Looks: Jūgo is a tall, lean-built young man who, has spiky orange hair, and a usually calm face. However, when affected by his murderous side, his skin turns dark, and he grows various weapons and appendages to suit his battle combat situation, as well as having a deranged look. Jūgo has a bracket-shaped symbol on his left palm. Whether or not this has any significance has yet to be seen. He is the tallest human character in the series whose precise height (202.1 cm) is known. When Jūgo was first introduced, he wore a pale blue shirt and pale green shorts. Later when Tamaki tried to find him some clothes, he wore black pants, a tan shirt and brown sandals. After Taka had allied with Akatsuki, Jugo was shown wearing an Akatsuki robe.
Personality: Jūgo's personality is usually quiet and unassuming, but, when angered, those around him stand little chance of survival. At one point, he became so angry that he destroyed a village and all of its inhabitants. This has caused others to label him as the "Scales", where anything could tip the balance. Cursing his existence, he took to secluding himself in caves, hoping to bring no one any harm. While Jūgo initially appeared quite bloodthirsty, Karin noted that this was only common behaviour when he was enraged; Jūgo himself didn't want to kill anyone. Jūgo's fits of rage are random, and thus, the reason why he willingly remains confined. The only reason he agreed to go with Sasuke is because he views Sasuke as the only person capable of preventing him from killing people while enraged, by the means of killer intent or the Sharingan. Before Sasuke, it was Kimimaro who kept Jūgo in check, and as Kimimaro was the only person Jūgo came into any contact with, the two grew close. After hearing that Kimimaro sacrificed his life to deliver Sasuke to Orochimaru, Jūgo believes that Kimimaro's spirit continues to live on in Sasuke.
Village Info.
Village of Birth: N/A Village of Alliance: Iwagakure
Basic Ninjutsu- Mastered
Basic Taijutsu- Mastered
Basic Genjutsu- Mastered
Jeet Kune Do- Mastered
Nb Tai- Mastered (Excluding good stuff) Customs
Mastered Mastered Mastered Mastered Mastered
(Fuuinjutsu: Juin Jutsu) - Sealing Technique: Cursed Seal
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A(-5 per turn to target if they us it and target can be self)
Description: This jutsu creates a seal that gives its target more chakra and more strenght. (+60 chakra to target and + 5 damage for taijutsu if regular seal.If Curse Seal Of Heaven +80 chakra and +10 for taijutsu)
(Juinjutsu: Ribingu Kabe Genkotsu) - Cursed Seal: Living Wall Fist
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: While using the Cursed Seal partial transformation, Jūgo can alter his arm into a piston to increase his attack power. To increase it even more, Jūgo can forms jets on his hands or elbows.
Note: Can only be used by Jugo
(Juinjutsu: Ribingu Kabe Genkotsu: Ichijutsu) - Cursed Seal: Living Wall Fist: One Style
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: Jūgo uses the Cursed Seal partial transformation, to grow jet booster like arms that increases his attacking and throwing power. This is a more powerful version of Living Wall Fist, with the combination of the Jet Booster.
(Juinjutsu: Chakra Bakuhastu) - Cursed Seal: Chakra Blast
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: While in his second Cursed Seal state, Jūgo grows more of his jet booster like appendages, extends them, and then uses them to gather chakra and form a huge powerful chakra blast.
Note: Can only be used twice by Jugo.
(Jeet Kune Do) The Way of the Intercepting Fist
Type: Taijutsu
Background:
Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best.
Description on the Abilities and Inner Workings of the Style:
Economy of motion is the principle by which Jeet Kun Do practitioners achieve:
Efficiency: An attack which reaches its target in the least amount of time, with maximum force.
Directness: Doing what comes naturally in a disciplined way.
Simplicity: Thinking in an uncomplicated manner; without ornamentation.
This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
"When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.
Simultaneous parrying & punching
When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.
Low kicks
JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.
Five ways of attack
* Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
* Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
* Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
* Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait
Additional effects and Restrictions:
- Can only be taught to Sannin and above who have learned basic taijutsu.
