Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Annals of The Yaku Family

Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 130 / 175
Agility: 144 / 175
Ninjutsu: 105 / 175
Taijutsu: 120 / 175
Genjutsu: 70 / 175
Chakra Control: 135% / 175


Power Level: 704

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=213244#p213244


New Stats (35 Stat Points)
Stamina: 135 (+5) / 175
Agility: 154 (+10) / 175
Ninjutsu: 110 (+5) / 175
Taijutsu: 125 (+5) / 175
Genjutsu: 75 (+5) / 175
Chakra Control: 140% (+5) / 175


Power Level: 739



Double post but no one was getting to mine and wanted to post this weeks training unless i forget.
 
Re: Annals of Yaku Sara

Sara said:
Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 125 / 175
Agility: 129 / 175
Ninjutsu: 95 / 175
Taijutsu: 105 / 175
Genjutsu: 65 / 175
Chakra Control: 125% / 175


Power Level: 644

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=212890#p212890
Also additional 25 points for C rank team mission: http://www.ninpocho.com/viewtopic.php?p=209429#p209429


New Stats (60 Stat Points)
Stamina: 130 (+5) / 175
Agility: 144 (+15) / 175
Ninjutsu: 105 (+10) / 175
Taijutsu: 120 (+15) / 175
Genjutsu: 70 (+5) / 175
Chakra Control: 135% (+10) / 175


Power Level: 704

Approved. How much yen?
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 130 / 175
Agility: 144 / 175
Ninjutsu: 105 / 175
Taijutsu: 120 / 175
Genjutsu: 70 / 175
Chakra Control: 135% / 175


Power Level: 704

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=213244#p213244


New Stats (35 Stat Points)
Stamina: 135 (+5) / 175
Agility: 154 (+10) / 175
Ninjutsu: 110 (+5) / 175
Taijutsu: 125 (+5) / 175
Genjutsu: 75 (+5) / 175
Chakra Control: 140% (+5) / 175


Power Level: 739



Double post but no one was getting to mine and wanted to post this weeks training unless i forget.

Approved. How much yen?
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 135 / 175
Agility: 154 / 175
Ninjutsu: 110 / 175
Taijutsu: 125 / 175
Genjutsu: 75 / 175
Chakra Control: 140% / 175


Power Level: 739

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=213699#p213699
WC: 532


New Stats (17 Stat Points)
Stamina: 135 / 175
Agility: 155 (+1) / 175
Ninjutsu: 115 (+5) / 175
Taijutsu: 130 (+5) / 175
Genjutsu: 80 (+5) / 175
Chakra Control: 141% (+1) / 175


Power Level: 756

Rank Up: Radioactive Glow (C Rank) (10 Points)
Rank Up: Brandish (D Rank) (8 Points)
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 135 / 175
Agility: 154 / 175
Ninjutsu: 110 / 175
Taijutsu: 125 / 175
Genjutsu: 75 / 175
Chakra Control: 140% / 175


Power Level: 739

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=213699#p213699
WC: 532


New Stats (17 Stat Points)
Stamina: 135 / 175
Agility: 155 (+1) / 175
Ninjutsu: 115 (+5) / 175
Taijutsu: 130 (+5) / 175
Genjutsu: 80 (+5) / 175
Chakra Control: 141% (+1) / 175


Power Level: 756

Rank Up: Radioactive Glow (C Rank) (10 Points)
Rank Up: Brandish (D Rank) (8 Points)

Training approved.

C Rank pay out done (2000 yen).
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 135 / 175
Agility: 155 / 175
Ninjutsu: 115 / 175
Taijutsu: 130 / 175
Genjutsu: 80 / 175
Chakra Control: 141% / 175


Power Level: 756

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=213989#p213989
WC: 362


New Stats (15 Stat Points)
Stamina: 135 / 175
Agility: 160 (+5) / 175
Ninjutsu: 115 / 175
Taijutsu: 135 (+5) / 175
Genjutsu: 80 / 175
Chakra Control: 146% (+5) / 175


Power Level: 771

Rank Up: After-Image (C Rank) (10 Points)
Rank Up: Chakra Absorption (C Rank) (10 Points)
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 135 / 175
Agility: 155 / 175
Ninjutsu: 115 / 175
Taijutsu: 130 / 175
Genjutsu: 80 / 175
Chakra Control: 141% / 175


Power Level: 756

Capped Points: 175


Topic:http://www.ninpocho.com/viewtopic.php?p=213989#p213989
WC: 362


New Stats (15 Stat Points)
Stamina: 135 / 175
Agility: 160 (+5) / 175
Ninjutsu: 115 / 175
Taijutsu: 135 (+5) / 175
Genjutsu: 80 / 175
Chakra Control: 146% (+5) / 175


Power Level: 771

Rank Up: After-Image (C Rank) (10 Points)
Rank Up: Chakra Absorption (C Rank) (10 Points)

Training approved.

