Hugh
Age : 37 Posts : 1136
| Subject: Cult of Jashin ~ Summons Sun 12 Dec 2010, 5:15 pm | |
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The Blood Drinkers of Jashin: Vampiric Bat Summons
Name: The Blood Drinkers of Jashin Appearance: The Blood Drinkers of Jashin are vampire bats of monstrous size and appearance Species: Vampire Bat Location: N/A Required Sacrifice: Blood Client(s): Jashinic Summoner Contract Holder: Jiro
Vampiric Bat summons, whatever their rank all possess the following traits (unless otherwise stated):
Dark Vision: Thanks to spend almost all their life shrouded in Darkness they only see the world in black and white. The vision is more hazy during the sunlight forcing them to generally rely on the more sophisticated senses. However at night their vision sharpens allowing them to see considerable distances
Acute Sense of Smell and Hearing: Like all Bats, Vampire Bat Summons have a highly developed sense of smell and even more so hearing, far sharper then any human ear.
Blood Sense: Linked to smell. Where Vampire Bat Summons differ from their ordinary kin is their highly developed ability to smell blood. Akin to sharks, they can smell fresh blood many miles off and hone in on its originator.
Echo-Location: The most powerful sense any bat including Vampiric Summons possess. They send out rapid bursts of sound at a pitch inaudible to humans which rebounds off any objects it comes into contact with returning to specialised receptors in their inner ear. From this they can effectively map out the environments without any need to see (much like radar) and can detect invisible or hidden targets with ease (though not transformed targets) and makes them immune to sight effecting genjutsu
Flyers: As you might imagine all Vampire Bats flying and do so well capable of considerable feats of speed and aerial acrobatics. On the reverse they generally move slowly and without any real dexterity when grounded.
Vampiric Bite: All vampire bats whatever the size or shape have dangerous bites. In part to make up for their weak arms and relatively limited strength (in relation to their size) they produce a powerful enzyme in their saliva. While the damage caused by a bite is what you might expect from a creature of its size, huge bats might bite someone in half while normal sized ones will do hardly any real damage the saliva itself cause acute pain and multiple bites can be agonising. More problematically the enzyme directly attacks the targets blood stream causing, if only briefly till the point their anti bodies destroy the aggressor, red blood cells to dissolve. The result is internal blood loss that can weaken the target. Multiple bites can lead to considerable blood loss even to the point of causing their victim to full unconscious or where the blood is completely drained, death.
Blood Drinkers: Should they get an opportunity to suck a targets blood a Vampire bat can drain half their body weight in blood. The result of this is similar to Vampiric Bite but works far quicker. On the downside the target needs to be incapacitated for them to drink effectively.
Much like Orochimaru’s Snake Summons or Frog Summons there are a number of related Jutsu’s available to a Vampire Bat Summoner. They are as follows:
Name: Koumori Jashu (Hidden Shadow Bat Hands) Rank: C Type: Ninjutsu Element: N/A Requirement: Must have the Vampire Bat Summoning Contract Description: This jutsu allows the user to eject normal size vampire bats summons, which are effectively regular bats with wing spans of around 3ft with the traits of a Vampiric Bat Summon, from their wrist or sleeve, usually after a punching motion. The bats are effectively a swarm of lesser summons used primarily to attack from a distance. They fly towards their target intent on biting them with their virulent bites which can cause great pain and internal blood loss weakening or even killing it. While they are quick and difficult to hit they have a tendency to swarm and fly as a group. A unintended result of this technique is that it by its nature highly distracting making it harder for them to see and react to other techniques. This technique can be upgrade to B Rank with the application of an appropriate level of Chakra to create a far larger swarm capable of engulfing numerous targets at once. Link: TBA