- To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
- A master of this will gain a calm mind which is needed for most martial arts.
- Can only be taught by -Yard-
History: After defeating Orochimaru, and recruiting Suigetsu and Karin, Sasuke Uchiha travelled to Orochimaru's North Base, to recruit Jūgo. Initially unwilling to join forces with Sasuke, Jūgo tapped into his ability, but was then frightened into releasing it by Sasuke's killer intent. He then joined the newly formed Hebi in their mission to hunt down and kill Akatsuki's Itachi Uchiha, Sasuke's older brother.
Jūgo would later discover multiple hidden bases belonging to the Akatsuki, where Sasuke confronted a clone of Itachi in one of them, who challenged Sasuke to meet him at the Uchiha clan stronghold. Jūgo remained behind with the other members of Hebi and Kisame Hoshigaki as Sasuke confronted Itachi.
After Itachi's death, and Sasuke's "education" in his brother's true past by Tobi, Jūgo and the other members of Hebi were reformed into Taka. Having allied themselves with the Akatsuki, Taka was sent to capture the Eight-Tails, so that it could be extracted from its host, Killer B. Infiltrating Kumogakure, they confronted Killer B, only to have him defeat Suigetsu. When Jūgo attempted to defeat him as well, Killer B overpowered him using the sword he stole from Suigetsu.
After Sasuke was critically injured, Jūgo tells Karin that she did not have enough chakra to heal him and starts to infuse some of his flesh with Sasuke, to heal his wounds, saying it would work as he was compatible with his cursed seal. This however somehow reduced him to a younger appearance. When their team started working together, Jūgo concentrated on removing his team-mates from danger, even though he initially objected to rescuing Karin, as he thought she would die from Sasuke's Amaterasu.
Sasuke was eventually able to capture Killer B, albeit a fake, and Jūgo recuperated with the rest of Taka. As Taka rested in one of Akatsuki's hideouts, Karin sensed a spy had followed them. Jūgo and Sasuke went and intercepted him, and left the hideout for a new one shortly after.
Taka later set out for Konoha. On their way they were intercepted by Tobi who informed them that Konoha had already been destroyed. Zetsu, who suddenly appeared, then explained that a man named Danzō had been named Hokage. As per Tobi's advice and orders, Sasuke changes their goal to the Kage Summit. Taka is then guided by Zetsu, who had split up into two bodies.
Jūgo and the rest of Taka arrived at the Land of Iron, and after Suigetsu scouted the area and reported there are many guards, Sasuke tells Jūgo to use animals to find the least guarded route. Their presence is soon discovered and Sasuke engages the samurai that come after them. When Karin becomes preoccupied worrying about Sasuke, Jūgo tells her to continue looking for Danzō while he goes to help Sasuke.
Taka is attacked by Kumo-nin that Jūgo identifies as two jōnin and the Fourth Raikage. Knowing their presence will make it difficult for Karin to locate Danzō without exposing herself, Jūgo resolves to killing them. He fully transforms into his Curse Seal level 2 and goes into his murderous mental state. The Raikage quickly overwhelms him and forces him into a wall, punching through a defensive shield on his arm and into his chest. Though he has seemingly been killed, Jūgo smirks and aims dozens of boosters from his back straight at the Raikage, firing them at point-blank range. Believing the Raikage to be dead, Jūgo prepares to attack someone else, but he is then hit again by the Raikage with a sudden elbow strike. Jūgo smashes against the wall and seems to be knocked unconscious
As the battle unfolds, Sasuke destroys the room they are in and Jūgo, having regained consciousness, is buried in rubble. He absorbs the body of a nearby samurai, healing his wounds and returning him to an adult state. He is later seen with Suigetsu, who suggests that they follow the Raikage and Sasuke. Jūgo tells him not to do so because they would be killed. However, Suigetsu says that he has a plan in mind. They try dressing up as samurai to flee the area, but are quickly discovered and imprisoned by the samurai.
