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1Summoning Guideline Empty Summoning Guideline Sat Sep 17, 2016 8:12 pm

Bokuden

Bokuden


D-rank
Summoning Guideline Hdk3rfv

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: Touch
Specialty: Ninjutsu/Fuuinjutsu
Duration: Instant.
Cooldown: None.
Description: The user draws some of their own blood upon one of their hands. After which they perform the seals Boar, Dog, Bird, Monkey, Ram before placing their hand onto the ground. A formula appears underneath the hand from which one or more summons belonging to the users contract may appear.
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] Touch
[b]Specialty:[/b] Ninjutsu/Fuuinjutsu
[b]Duration:[/b] Instant.
[b]Cooldown:[/b] None.
[b]Description:[/b] The user draws some of their own blood upon one of their hands. After which they perform the seals Boar, Dog, Bird, Monkey, Ram before placing their hand onto the ground. A formula appears underneath the hand from which one or more summons belonging to the users contract may appear.

What’s unique about the summoning technique is that creatures summoned through it pay chakra themselves to stay in the place they’re summoned to. The cost is equivalent to the normal maintenance cost for a jutsu of their own rank.

It is possible to summon multiple summons, this does come with it’s own drawbacks however. First of all the moment a summoner has more than one summon out all summons can only cast a single jutsu per post as long as there are two or more summons out. Further their maintenance cost is increased. They pay their base maintenance cost plus an additional 5 chakra for every total summon out besides themselves.

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 word count.

E Rank: 350 Ryo
D Rank: 550 Ryo
C Rank: 850 Ryo
B Rank: 1100 Ryo
A Rank: 1700 Ryo
S Rank: 2800 Ryo
SS Rank: 4500 Ryo

Summoning Guideline TwVOsDh

By far the most important aspect for a summoner, because without it the act of summoning is completely impossible. There are two ways of getting access to a summoning contract. The first option is becoming a contract holder yourself. This can be done at the rank of Genin. First one must apply for a valid contract in the item modding section, this contract may hold one element and two specializations (summons may not possess advanced elements). To obtain the contract in character you must complete a 5000 word training thread.

Contract Holders

There are two points in time where someone is able to restructure their contract. This means one is able to change the elements and specializations the summons under this contract can have. When a contract holder reaches A-rank and has A-rank in both Ninjutsu and Fuinjutsu they are eligible for a contract restructure, further at this rank the contract may hold one more element and one more specialization. When the contract holder reaches S-rank, has S-rank in both Ninjutsu and Fuinjutsu, and has at least one S-rank summon in their possession, they are once again eligible to reform their contract. Further they can once again add another element and specialization to their contract.

Finally a contract holder must have a physical contract in their possession (I.e. Jiraiya’s giant scroll & Orochimaru’s arm). Should this contract be destroyed in some manner than it’s impossible for the summoner to summon any more summons during that particular thread. Once the thread is over the contract is restored and they are able to summon their summons again.

Summoning Guideline QDgwP97

By far the most common application of the summoning technique involves the summoning of creatures to the summoners 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 limited by what is present on the contract itself.

Summons can be divided into three subgroups which determine their possibilities and limitations. You have traditional summons, giant summons, and pack summons. Traditional summons are summons that have a size of slightly larger than an average person to very small. Giant summons are summons which are multiple times the size of an average person at minimum. Finally pack summons are a small group of summons, these are much like traditional summons.

Another difference between the three categories is the ranks at which they can be summoned at. Traditional summons range from E to SS-rank. Giant summons, due to their sheer power cannot be obtained below A-rank and a summoner is only allowed to ever have one giant summon in their possession. Pack summons start at C-rank, a C-rank pack exists of 2 creatures, every rank above C adds another creature to the pack.

The final difference between the three categories is the maintenance cost difference between them. As explained before, for traditional summons and pack summons they have the normal maintenance cost for their rank they are and an increase of 5 chakra per extra summon out. For giant summons these values are doubled. Having two pay twice the base maintenance cost and getting an increase of 10 chakra per extra summon out.

Specializations & Elements

It’s not possible to train a summon's specializations or elements in any shape or form. The mastery over the capabilities they possess is equal to the rank they are themselves. Further summons can know one weapon style upon creation. Any more weapon styles can be trained as if you were training them yourself, except this doesn’t have the additional ryo cost. Finally the specializations and elements that a summon may possess must be present on the contract your character is bound to.