Name: Koumori Bunshin no Jashu (Bat Clone Technique) Rank: B Type: Ninjutsu Element: N/A Requirement: Must have the Vampire Bat Summoning Contract Description: The Bat Clone Technique is similar to the Water Clone Technique except it creates clones out of Bat’s rather then Water and there is no need for the Clones to remain closer to the user. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. Where they differ is in their destruction being rather more deadly then regular material clones. After sustaining enough injury to disipate then clone it explodes into a swarm of lesser Vampiric Summons with wingspans of 3ft and the same traits as the main summons. They will then proceed to attack the target in the same way as if Jashinic Summoner had used Koumori Jashu though given there is a good chance the target will be near or next to the clone when this happens they have a greatly increased chance of success. Bat Clones are often used as effective decoys, luring in attackers who destroy them only to be attacked in turn by the Bats. Link: TBA
Name: Koumori Henge no Jashu (Bat Transformation Technique) Rank: B Type: Ninjutsu Element: N/A Requirement: Must have the Vampire Bat Summoning Contract Description: Using this Jutsu the user is able to take the form of a B Rank Bat summon of his choice. In this form he will have all the traits they do and be able to use their abilities for the applicable chakra cost. When in this form however he may not use any other techniques. Like any henge this technique may be ended at a moments notice but always cost a B Ranks worth of chakra even if the technique lasts only a very short time. Link: TBA
[b]Notable Summons It should be bore in mind that in general Bat Summons, like Snake Summons tend to be aggressive, savage and inhospitable. They lack the morality or nobility normally associated with summons and have an unparalleled lust for blood especially human blood. As you might imagine they do not get along well with most summons and generally consider humans walking blood bags. There are notable exceptions but it’s advised to normally give them a wide berth especially if their summoner is not about. The Summoner and Summon relationship is quite different from the norm. Rather then being founded on mutual respects and co-operation, that is not to say that the associations are devoid of respect, they are largely governed by fear and power.
Vargulf
Name: Vargulf Rank: B Physical Description: Vargulf is rather unique type among his kind being the only variation of flightless Vampire Bat. That said it is not without reason, they are quite literally far too heavy to fly. They are large muscle bound creatures with powerful sinewy fore limbs and notably long sharp claws and teeth. They have a thick hide covered in scraggy hair. Unlike other Vampire Bat’s they have no problem moving about on the ground and can cover ground quite quickly in a looping gallop. He is 51ft tall. Personality: Vargulf is as primitive as their name suggests. Despite their size and power he is actually a very low ranking Summon as a result of their very limited cognitive ability. They are not really up to abstract thought and they communicate in grunts rather then words. Fortunately words aren’t needed in his case. It’s simply a case of pointing them in the right direction and telling them to kill Elemental Affinity: Wind Clan: The Cult of Jashin
A Vargulf has all the standard Vampire Bat Traits with the exception of flyer, given that it can not fly. It is however at home on the ground and can move quickly across it.
Additional Traits:
Name: Motion Sensitive Rank: N/A Type: Trait Element: N/A Description: Unlike other Bats a Vargulf’s vision is motion sensitive and can not see you in a normal sense if you do not move. While he can use echolocation still somewhat negating the downside of this problem, it is an issue never the less.
Name: Inhuman Endurance Rank: N/A Type: Trait Element: N/A Description: A Vargulf is a powerful beast with inhuman endurance. He can not be fatigued in any normal sense and now amount of running or fighting will slow him down. This does not mean he is immune to damage or poison or anything else for that matter, if he loses a leg he’s going to have issues moving, just that much like a horse it can keep going at near to full capability till it dies.
Name: Lesser Regeneration Rank: N/A Type: Trait Element: N/A Description: A Vargulf has developed a strengthen immune system over the years that has evolved from merely fighting infections to repairing damaged tissue. A Vargulf may ignore the effects of one C Rank tech every 3 posts to reflect this trait.
Name: Terrorifying Visage Rank: N/A Type: Trait Element: N/A Description: The Vargulf is not only vast but has a horrorifiing appearance and gives off large amounts of innate killing intent that can chill the heart of even a trained Shinobi. B Rank Ninja’s are shaken for one post after its arrival to reflect this. C Rank Nin are shaken for 3 posts after is arrival. D Rank Nin or lower are always shaken by its presence. Shaken Nin react slower and more sluggishly then normal as fear grips them and can never perform more then 2 techs in any one post.