As the war was being waged, Suigetsu and Jūgo escape their cell in the Land of Iron, having taken care of the guards, and stating that security had got looser. Jūgo thinks they should look for Sasuke, but settles for helping Suigetsu find his sword. They also decide they should look for Karin.
When they are unable to find Suigetsu's sword, Jūgo asks Suigetsu why he is so serious about it. Suigetsu tells him a bit about the Seven Ninja Swordsmen of the Mist, telling him about its swords and those who wielded them in the past. Jūgo learns that it's Suigetsu's dream to reform the Swordsmen, and to become their leader. Suigetsu also states that he is nicer than Karin.
Jūgo and Suigetsu escape from the samurai compound. They walk through a forest and discuss their plans. As Jūgo wonders if Karin and Sasuke were all right, Suigetsu tells him that even if they reunited with Sasuke and Karin, it wouldn't be a grand reunion of sorts as Karin wanted Sasuke to herself in order to seduce him. As they continue onwards, Jūgo asks if they would continue looking for swords or find Sasuke and Karin, Suigetsu tells him that they'd continue to get in Karin's way which was his second favourite thing to do after collecting swords. They proceed to head towards one of Orochimaru's hideouts.
After receiving intelligence from the birds about the war that was currently going on, Jūgo questions Suigetsu's motives for staying with Taka. During their conversation, Jūgo loses control of himself and violently attacks Suigetsu sending the upper half of his watery body crashing into a wall. This reveals Orochimaru's secret room and with it, information that Suigetsu claims will be beneficial to them.
Other(Sono Niiro Ontou Te) The Red Right Hand
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: This weapon is mainly for defensive and offensive purposes in Short Range combat. It's a multi-plated arm guard that runs up the side of the wielder's arm leaving no visible skin it is form fitting to the arm thus able to block thrown objects such as Kunai and Shuriken quite easily but if they are connected to an Explosive tag of some sort the user must still deal with that as the Guard won't block the explosion or flash. The Guard surrounds the arm and is made of two special types of metal both are quite malleable and versitile the metal has a special propety; the metal is able absorb the wielder's chakra storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user doesn't need to focus on the chakra level like Sakura and Tsunade, the Arm Guard does it for the wielder maintaining chakra flow from the user to the Guard. The punches are enough to crack bones and bruise and batter the body. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the top of the arm guard in a mass of blueish chakra that powers down through the arm guard and into the wielder's punch/hand the chakra in no way forms a blast but absorbs into the Arm Guard and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch. The user must make contact with the opponent for the punch to effect the opponent if done so the punch is enough to shatter bones and bruise and bash internal organs. La Muerte is easily able to break multiple ribs in one shot and bruise and bash internal organs such as the lungs, heart, and stomach depending on where the punch lands if used properly this can make breathing much harder and put excess pressure on the internal organs making quick movements painful and in some cases almost impossible. La Muerte is comparable to an A rank attack as that is how much chakra is focused into the punch. The Arm Guard can also be used defensively to block Basic Taijutsu attacks up to B rank but can only be done 3 times per battle. La Muerte kind of resembles Jugo's CM punches in a way as well as Tsunade and Sakura's chakra infused punches. The blades on the guard are sharp enough to easily cut flesh and defend against sword strikes as well as kunai and other bladed weapons. Notes:
-While activated the user cannot perform jutsu that require handseals
-La Muerte counts as a jutsu and can only be used 3 times never in the same turn
-Punches while wielding this weapon can easily break bones
-Blocking of Taijutsu attacks counts as a jutsu as only a jutsu can block a jutsu
-Can only be wielded by Howard
-Can be activated only once during the battle and deactivated once during the battle when deactivated the user can perform Hand Seals again
-Can only be activated for a span of 6 turns
(Sono Houkou) El Directo
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a large mass of chakra at the top of The Red Right Hand and then releases it while charging the chakra looks somewhat like the flaming exhaust from a car engine. Once released it makes it's way down the arm guard and instead of combining with the user's fist like La Muerta it is sent out as a blast of compressed Chakra. The Chakra blast explodes out on contact to any surface and is strong enough to demolish large walls. The chakra can be compressed down to the size of a basket ball when compressed it has more force and can easily throw the opponent back while breaking bones and rupturing internal organs. As it is just raw chakra the blast can be nullified with Elemental Jutsu one rank lower(A-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chaka blast or walls made of elements) or over powered by Elemental Ninjutsu of the same rank(S-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chakra blast or walls). This jutsu's power comes into play when used in Short Range making a devastating punch from The Red Right Hand much stronger. If the blast makes contact with the chest it can crush the opponent's ribs making movement almost impossible due to the pressure put on the internal organs. Notes:
-Can be overpowered by Elemental Jutsu of the same rank
-Can be taken out by A rank Elemental Jutsu
-Must be wielding The Red Right hand and it must be active
-Cannot be used in the same turn as La Muerta
-Can only be performed 3 times and never in the same turn
-After the third use the Guard is deactivated(Even if the 6 turn limit isn't up)
Specialties
Raiton: Jūgo mastered Raiton and has made it one of his specialties. Raiton was Jūgo's first element and his affinity he has become an excellent user of Lightning Release. He has reduced hand seals for this element.