Traditional Summons, Pack Summons -
of B-Rank and below may have one element and two specializations.
of A and S-Rank may have two elements and three specializations.
of SS-Rank may have three elements and four specializations.

Giant Summons -
of A and S-Rank may have one element and two specializations.
of SS-rank may have two elements and three specializations.


Stats

A summons base stats are set to the base of their rank across the board. Players do however have the option of tuning the summons stats to better fit the role that that particular summon should fulfill. However in order to increase the power of one stat power has to be dropped elsewhere. It should be noted that a single stat cannot be raised or lowered by more than three tiers and a total of 6 tiers may be redistributed.

Due to their massive size the stats of a giant summon work slightly differently than those of a traditional summon. For all stats (except perception) of a giant summon interact with other things, that are not giant summons, as if they were a full rank higher. This means that a giant summon with A-0 in a stat eclipses a normal shinobi that has A-0 in that particular stat.

Further because of their massive size and bulkiness they are also in general tankier. When calculating the damage a giant summon receives from a particular technique first it goes through the normal process (reduction from hitting armor, etc.) Once that process is done it’s then reduced by another full rank.

Finally for pack summons they trade combat effectiveness for numbers. Because of this their baseline stats are of a rank lower. This means a B-Rank pack summon has baseline C-Rank stats.

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 applied for through one’s jutsu list at a later time. At any given point a summon may unlearn and learn different jutsu’s through the normal application process. Summons may not learn or use jutsu beyond their own rank. A S-rank summon may know one S-rank technique while a SS-rank summon may know two S-rank techniques.

There is one noticeable difference between jutsu that have been cast by a traditional summon and a giant summon and that is their range and size. The ranges and sizes of techniques casted by giant summons are always maximum. Further the values are increased, they have the lowest possible value for the technique’s rank added on top of the maximum value as their new maximum value. Example; A-rank technique will have a range of 140 meters (60 + 80) and a radius, if applicable, of 45 meters (15 + 30). Note that this does not come as a free effect for balancing purposes of a jutsu and this will be considered as maxing out a parameter.

Traditional summons, Pack summons-
of C-Rank and below may possess up to 6 jutsu.
of B and A-Rank may possess up to 10 jutsu.
of S-Rank may possess up to 14 jutsu.
of SS-Rank may possess up to 20 jutsu.

Giant summons-
of C-rank and below may posses up to 4 jutsu.
of B-rank may possess up to 6 jutsu.
of A-rank may possess up to 8 jutsu.
of S-rank may possess up to 10 jutsu.
of SS-rank may possess up to 12 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.

All summons-
of C-Rank and below possess a chakra pool of 100.
of B and A-Rank possess a chakra pool of 150.
of S-Rank possess a chakra pool of 200.
of SS-Rank possess a chakra pool of 250.


There is one special thing however about pack summons they don't all have an individual chakra pool, they share it together. This means that if one of the pack dies, their share of the chakra would get deducted from the current chakra pool. Example; a B-Ranked pack has 150 chakra and the pack exists out of 3 creatures when one of them 'dies' the pack loses 50 chakra from their current pool.

Summoning Guideline N80KKAe

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.

Additionally, many summons in the Naruto Universe have mythical or legendary connotations rooted in Japanese or Pan-Asian folklore with prime examples being; Danzo's Baku, Temari's Kamaitachi, Orochimaru's Rashomon and more. Players are able to summon animistic mythical creatures which have animal traits that fit their contract (Such as summoning a Kirin / Quilin with a Raiton/Katon aligned Horse contract.) but this can only be done at S rank or higher due to the inherent rarity of these summons.

Summoning Template:
Name: (Name of summoned creature or technique)
Canon/Custom: (Was the jutsu a canon technique or a custom 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)
Stats: (Stats and their tiers)
Element: (Elements possessed by summon)
Specialization: (Specializations possessed by summon)
Weapon Style: (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 custom 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]Stats:[/b] (Stats and their tiers)
[b]Element:[/b] (Elements possessed by summon)
[b]Specialization:[/b] (Specializations possessed by summon)
[b]Weapon Style:[/b] (If applicable)
[b]Jutsu:[/b] (Jutsu possessed by summon)

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