Abilities (akin to Jutsu):
Name: Wind Claws Rank: B Type: Weaponary Element: Wind Description: Feeding its chakra into his massive bladed forearms, a Vargulf will enshroud its arms in a thin layer of wind. This layer is invisible to the naked eye and creates a very sharp edge. This invisible layer is even sharper then a regular blade and along with the Vargulf’s considerable strength makes a mockery of most materials easily cutting through regular metal or stone
Lurker Name: Lurker (Generally used as personal summons) Rank: A Physical Description: Lurkers is a slightly larger then your average Bat being about a foot all and having a 6 foot wing span. Unlike most Vampire Bats they have soft fuzzy fair, a podgy round frame and could be mistaken for a guinea pig with wings Compared to the mighty Vargulf and indeed many comparable A rank summons’s lurker’s are tiny creatures with limited strength. That said are highly cunning, chakra rich and incredibly fast and difficult to catch. Personality: Lurkers are a highly intelligent form of summon with a grizzly sense of humour. Highly articulate and well spoken they will often be found chatting to their Summoners (many of which they are personally linked to) in their idle hours when the summoner tolerates it. While they share the same morbid fascination for blood and violence as the rest of his Kin they are far less animalistic in his countenance and willingly talks to others. Elemental Affinity: Wind Clan: The Cult of Jashin
A Lurker has all the normal Vampire Bat traits in addition to those below:
Name: Empathic Link (with Jashinic Summoner – Personal Summons Only) Rank: N/A Type: Trait Element: N/A Description: Strangly perhaps for a generally dark and insidious bunch of vampire bats Lurkers have a tendancy to form very strong links with their appointed summons. This is best characterised by an empathic link between the Summoner and the Summon. Through this link the may communicate telepathically and the Summoner can if they so choose see what the Summon sees. This close bond allows them to operate seamlessly together.
Name: High Intelligence Rank: N/A Type: Trait Element: N/A Description: A Lurker is a very intelligent, inquisitive Summon with considerable knowledge concerning wind manipulation, ninjutsu, genjutsu and even knows basic details concerning other Summons (though not what specific techs they know).
Name: Weave Rank: N/A Type: Trait Element: N/A Description: Lurker is very agile creature when airbourne capable of turning on a dime if need be. A Lurker can avoid most basic aerial attacks, such as kunai or senbon with ease and can dodge up to one A Rank tech in the nick of time once every three posts.
Abilities (akin to Jutsu):
Name: Kaze Shunshin no Jutsu – Wind Body Flicker Technique Rank: D Type: Ninjutsu Element: Wind Description: Akin to Shunshin no Jutsu but applies to aerial movement. Rasputin can use this technique to appear and disappear in an instant, allowing him to retreat or attack suddenly. To facilitate the movement a Lurker will often use nearby elements such as mist, sand or leaves to mask his appearance or disappearance. Name: Sonic Screech Rank: B Rank Type: Ninjutsu Element: Wind Description: A Lurker forms wind chakra in his lungs and releases it out of his mouth in a high pitched screech. Anyone within 30m of Lurker is deafened for 8 posts and will suffer from serious balance issues for 4 posts, dramatically affecting their co-ordination and agility. In this state they will find it hard to move quickly or fight in a concerted fashion. It will also shatter glass or crystal constructs. Vampire Bats and their Summoners are immune to the effects of this technique
Name: Insane Whispers Rank: A Rank Type: Genjutsu Element: N/A Description: To do this technique a Lurker pumps chakra into his larynx and whispers sonorously. This technique affects everyone within 30m. The victim/s start to hear voices and sounds all around them, softly and barely audible at first but soon they get louder and more powerful. The sounds differ according to the victim, tailored to seem as believable as possible, normally taking on the appearance of a close friend calling for help or a teacher/father figure asking for aid causing the victim to search for their source in vain. After a two posts of failing to find them the voices will become condemning and they will see images in the minds of the loved ones in various states of pain and death. This generally causes the victim to goes briefly insane or in the very least mentally incapable, rendering them absentminded, delusional and easy to kill. This state lasts for 2 posts. This is far more effective if done in a misty, dark or otherwise obscured setting with the result that insanity strikes on the 2nd post after rather then the 3rd. Vampire Bats and their Summoners are immune to the effects of this technique