Jeet Kune Do: Jūgo has trained in Jeet Kune Do which is basically a style without style a philosophy/fighting style in which the user tries to out smart the opponent using his own strength against him. He is able to move his body in short bursts moving limbs in the blink of an eye as well as perceive and react to attacks 3 times his own speed.
Taijutsu: Jūgo studied night and day working on his Taijutsu ability. He became stronger and pushed his body to it's limits each day trying to always out due himself. He found that he liked fighting hand to Hand much more than using jutsu.
Leg Weights: Jugo is currently undergoing his first session of the Special Taijutsu Training with master Scorps, through which he'll try to use leg weights to boost his running speed and his leg strength.
(Katai Omori) Leg Weights
Type: Weapon/Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinetely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.
Clan Abilities: Like other members of his clan, Jūgo possesses a special body that grants him the innate ability to continually absorb any ambient natural energy, which in turn provides him with sudden and involuntary surges of power. However, this comes with a considerable downside as, due to their bodies constantly taking in this particular energy, it causes him and the members of the clan to sporadically go berserk. Jūgo's clan abilities serve as the origin of Orochimaru's Juinjutsu that he brands his various followers with, which were created using Jūgo's own bodily fluids that were then injected into the intended individual Unlike those who have been given a cursed seal, Jūgo is not limited to one transformation, and can enter whatever form is best for the situation. He can change what form he takes almost instantly and can isolate the transformation to parts of his body.
If he fully transforms, Jūgo gains a massive power boost but loses his mind to his murderous side, signified by a change in his voice. When transforming, Jūgo's skin turns dark and his sclera turn black. He also gains a black stripe running from the middle of his forehead and down the bridge of his nose. In this full form, Jūgo is incredibly resilient, being able to take a punch from the Fourth Raikage that penetrated both his arm and chest, yet still managing to retaliate almost immediately with ease despite the injury. Jūgo has changed his body into a number of forms during his appearances. At his début, he changed his left arm into a piston-like ram to increase his punching power, and then altered it into a massive axe blade to counter Suigetsu's sword.
While Taka was fighting Killer B, Jūgo formed boosters on his arm that allowed him to throw his team-mates to safety and boosters in his back to increase his jumping speed. He was also capable of extending his arm in order to catch targets several feet away from him. When he entered a full level 2 form during Taka's fight with the Fourth Raikage, he made a number of chakra cannons on his back that were capable of devastating the area. Jūgo considers those who have received one of Orochimaru's cursed seals to be one of his "copies" and, since they have proven compatible with the cursed seal, he is able to give them some of his flesh to heal their injuries. This has the side effect of shrinking him and giving him an overall younger appearance. He can similarly absorb others to heal his own injuries and return him to his original 'adult' form, though they do not need to be curse seal recipients.