C Rank payout (2000 yen) done.
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 135 / 175
Agility: 160 / 175
Ninjutsu: 115 / 175
Taijutsu: 135 / 175
Genjutsu: 80 / 175
Chakra Control: 146% / 175


Power Level: 771

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=214284#p214284
WC: 307


New Stats (35 Stat Points)
Stamina: 140 (+5) / 175
Agility: 165 (+5) / 175
Ninjutsu: 120 (+5) / 175
Taijutsu: 145 (+10) / 175
Genjutsu: 85 (+5) / 175
Chakra Control: 151% (+5) / 175


Power Level: 806
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 135 / 175
Agility: 160 / 175
Ninjutsu: 115 / 175
Taijutsu: 135 / 175
Genjutsu: 80 / 175
Chakra Control: 146% / 175


Power Level: 771

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=214284#p214284
WC: 307


New Stats (35 Stat Points)
Stamina: 140 (+5) / 175
Agility: 165 (+5) / 175
Ninjutsu: 120 (+5) / 175
Taijutsu: 145 (+10) / 175
Genjutsu: 85 (+5) / 175
Chakra Control: 151% (+5) / 175


Power Level: 806


Looks good, Training approved.

C-Rank payout (2000 yen) done.
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 140 / 175
Agility: 165 / 175
Ninjutsu: 120 / 175
Taijutsu: 145 / 175
Genjutsu: 85 / 175
Chakra Control: 151% / 175


Power Level: 806

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=214395#p214395
WC: 302


New Stats (35 Stat Points)
Stamina: 145 (+5) / 175
Agility: 170 (+5) / 175
Ninjutsu: 125 (+5) / 175
Taijutsu: 150 (+5) / 175
Genjutsu: 90 (+5) / 175
Chakra Control: 161% (+10) / 175


Power Level: 841
 
Re: Annals of Yaku Sara

Sara said:
Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 140 / 175
Agility: 165 / 175
Ninjutsu: 120 / 175
Taijutsu: 145 / 175
Genjutsu: 85 / 175
Chakra Control: 151% / 175


Power Level: 806

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=214395#p214395
WC: 302


New Stats (35 Stat Points)
Stamina: 145 (+5) / 175
Agility: 170 (+5) / 175
Ninjutsu: 125 (+5) / 175
Taijutsu: 150 (+5) / 175
Genjutsu: 90 (+5) / 175
Chakra Control: 161% (+10) / 175


Power Level: 841


Rinse/Repeat
Training approved
C-Rank payout (2000 yen) done.
P.S. Good luck on ur contract search ^^
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 145 / 175
Agility: 170 / 175
Ninjutsu: 125 / 175
Taijutsu: 150 / 175
Genjutsu: 90 / 175
Chakra Control: 161% / 175


Power Level: 841

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=214918#p214918
WC: 483


New Stats (35 Stat Points)
Stamina: 150 (+5) / 175
Agility: 175 (+5) / 175
Ninjutsu: 130 (+5) / 175
Taijutsu: 155 (+5) / 175
Genjutsu: 95 (+5) / 175
Chakra Control: 171% (+10) / 175


Power Level: 876
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.



Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.


Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 145 / 175
Agility: 170 / 175
Ninjutsu: 125 / 175
Taijutsu: 150 / 175
Genjutsu: 90 / 175
Chakra Control: 161% / 175


Power Level: 841

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=214918#p214918
WC: 483


New Stats (35 Stat Points)
Stamina: 150 (+5) / 175
Agility: 175 (+5) / 175
Ninjutsu: 130 (+5) / 175
Taijutsu: 155 (+5) / 175
Genjutsu: 95 (+5) / 175
Chakra Control: 171% (+10) / 175


Power Level: 876
Approved.
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 150 / 175
Agility: 175 / 175
Ninjutsu: 130 / 175
Taijutsu: 155 / 175
Genjutsu: 95 / 175
Chakra Control: 171% / 175


Power Level: 841

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?f=638&t=45886&p=215338#p215338
WC: 440


New Stats (35 Stat Points)
Stamina: 155 (+5) / 300
Agility: 180 (+5) / 300
Ninjutsu: 135 (+5) / 300
Taijutsu: 160 (+5) / 300
Genjutsu: 100 (+5) / 300
Chakra Control: 181% (+10) / 300


Power Level: 911


Note: B Rank now.
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 150 / 175
Agility: 175 / 175
Ninjutsu: 130 / 175
Taijutsu: 155 / 175
Genjutsu: 95 / 175
Chakra Control: 171% / 175


Power Level: 841
EDIT Power Level: 876

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?f=638&t=45886&p=215338#p215338
WC: 440


New Stats (35 Stat Points)
Stamina: 155 (+5) / 300
Agility: 180 (+5) / 300
Ninjutsu: 135 (+5) / 300
Taijutsu: 160 (+5) / 300
Genjutsu: 100 (+5) / 300
Chakra Control: 181% (+10) / 300


Power Level: 911


Note: B Rank now.