Swarm of Eternal Darkness (Horde Summon) Name: Swarm of Eternal Darkness (Horde Summon) Rank: A Physical Description: The Swarm of Eternal Darkness is comprised of two different types of bat each with a 3 foot or so wing span with black leathery hides and red eyes. There are 50 each kind in this swarm. The first are ripper bats with unusually powerful jaws full of razor sharp fangs. The second are devourer bats slightly larger with two sets of barbed fangs that latch onto their victim and attempt to drain him dry. One or the other are dangerous on the own, in combination they are all the more so and when there are dozens of each the danger is magnified again Personality: A Swarm of Eternal Darkness are arguably the most deadly summons available to a Vampire Bat Summoner. There are many more powerful and larger Bat’s but few as crudely dangerous or effective. They are veracious predators with a unmatched craving for blood. They have but with two purposes: to rip and tear apart their victim and drain his life force from his body. The operate much like school of flying piranhas and get very excited by the smell of blood. Elemental Affinity: Wind Clan: The Cult of Jashin
All bats with a Swarm of Eternal Darkness possess the core Vampire Bat traits in addition to the following:
Name: Rending Jaws Rank: N/A Type: Trait Element: Description: Ripper bats possess powerful rending jaws imbued with a weak amount of wind chakra. Their rapid bites can make a short work of flesh and can even cut through bone, armour and even stone given enough time. They have the same vampire bite traits as all other bats amplifying the effectiveness of their bits.
Name: Barbed Suckers Rank: N/A Type: Trait Element: Description: Devourer bats possess oddly shaped barbed suckers instead of jaws. These strangely shaped mouths allow them to hook on to their prey after they bite much like leeches allowing them to drain the blood of their victim without being easily shaken off. Devourer bats have a incomparable thirst for blood and well continue to drink well beyond their capacity till they burst in a shower of blood and body parts. Forceful removable of a Devourer Bat will leave a gaping wound where the jaws where attached.
Name: Strength In Numbers Rank: N/A Type: Trait Element: Description: Unlike other A Rank Summons the individual elements of the swarm, the lone bats, are very weak lacking size or any real armour. Should they be hit with a suitable amount of force they will fall out of the sky as easy as any bird. Fortunately their numbers and survival instincts are both strong and the swarm has a tendency to scatter to avoid the worst of most attacks. As a general rule attacks will do the following amount of damage:
C Rank - 10 Bats B Rank - 30 Bats A Rank - 50 Bats S Rank – Potentially the whole Swarm
Mundane attacks from Senbon and kunai tend not to work as they can be easily avoided by the airbourne rodents. As with all Bats Fuutons tend to be less effective but fire based attack more powerful
Name: Veil of Darkness Rank: N/A Type: Ninjutsu. Trait Element: Wind Description: The Swarm of Eternal Darkness emits a dark aura of wind chakra in its wake which can block out the sun and generally serves to through the area into shadow. This makes them harder to see making it harder to aim attacks, while improving the bats own vision
Kane Name: Kane – Boss Summon Rank: S Physical Description: Kane is the most powerful bat summon a Jashinic Summoner can control. He looks as shown in the picture. He is an ancient bat, a huge and terrifying creature with a wingspan 300ft wide and 100ft tall. His huge claws are capable of picking up herds of cows to devour and his fangs are many meters long. He can carry up to 4 passengers at any one time. Personality: Kane is clever, manipulative and cruel much like most Bat Summons. He has the same grizzly sense of humour as Lurkers, though is much more wild in nature, aggressive and blood thirsty. He does not like mortals as a rule but has great respect for the immortal members of the Cult. Kane lives for battle and enjoys gliding through the sky before swooping down unexpected on his victim. Elemental Affinity: Wind Clan: The Cult of Jashin
Kane has all the normal Vampire Bat traits in addition to those below:
Name: Boss Summon Type: Trait Rank: N/A Element: N/A Description: Kane is vast and magnificent boss summon whose size can only be rivalled by other boss summons and bijuu. Like her peers she is a creature of great power, size, stamina and strength far greater then your average Nin, and direct hit from one of his outstretched claws will likely crush a would be nin flat or cut them in two. Defeating him is no simple matter. Andarial is capable of shrugging off lesser attacks and is effectively immune to C rank or lower attacks with the exception of fire based ones to which he like all Vampire Bat Summons is highly vulnerable too. Likewise B rank attacks are only half as effective against him. On the downside while capable of relatively swift movement his size makes it relatively hard for others to miss him and any attack target by non boss summons/bijuu against her have a 25% better chance of hitting.