Summoning Contract
Cougar Contract
Summoning Animal: Cougar Scroll Owner: ~Yard~ Other Users who have signed contract: Zues, Sauron, Howard Summoning Boss if existing: Goddess Adara
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+30 if fused with and +10 each turn summoned)
Damage points: N/A
Description: The user will have a Cougar tattoo on the back of their right hand this will be used to summon Adara the Goddess all of Cougars. Adara has the unique ability to fuse with the person who summoned her giving the user Cougar like traits. When fused with Adara the users speed will increase from average to that equivalent of Rock Lee without weights and will have the ability to jump to around 20 meters high very quickly both types of movement will be almost silently due to the stealth Cougars posses. The user can still use jutsu while in this form but the jutsu have no enhancements of any form from fusing.
Note: This Summoning can only be summoned once per battle.
Note: This Summoning can only be in play for 5 turns if not fused with.
Note: Can only be fused with for 3 turns before the summoning must return.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: When fused speed increases to that equal of Rock Lee without weights on.
Note: Due to not having hands Adara can’t use any jutsu involving handseals.
Tattoo
(Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 each turn summoned)
Damage points: N/A
Description: Kaiser is Goddess Adara's main protector and Solis and Luna’s guardian due to his superiority and advanced skills when it comes to taijutsu. He wears metal claws over his actual claws on his front legs, the claws are made from a special metal that can be infused with chakra increasing the damage dealt by this weapon by +10 he also wears very light shoulder armour that protects him from taijutsu B rank and below. Kaiser is capable of using taijutsu up to the same rank as the user but Cougar style, where punches and kicks are swapped for slashes with front and hind claws, he can also jump to around 15 meters high by focusing chakra into his hind legs and using his cat like abilities.
Note: This Summoning can only be summoned for 3-turns.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: this Summoning can be summoned once per battle.
(Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 each turn summoned)
Damage points: N/A
Description: Two twin Panther (black) Cougars named Solis and Luna will be summoned to the field, they are the son and daughter of Goddess Adara. Solis has a fire style nature in chakra and therefor specialises in fire, he can use fire jutsu to the same rank as the user and is immune to it up B rank, his sister Luna specialises in earth she can use earth up to the same rank as the user, she is immune to earth jutsu up to B rank. Both twins are able to jump to a height of around 10 meters by focusing chakra into their hind legs and using their cat like abilities. The twins are completely identical and can only be told apart by people with advanced eye sight (i.e doujutsu)
Note: This Summoning can only be in play for 3-turns.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: This Summoning can only be summoned once per battle.
Note: The pair are weak the element their chakra nature has a disadvantage to
Note: The opponent unless a doujutsu user can not tell the difference between the twins.
Kite Contract
Summoning Animal:Kite Scroll Owner: Howard Other Users who have signed contract: ~Jazzy~, Tokun..., Kryptic.., -Blizzard-, Vexx Summoning Boss if existing: King Kodak Other Summoning Animals tied to contract: Artemis, Apollo, Winged Kuriboh, Scout Squad Alpha, Puu
(Kuchiyose: Kokuou Kodakku) Summoning: King Kodak
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A(60 for Talon Strike)
Description: The user bites his thumb then smears the blood on his palm after doing so he performs two hand seals (Boar-Rabbit) and summons King Kodak. He is a White-collared Kite and the summoning boss for the Kite Contract. He is a fairly large summon about as big as the Hawk Sasuke summoned. He is large enough to carry one person on his back while flying and has trained with the Holder of the contract to be able to carry him at fast speeds. He has an affinity for Raiton and can use any Raiton tech that the user knows up to S rank. This is due to the fact that he has trained with the summoner for many years to perfect their timing together in battle and their jutsu. Kodak is a proud bird and will only listen to a summoner with confidence and will ignore a shy or less aggressive summoner. Kodak has sharp talons and a keen beak he is able to imbue his talons with Raiton chakra thus giving his strikes using his talons a paralyzing property much like a strike from a Raiton tech. It's not to effective and wears off incredibly fast lasts no longer than one turn. Can speak English.
Note:
-Can speak English
-Can only be in play for 5-turns.
-Can only be Summoned by someone who has signed or owns the Kite Contract.
