Hawk The five stages of the initial summoning process:
1. Egg. The first summoned stage is an egg, nothing extremely remarkable about this egg other than the fact that it is summoned along with a nest. Before the egg un-summons it beings to shake a bit as though it is about to hatch.
2. Hatchling. Stage two is just after the bird has hatched, it is still bald and lacks feathers. Once it spots the summoner it will chirp and hop over to them, identifying them as it's mother and rubbing against their hand or leg until it un-summons.
3. Adolescent. The adolescent hawk has finally grown it's feathers though its beak and talons are not yet razor sharp. It is apparently the same hawk as before as it still identifies the summoner as it's mother and hops over to them to lightly peak at them for the length of time it is summoned.
4. Adult. Now an adult, the hawk is a magnificent product of nature and a natural born hunter. It flies around the area looking for mice and other small vermin to hunt while mostly ignoring the summoner all together.
5. Giant Hawk. This final stage of growth presents the hawk at an almost supernatural size. The hawk is nearly seven feet tall and is strong enough to carry the summoner. Should they choose the summoner can ride the hawk for the length of time it is summoned.
Free Use Summons:
C Rank SummonTerraRank of Summon: C
Element Affinity: Doton
Family: Hawk
Personality: Terra is a quiet hawk, she often never speaks due to how shy she is and even developed her ability to fly beneath the ground specifically to avoid others. When she is in danger she is often unable to keep her cool and goes to either extreme anxiety where she desires to leave or a type of rage mode where she wants to hunt her enemies like prey.
Size: 8'11" (height) 9'6" (wingspan)
Description: - Spoiler:
Abilities/Techniques: Base Speed: Terra is able to walk along at a speed of 20 mph, slower than that of most chunin. In turn when she flies her speed increases to 35 mph.
Speech: Terra can speak like a human, her voice is soft and feminine despite her rough appearance.
Underground Flight: After charging chakra for a round Terra is able to freely merge herself with earth and stone while still moving as though she were flying through the sky. While doing this she is able to keep a maximum of one passenger with her that also moves through the earth, any additional riders are left on the surface. She can freely move through the earth like this for a maximum of three rounds. 4 round cool down.
Stone Armor: After focusing her chakra around her body like an aura for a round Terra forms a layer of earth that acts like armor. This armor is just stronger than steel though not quite as strong as titanium and lasts for up to three posts or until she ends the technique which scatters the stones. While this armor is active her speed is decreased by 10 mph.
Slate Feathers: After a round of charging Terra opens her wings wide and swings them in the direction of her target. From her wings she releases a total of 20 feathers, all as dense as steel with a razor's edge that cleanly slices through flesh and stone. These feathers travel up to one hundred feet at a speed of 25 mph. This techniques has a 5 round cool down.
B Rank SummomIgnisRank of Summon: B
Element Affinity: Katon
Family: Hawk
Personality: Ignis is a proud warrior among the hawks, even if he is young for a soldier. His personality is rather fiery and fitting of his fighting style, this also means that he is easy to anger.
Size: 16'9" (height) 18'4" (wingspan)
Description: - Spoiler:
Abilities/Techniques: Base Speed: Ignis is able to walk along at a speed of 30 mph, slower than that of most special jonin. In turn when he flies his speed increases to 50 mph.
Speech: Ignis is able to speak like a human, his voice is filled with pride and power to reflect his personality.
Solar Ray: After a round of charging Ignis opens his beaks and spouts out a beam of pure fire. This beam spreads out to cover an area a hundred feet long and ten feet wide. This fire is hot enough to cause severe second degree burns and ignite all flammable materials within it's range. If combined with a fuuton technique this beam is treated as an A rank jutsu and will cause third degree burns rather than second. This ray travels at a speed of 40 mph. Five round cool down.
Heat Wave: After a round of charging Ignis opens his wings wide and gives one powerful thrust with both. This action creates a massive wall of flames 30 feet wide, 20 feet tall and 3 feet thick. These flames are powerful enough to cause second degree burns. The wall travels in a straight line up to 100 feet at a speed of 50 mph. 6 round cool down.
Fiery Rebirth: Though he can activate this technique early to heal himself (after a one round charge) this technique activates automatically whenever Ignis suffers a fatal blow. One round after he 'dies' his body sets itself ablaze and he is reborn from the ashes, when he emerges from the flames he is half his normal size and all of his abilities are half as effective (including his speed). He remains this way for the remainder of the topic but returns to normal afterwards. This technique is also once per topic so if he suffers a fatal blow after this has been used he will not rise from his ashes again.
A Rank SummomZephyrRank of Summon: A
Element Affinity: Fuuton
Family: Hawk
Personality: Zephyr is a wise old hawk, among the warriors of the family he is respected as one of the most powerful as well as the one to see the most battles apart from the king of birds himself. He often acts calm and thinks things though though in the midst of combat he has no trouble thinking on his feet.
Size: 24'6" (height) 26'3" (wingspan)
Description: - Spoiler:
Abilities/Techniques:Base Speed: Zephyr is able to walk along at a speed of 40 mph, slower than that of most genin. In turn when he flies his speed increases to 65 mph.
Speech: Zephyr is able to speak like a human, his voice is powerful and loud loud a powerful storm
Vacuum Crescent: After charging his chakra for a round Zephyr absorbs wind into his body through the mouth, he then exhales and rotates their head horizontally and releases a mighty crescent of extremely sharp currents. This crescent is over 25 ft. long (3 ft in width at the center of the crescent) and 1 ft. thick. It travels at a powerful 150 mph. It has the ability to tear through the human torso completely and even more so, can cut through titanium up to a single ft. thick before the technique will dissipate. If he uses this on the ground, this ability has been known to create an overwhelming smoke screen of pure dust, allowing the user to escape an oncoming offensive assault by the enemy. 8 post cooldown in between.
Feather Shot: After a round of charging Zephyr opens his wings wide and swings them in the direction of his target. From his wings he releases a total of 50 feathers, all as dense as titanium with a razor's edge that cleanly slices through flesh and materials up to the strength of iron. These feathers travel up to one hundred feet at a speed of 80 mph. 8 round cool down.
Vortex Boost: After a round of charging Zephyr uses his master of the wind to literally bend it around himself as he moves to decrease resistance and thus increase his speed greatly. This technique lasts up to three rounds and increases his base flight speed to 80 mph. 10 round cool down.