Name: Terrorifying Visage Rank: N/A Type: Trait Element: N/A Description: Kane is not only a great winged beast but has a horrifying appearance and gives off large amounts of innate killing intent that can chill the heart of even a trained Shinobi. A Rank Ninja’s are shaken for one post after its arrival to reflect this. B Rank Nin are shaken for 3 posts after is arrival. C Rank Nin or lower are always shaken by its presence. Shaken Nin react slower and more sluggishly then normal as fear grips them and can never perform more then 2 techs in any one post.
Name: Greater Regeneration Rank: N/A Type: Trait Element: N/A Description: Kane like all the great bats has developed a strengthen immune system over the years that has evolved from merely fighting infections to repairing damaged tissue. Kane may ignore the effects of one A Rank tech every 3 posts to reflect this trait.
Abilities (akin to Jutsu)
Name: Kaze Shunshin no Jutsu – Wind Body Flicker Technique Rank: D Type: Ninjutsu Element: Wind Description: Akin to Shunshin no Jutsu but applies to aerial movement. Kane can use this technique to appear and disappear in an instant, allowing him to retreat or attack suddenly. To facilitate the movement Kane will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Name: Sonic Screech Rank: B Rank Type: Ninjutsu Element: Wind Description: Rasputin forms wind chakra in his lungs and releases it out of his mouth in a high pitched screech. Anyone within 30m of Rasputin is deafened for 8 posts and will suffer from serious balance issues for 4 posts, dramatically affecting their co-ordination and agility. In this state they will find it hard to move quickly or fight in a concerted fashion. It will also shatter glass or crystal constructs. Vampire Bats and their Summoners are immune to the effects of this technique
Name: Atsugai - Pressure Damage Rank: B Type: Ninjutsu Element: Wind Description: A powerful wind attack with a radius of 25m. After performing the necessary hand signs Kane concentrates chakra in his lungs and blows out a concentrated ball of pressurised air. It is relatively slow moving for a wind Jutsu but upon striking its target it blows up in a sphere with a radius of 25m causing considerable destruction. It is best to avoid the technique by keeping out of the blast radius
Name: Dai Atsugai – Great Pressure Damage Rank: A Type: Ninjutsu Element: Wind Description: A powerful wind attack with a radius of 50m. After performing the necessary hand signs Kane concentrates chakra in his lungs and blows out a concentrated ball of pressurised air. It is relatively slow moving for a wind Jutsu but upon striking its target it blows up in a sphere with a radius of 50m causing considerable destruction. It is best to avoid the technique by keeping out of the blast radius
Name: Magen Fuutoppa - Daemonic Wind Breakthrough Rank: A Type: Ninjutsu Element: Wind Description: Very Similar to the C rank technique Daitoppa which allows wind users upon bringing their hand to their mouths to blow a large blast of wind capable of leveling almost anything in its way and sending those infront of them flying but on a far grander scale. This technique uses Kane’s wing as a focus and creates a wave of wind chakra 100m wide.
Name: Dai Tatsu no Ooshigoto – Greater Dragon's Big Job Rank: S Type: Ninjutsu Element: Wind Description: A much more potent variant of the classic wind technique Tatsu no Ooshigoto, this technique generated by Kane beating his wings 3 times with great concussive force while imbuing them with wind chakra causes the sky around him to grow black as it fills with dark and stormy clouds which inturn will create a large 100m in diameter cutting tornado that will drop down on top of his target/s inflicting countless cutting strike
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