-Can only be Summoned once per battle.
-Each Jutsu counts as a move toward the three jutsu of the summoner
-Raiton imbued Talon strike counts as a jutsu and lasts at most one turn
(Kchuysei: Tako Artemis) Summoning: Artemis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user bites his thumb drawing blood he then opens his hands wide and summons Artemis. she is the younger sister of Apollo. She is very mature and understanding toward all things both battle ready and non battle ready. She has on both Talons a sharp metal cleat type apparatus which can be used to do a considerable amount of damage she can channel her Katon nature into them giving them a massive cutting ability and burning. She is to small to carry anyone on her back but she makes up for her inability by being a keen fighter. She can use any katon jutsu up to A rank that the user knows as they have trained together for a long time working together on timing and jutsu. Together Apollo and Artemis make one of the best Kite summoning combos Apollo able to use Wind that powers up his sisters fire making for devastating combo attacks. She has a sharp sense of both sound and sight but has the ability to tune out unnecessary noise. She can easily spot an opponent from a range away. Around one of her Talons she has a band that has the Heno Heno Moheji as a way to show that she is a favorite summon of my Kakashi bio.
-Can speak English
-Can only be in play for 5-turns.
-Can only be Summoned by someone with the Kite Contract.
-Any Jutsu used counts to the three jutsu
-Channeling of Katon nature counts as a jutsu
-Can only be Summoned once per battle.
(Kchuysei: Tako Aporo) Summoning: Apollo
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb drawing blood he then claps his hands and summons Apollo. Apollo is a White-tailed Kite he is large enough to carry one person on his back and can fly at fast speeds with a rider. He is the only brother of another Kite named Artemis he and his sister Artemis were born from the same mother the same day and are twins. Apollo is a few minutes older than Artemis but it doesn't show much he has a immature personality in stark contrast to his sister who has a mature understanding of nature as well as her brother's lack of maturity. Apollo has trained with the summoner and has learned all he can in his affinity for Fuuton he can use any Fuuton jutsu the user knows up to S rank. His beak and talons are razor sharp and can clutch onto prey. His Talons are large enough to hold a human and strong enough to break bones like twigs. Apollo's wing span is enough to form a gust of wind comparable to an A rank wind jutsu. It looks alot like Wind Release: Pressure Damage but is only aimed forward toward the opponent instead of exploding outward in all directions. Around one of his Talons he has a band that has the Heno Heno Moheji as a way to show that he is a favorite summon of my Kakashi bio.
Note:
-Can speak English
-Can only be in play for 5-turns.
-Can only be Summoned by someone with the Kite Contract.
-Any Jutsu used counts to the three jutsu
-Wind gust counts as a jutsu and can only be used 3 times in battle
-Can only be Summoned once per battle.
(Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A (+40 Senbon)
Description: The user does the nessecary handseals for the summoning (Rabbit-Snake) and summons Winged Kuriboh. It is a relitively small summon being only 2 feet tall and 2 feet wide but he has a massive chakra supply that of a much larger summon. He is covered in thick brown feathers that are dense he is mostly brown except for his wings which are off white. He looks almost like a puff ball a brown puff ball with wings. He can use any Earth jutsu that the user knows up to A rank but has to maintain contact with the ground for the jutsu to work. His feathers have a special property they can be imbued with his Earth chakra and then sent out toward the opponent. The Earth chakra makes the feathers much denser and able to stab into the opponent's flesh about 1 to 2 inches deep, doing about the same amount of damage as a thrown Shuriken. As the feathers are a medium Kuriboh doesn't need to be on the ground to use them.
Notes:
-Can only be in play for 5-turns.
-Can only be Summoned by someone with the Kite Contract.
-Can only be Summoned once per battle.
