby" he has a sharp and rather explosive temper at times and is usually the one who makes first contact with a summoner. He is a balanced attacker and defender though he much prefers to be used for offense rather than defence. With his temper comes a passion and taming that passion can lead to a life long friend and partner. He is often rude and crude, a very "rough around the edges" type, but thats all apart of his charm. So to speak.
Summon Techniques:
Kasai-tai (Fire Body)
Pyros lights his whole body on fire and bullrushes the target. These fires are hot enough to cause 3rd degree burns on contact and can cause severe environmental damage. He is also able to use this technique to selectively ignite parts of his body to strike opponents.

Moe Daeki (Burning Saliva)
Pyros spits out saliva from his mouth that can literally ignite with the smallest change in heat, often times he follows it with a small spark generated by clicking his tongue that turns it into a flaming wad of spit.

Charka Pool: 600

Summon (non boss) Name: Keravnos
Summon (non boss) Appearance: User Image
Summon (non boss) Description: Keravnos is the quickest summon in the Reptiles often times running literal circles around his summoner in the first summoning, he is easily excited and has a tendancy to speak as rapidly as he moves. One thing that never shifts is his loyalties to friends, regardless of how they age unless they break the contract he will remain loyal until the end. His quickness isnt just relegated to physical movement, his brain thinks quick and comes up with ideas and solutions to problems nearly all the time. Now if only he would remember to write them down...
Summon Techniques:
Kaminari Hineri (Thunder Twist)
Keravos rolls himself in a ball and starts to rapidily roll around the opponent generating electircity the whole time, as a wind current starts to pick up he unleashes a large burst of electrical chakra in the sound of thunder as he aims to crash into the opponent, hitting them with all the force and the electrical shock

Inazuma Dageki (Lightning Blow)
Keravos charges his electrical chakra through his limbs and rapidly lashes out at his opponent dealing a large multitude of strikes all at once. The sheer number of these blows makes them difficult to evade, however they arent very powerful as he is focused on creating more hits rather than more powerful hits.

Charka Pool: 800

Summon (non boss) Name: Petros
Summon (non boss) Appearance: User Image
Summon (non boss) Description: Petros is one of the older members of the clan. He doesnt take things very fast, often times taking his time, planning and often lost in thought. He is fond of sunbathing, (and sunbathers) and often times he prefers not to be summoned and simply bask in the warmth. However that by no means means he is a slouch in battle. Petros prefers largly to be a defensive type, however he isnt afraid to bare his teeth and take a bite out of the enemy. Earning his trust takes some time, like all things with him, but once it is earned you have a steadfast and reliable ally who will happily elighten you with his wisdom.
Summon Techniques:
Poison Bite
Petros has a very painful and poisonous bite, not only will it hurt like hell but the bacteria and saliva make a nasty cocktail of deadly toxins that start to break down your body and decompose it at a rapid rate. While it is possible to heal the poison, it is not always possible to save the effected area. He doesnt bite that often, nor does he like too, but he will if it is his last resort or if he has run out of defensive options.

Doton: Doryuu Heki (Earth Release: Earth Style Wall)
Rank: D-S
Description: A defensive jutsu in which the user creates a thick wall of mud and earth to defend against an attack. For every rank, the wall of mud is twenty feet wider and fifteen feet higher. Dragging the ground with one's foot, the wall comes into existence

Charka Pool: 1000

Summon (non boss) Name: Zephyrus
Summon (non boss) Appearance: User Image
Summon (non boss) Description: Zephyrus is one of the eldest of the clan and is considered an elder by many of the younger Reptiles. He has a very dragon like form that is large and imposing leading many to assume he is the clans Boss or even their elder in some cases. He is far from it and never claims the title, but he sees no harm in letting humans think that way. Zephyrus isnt a fan of humans, he finds them loud and annoying, as well as highly destructive. When he is summoned he almost instantly has his impression of the summoner by their innitial reaction to his appearence and that then dictates how he acts towards them. Underneath it all is still a fairly young (all things considered) Reptile who seeks to prove his worth to the clan and earn their respect. Earning his respect will find beneath the exterior shell he puts up, deep down he is a bit of a goof ball, often times making jokes and even cracking a pun or two if you have really formed a bond.
Summon Techniques:
Kaze no Yaiba (Blades of Wind)
Unleashing a burst of chakra emitted from his wings, Zephyrus shoots out four sharp blades of wind that can clean cut non reinforced Red Steel and leave a pretty nasty mark on Gem Steel. These blades arent impossible to dodge or deflect and often times Zephyrus does these as a distraction, knowing they wont do much damage but they serve as a nasty reminder sometimes of just how sharp the wind can be.

Kaze Suramu (Wind Slam)
Zephyrus focuses chakra up in his body and adds in the element of wind as he rises at a rapid rate, only to suddenly decend at an even more rapid rate, using the wind to propel him and increase his speed, thus his damage. This technique has a number of uses, but his favourite is to just divebomb the enemy from far above and see the look of shock and awe on their face.

Charka Pool: 1200

Elder (1600) = twice the size of Gamabunta
Boss (1400) = Gamabunta
1st tier (1200) = 15 feet, give or take
2nd tier (1000) = 12 feet, give or take
3rd tier (800) = 10 feet, give or take
Baby (600) = 8 feet, give or take
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