Salamanders The five stages of the initial summoning process:
1. Egg - In the egg stage, the user summons a softball sized egg. Once this egg is summoned, the user must talk to the egg like a friend to get the hatchling to recognize them after the egg hatches. After they talk to the egg, it poofs back to it's mother in the summoning location.
2. Hatchling - In this stage, the egg has just hatched. In this state, the salamander is a little over six inches in length, but has to stay in water and cannot open it's eyes. It cannot physically communicate, but talk to the summoner telepathically in a simple manner, much like a toddler. After summoned, it will swim around for a few posts and have a telepathic communication, then poofs back to it's mother.
3. Baby Salamander - In this state, the hatchling has matured in several ways. It has grown in size, reaching a foot and a half in length. The salamander can now open it's eyes and can walk out of water for short periods of time. It's mouth is also more developed giving it the ability to speak, but not well. The summoner must teach it how to speak, then the baby salamander will poof back to it's mother.
4. Medium Sized Salamander - The salamander has now grown into a more mature salamander. It's skin is more streamlined and the webbing between it's toes have developed fully, allowing it to swim and walk on land with ease. It's mouth is also fully developed, allowing the salamander to speak easily, but it has a cracky voice like a teenager. The salamander is now 3 feet in length and recognizes the summoner as it's master. While it is summoned, a friendship must be created with the salamander. After this, the salamander poofs back to the summoning location, but must find it's own way because it is now independent from it's mother.
5. Adult Salamander - The salamander has matured into a full grown adult and reached it's full length. It recognizes the summoner as a close personal friend, and can begin training combat with him or her.
Free Use Summons:
C Rank SummonNewtoxRank of Summon: C
Element Affinity: Dokuton (Poison)
Family: Salamander
Personality: Newtox is an angst filled teenager at heart, often concerned with irrelevant things like how his spots look or what the other salamnders think of him. He is also often distracted by women salamanders quite easily. If he sees one while in battle, he'll literally stop and go hit on them. When there isn't a female in the battle, he'll often be focused and dedicated on taking down the summoners opponent, using it as a release for his angst.
Size: 4'1" (Length including tail); 3'5 (Standing)
Description: - Spoiler:
Abilities/Techniques: Base Speed: Netwox can walk/swim at speeds of a normal chuunin. (25 MPH)
Speech: Like most summons, Newtox is able to speak like a human.
Gunk Shot: One post charge. After the charge, Newtox spits a basketball sized poison blob from his mouth toward an opponent at 25 MPH. If the ball hits the target, it explodes on contact, leaving second degree chemical burns and minor numbing of that area for 2 posts. If the poison gets into the bloodstream through a cut, it causes a 20% decrease in speed and reaction time. The poison remains in the system of 3 posts. 5 post cool down.
Poison Tail: One post charge. After the charge, Newtox coats his tail in poison chakra. He can then slam his tail into an opponent with enough force to cause major bruising to the skin, muscle, and bone, possibly even fracturing the bone. The poison leaves second degree chemical burns and minor numbing on the affected area for 3 posts. If poison gets into the bloodstream, the affected will suffer a 20% decrease in speed and reaction time. The poison remains in the system for 4 posts. Cool down of 6 posts.
Venoshock: One post charge. After the required charge, Newtox forms a beach ball sized glob of poison over his head, then slams it into the ground. Slamming the orb into the ground creates a foot high wave of poison that moves in all directs for 25 meters at the speed of 30 MPH. If this wave hits an opponent, it causes small lacerations to the contacted area, but also allows poison into the wound. This poison doesn't leave chemical burns like normal poison, instead, the poison causes a 40% drop in reaction time, speed, and vision. The poison remains in the system for 6 posts. 7 post cool down.
B Rank SummonSalandriaxRank of Summon: B
Element Affinity: Fuuton
Family: Salamanders
Personality: Salandraix is the older brother of Newtox and is very level headed. He fights with combat expertise and precision, while being able to remain cool headed in battle. He makes his decisions very rationally, siding with whoever has the more valid argument.
Size: 7'3" (Length) 5'11" (Standing)
Description: - Spoiler:
Abilities/Techniques: Base Speed: Salandriax can walk/swim at speeds of a normal special jounin. (35 MPH)
Speech: Like most summons, Salandriax is able to speak like a human.
Areoblast: One post charge. After the charge, Salandriax forms a concentrated orb of fuuton chakra the size of a basket ball in his mouth. He then blasts the orb forward, causing it to expand rapidly as it does so. As it expands, the fuuton gains the ability to shred through any material up to bronze. If it hits a human body, it leaves dozens of half inch cuts. After 40 meters, the orbs dissipates. The orb is 15 meters in diameter at max distance. Cool down of 6 posts.
AeroDynamic Entry: One post charge. After the charge, Salandriax coats his feet in fuuton chakra. He preforms a jump kick toward his opponent. This kick has the force to severely bruise skin, muscle, and bone, as well as snap bone in two. Along with this, the fuuton chakra is capable of creating large lacerations on the area impacted. Cool down of 7 posts.
Vacuum Slam: One post charge. After the charge, Salandriax wraps his tail in a rotating column of fuuton chakra which rotates at a speed of 50 MPH. He can then slam his tail into an opponent with enough force to severely bruise skin, muscle, and bone, as well as snap bone cleanly. Along with this, the rotating column of fuuton tears away at the skin of the opponent. The longer the fuuton remains in contact, the more damage it does. 1 post leaves minor lacerations, 2 posts leaves severe lacerations that reveal muscle, and 3 posts tears away all skin on the inflicted area, leaving exposed bone and muscle. Lasts for 4 posts. Cool down of 8 posts.
A Rank SummonGojiraRank of Summon: A
Element Affinity: Doton (Clear Stone)
Family: Salamander
Personality: Gojira is one of the most aggressive in the salamander family. He is physically superior in many ways and likes to show others that he is through constant berating and fighting, he has been known to even to destroy buildings for fun. His aggression cannot be calm easily, but those who are very close to Gojira have the ability to do so.
Size: 9'6" (Length) 7'8" (Standing)
Description: - Spoiler:
Abilities/Techniques:Base Speed: Gojira can walk/swim at speeds of a normal jounin. (55 MPH)
Speech: Like most summons, Gojira is able to speak like a human.
Clear Stone Armor: One post charge. After the charge, Gojira forms a coat of clear stone around his body that acts as armor. This stone has the durability of titanium and can take blows from anything lower in strength. The weight of the armor decreases the speed of Gojira by 20% for the duration of the jutsu The armor lasts for 4 posts. Cool down of 6 posts.
- Spoiler:
Clear Stone Prison: One post charge. After the charge, Gojira slams his hands onto the ground and forms a large dome of clear stone around the opponent. This dome is 5 meters in diameter and has the strength of corundum, but has no other affects on the imprisoned. This dome can only be formed around a person who is within 25 meters of Gojira. There is a second delay before the dome forms, and it then forms at 2.5 meters a second. Cool down of 6 posts.
Clear Stone Spike Jungle: One post charge. After the charge, Gojira stabs the ground with his tail. After this, a massive jungle of clear stone spikes raises from the ground, much like the Kaguya Bracken Dance. These spikes jut out in every direction and can easily impale of cut those who come in contact with them. The spikes run a 50 meter radius and last for 3 posts. Cool down of 7 posts.