-Feather attack counts as a Jutsu and can only reach to Mid Range from Kuriboh
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user draws blood and performs one hand seal (Bird) with ample pressure and chakra control he summons four small Kites deemed Scout Squad Alpha. They are elite squad of four Kites each are small in size being about 4 feet in height with a wing span of 2 and a half feet. They each fly at fast speeds great for relying messages around vast distances. They have a strong sense of sight able to see small prey such as rabbits and other small game from heights of 60 ft in the air. Their sight is so great they can keep track of the prey with ease, relying that location to the summoner through the network of Kites that usually begins in Long range with Alpha and ends in Short range close to the summoner with Gamma. Each of the 4 condors act and scout differently, Alpha is the leader and he scouts on his own using his sight to find the opponent and rely the message back to Omega and Beta who then rely the message to Gamma and then from Gamma to the summoner, they do this by either calling out the location to the closest Kite or using a special code that each Kite and the Summoner understands(Squaking along the same lines Crows communicate). He is usually found in Long Range. Beta and Omega work as a team scouting in Mid range they are able to see things a whole range away so if they are in mid depending on the way they look they can see both Long and Short ranges respectively. Lastly is Gamma he is a loner he has the worst sense of sight so he usually stays close to the summoner for quick response in short range attacks. They have amazing sight but Alpha is restricted to seeing that which is in his own range his sight can't see past that as his eyes are trained to keep close watch on the opponent. Omega and Beta can see past their own range into a different range as they have been trained to see things at a distance they can also focus on what they see in their own range if the opponent is in their range. Finally Gamma can see what is in his range he has poor sight and can only see what is close to him usually he is really close to the summoner on his shoulder or close enough to alert him when an opponent is near. They are not to strong when it comes to battle but if they attack an opponent they will most likely go for the eyes pecking and gouging them out and then either returning to their range or returning to the summoner. They are able to swarm and attack the opponent moving at incredible speeds they can swap positions at extreme speeds making it seem like there are more than just four Kites in the group. Notes:
-Each can speak english
-Can only be summoned for 4 turns
-Cannot summon a Kite the turn before
-Cannot summon another Kite the same turn
-Gamma can see an opponent in the same range as him. He is usually found in short range.
-Beta and Omega can see someone one range away via Sight
-Alpha can only see what is in his range usually Long
-Their sight, albeit enhanced and specialized is a normal sight with no special abilities.
(Kuchiyose: Puu) Summoning: Puu
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user draws blood and performs one hand seal (Snake) while applying pressure and chakra onto the blood. He then summons Puu, Puu is a summon that was raised by the holder of the contract. His mother and father where both killed when they were summoned into battle and the holder of the contract held himself responsible for their death. Puu started out life like any other Kite as an egg, a few days before his hatching from the egg the holder of the contract had gotten himself into a deep situation he was being tracked by 4 elite shinobi who wanted his head. He quickly summoned both Fuu and Paa, being the strongest summons at the time they gave their lives to protect the contract holder. Soon after their death the holder of the contract was reverse summoned to the Kite Nesting ground, the Elder spoke to him telling him how the egg would hatch soon and needed someone to keep it warm and safe and that without parents or a guardian the Nesting Ground wasn't safe. The holder took the egg with him back to his village and took care of it until it hatched. He then named the summon Puu in honor of both parents who had sacrificed their lives for him. He raised the summon long into Adult hood teaching it everything he could. Puu has two forms a small chibi type form which is used when it needs to stay hidden or when he needs to be smaller and a large form in which it can easily hold three grown humans on his back. The second form is used to fly many people around the area. In both forms he can use Water Release quite fluidly. He has mastered Water Release and can use every jutsu the user knows up to S rank, without hand seals due to the rigorous training they went through together. Puu in his second form can fly extremely fast and this flight is unhindered by the number of passengers he carries(Can't carry more than three). He can also speak fluid English and shares a deep bond with the contract holder due to the excess time spent with him. He also respects all the summoners listening to them without hesitation. In his first form he can't fly and is quite sluggish in moving about. Notes:
-Can only be summoned for 4-turns
-Can carry 3 people on his back
-Can only be summoned if there is no other Kite on the field
-No other Kites can be summoned while he is on the field
-Must be a signer or the Holder of the Kite contract to summon
-Puu can transition between forms once a turn and it counts as a jutsu