Approved: B rank stipend paid (+3000)
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.


Atomic Deterioration
Radiation jutsu destroy chakra and impair the ability to mold it; this jutsu takes that aspect and focuses on it. By breaking down their chakra into subatomic energy and infusing it into a target, this impairs the ability of another to maintain many of their jutsu; specifically those that somehow effect or strengthen themselves.

Information
Prerequisites: - Radiation Affinity, B-rank, 2 Mastered Radiation Jutsu

Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.

Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 155 / 300
Agility: 180 / 300
Ninjutsu: 135 / 300
Taijutsu: 160 / 300
Genjutsu: 100 / 300
Chakra Control: 181% / 300


Power Level: 911

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=215706#p215706
WC: 1561


New Stats (13 Stat Points)
Stamina: 157 (+2) / 300
Agility: 182 (+2) / 300
Ninjutsu: 137 (+2) / 300
Taijutsu: 162 (+2) / 300
Genjutsu: 102 (+2) / 300
Chakra Control: 184% (+3) / 300


Power Level: 924


Jutsu Masterying: 22 Stat Points
Sub Atomic Scorch (C)
Atomic Deteriation (B)
 
Re: Annals of Yaku Sara

Sara said:
Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.


Atomic Deterioration
Radiation jutsu destroy chakra and impair the ability to mold it; this jutsu takes that aspect and focuses on it. By breaking down their chakra into subatomic energy and infusing it into a target, this impairs the ability of another to maintain many of their jutsu; specifically those that somehow effect or strengthen themselves.

Information
Prerequisites: - Radiation Affinity, B-rank, 2 Mastered Radiation Jutsu

Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.

Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 155 / 300
Agility: 180 / 300
Ninjutsu: 135 / 300
Taijutsu: 160 / 300
Genjutsu: 100 / 300
Chakra Control: 181% / 300


Power Level: 911

Capped Points: 175


Topic: http://www.ninpocho.com/viewtopic.php?p=215706#p215706
WC: 1561


New Stats (13 Stat Points)
Stamina: 157 (+2) / 300
Agility: 182 (+2) / 300
Ninjutsu: 137 (+2) / 300
Taijutsu: 162 (+2) / 300
Genjutsu: 102 (+2) / 300
Chakra Control: 184% (+3) / 300


Power Level: 924


Jutsu Masterying: 22 Stat Points
Sub Atomic Scorch (C)
Atomic Deteriation (B)
approved
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.


Atomic Deterioration
Radiation jutsu destroy chakra and impair the ability to mold it; this jutsu takes that aspect and focuses on it. By breaking down their chakra into subatomic energy and infusing it into a target, this impairs the ability of another to maintain many of their jutsu; specifically those that somehow effect or strengthen themselves.

Information
Prerequisites: - Radiation Affinity, B-rank, 2 Mastered Radiation Jutsu

Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.

Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 157 / 300
Agility: 182 / 300
Ninjutsu: 137 / 300
Taijutsu: 162 / 300
Genjutsu: 102 / 300
Chakra Control: 184% / 300


Power Level: 924


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=216188#p216188
WC: 278


New Stats (17 Stat Points)
Stamina: 160 (+3) / 300
Agility: 185 (+3) / 300
Ninjutsu: 140 (+3) / 300
Taijutsu: 165 (+3) / 300
Genjutsu: 104 (+2) / 300
Chakra Control: 187% (+3) / 300


Power Level: 941


Jutsu Masterying: 18
Facepalm (D)
After-Image (C)
 
Re: Annals of Yaku Sara

Sara said:
Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.


Atomic Deterioration
Radiation jutsu destroy chakra and impair the ability to mold it; this jutsu takes that aspect and focuses on it. By breaking down their chakra into subatomic energy and infusing it into a target, this impairs the ability of another to maintain many of their jutsu; specifically those that somehow effect or strengthen themselves.

Information
Prerequisites: - Radiation Affinity, B-rank, 2 Mastered Radiation Jutsu

Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.

Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 157 / 300
Agility: 182 / 300
Ninjutsu: 137 / 300
Taijutsu: 162 / 300
Genjutsu: 102 / 300
Chakra Control: 184% / 300


Power Level: 924


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=216188#p216188
WC: 278


New Stats (17 Stat Points)
Stamina: 160 (+3) / 300
Agility: 185 (+3) / 300
Ninjutsu: 140 (+3) / 300
Taijutsu: 165 (+3) / 300
Genjutsu: 104 (+2) / 300
Chakra Control: 187% (+3) / 300


Power Level: 941


Jutsu Masterying: 18
Facepalm (D)
After-Image (C)
approved
 
Re: Annals of Yaku Sara

Non-Element Ninjutsu
Transformation
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.


Cancel
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.


Contract Summoning:
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.

Medical Ninjutsu
Mystical Hand
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.


Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.Skeletal Fortification wrote:


Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.



System Shock
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-Rank

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.

Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.

Cost: 560 CP; the target takes 2% Max HP damage

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.


System Restoration
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.


Lightning Ninjutsu:
Storm Bolt
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information

Prerequisites: E-rank

Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderfist
A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.

Information
Prerequisites: E-rank

Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Electrocution
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information

Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.


Electroshock
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information

Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Thunderstruck
Being struck by lightning leaves a punishing effect on the body, sometimes causing the body to recall the pain and anguish it went through after being struck. This jutsu strikes the target with a bolt of energy, which courses through the body of the victim for a long duration, dealing constant damage to them.

Information
Prerequisites: C-rank

Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.

Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd

Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.


Offensive Taijutsu:
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack

Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.


4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp


Roaring Combination
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp


16-Hit Combo
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp


Primary Lotus
One of the most dangerous combinations known to any fighter. A fearsome kick to skyrocket the target into the air followed by a spinning death drop back to the ground.

Information
Prerequisites: B-Rank, A weapon with the Unarmed Damage Type.

Rank 1: 2 Strikes at -2 Accuracy dealing 825 Damage each.
Rank 2: 2 Strikes at -2 Accuracy dealing 1,015 Damage each.

Rank 1 Cost: 600 Cp
Rank 2 Cost: 735 Cp

Notes:
- If the first strike is a Full Hit, this has a 18%/24% chance to give the target -2 Dodge to the second strike.
- If the second strike is a Full Hit, the target has a 21%/28% chance to be stunned, causing them to lose 1.5 Ap. This counts as Suppression.

Buffing Taijutsu
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.


Brandish
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp

Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.


Critical Exposure ANBU Jutsu
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.



Chakra Absorption
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.

Information
Prerequisites: C-Rank

Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master Rank: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.

Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.

Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.


Chakra Extension
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.

Information
Prerequisites: C-Rank

Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.

Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.

Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd

Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).


Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

Information
Prerequisites: B-Rank

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Genjutsu:
Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.

Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)

Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd


Facepalm: Kinetic
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

Information
Prerequisite: D Rank

Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%

Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms

Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain


After-Image Visual
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.

Information
Prerequisites: C Rank

Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.

Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round


Verse of Darkness Visual
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

Information
Prerequisites: C rank

Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.

Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.

Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round

Radiation Ninjutsu:
Radioactive Glow
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect

Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.

Sub-Atomic Scorch
A technique that radiates a glowing chakra around a target of the user's choice, searing their flesh with radioactive chakra. Burns from this jutsu go deeper than skin level, and burn into their muscles and bones; overall weakening the strength of their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).


Radioactive Decay
A technique that releases a burst of chakra that, while not immediately harmful, is targeted at the internal body of the victim. Though not having external effects, this painfully burns away at the Tenketsu, or chakra points, within their body.

Information
Prerequisites: - Radiation Affinity, C-rank

Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.


Atomic Deterioration
Radiation jutsu destroy chakra and impair the ability to mold it; this jutsu takes that aspect and focuses on it. By breaking down their chakra into subatomic energy and infusing it into a target, this impairs the ability of another to maintain many of their jutsu; specifically those that somehow effect or strengthen themselves.

Information
Prerequisites: - Radiation Affinity, B-rank, 2 Mastered Radiation Jutsu

Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.

Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.

Current Stats
Stamina: 160 / 300
Agility: 185 / 300
Ninjutsu: 140 / 300
Taijutsu: 165 / 300
Genjutsu: 104 / 300
Chakra Control: 187% / 300


Power Level: 941


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=216397#p216397
WC: 323


New Stats (+70 Stat Points)
Stamina: 165 (+5) / 300
Agility: 195 (+10) / 300
Ninjutsu: 150 (+10) / 300
Taijutsu: 180 (+15) / 300
Genjutsu: 114 (+10) / 300
Chakra Control: 207% (+20) / 300


Power Level: 1011


Note: Noticed I had already Mastered After-Image in a prior training. http://www.ninpocho.com/viewtopic.php?p=213990#p213990
Wish to transfer the Mastering to System Shock (C rank med tech)



Note: Double Holiday Training
 

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